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#19 SpirituInsanum

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Posted 14 April 2011 - 05:56 AM

I finally had some time to check the problem with the title screen's background not scrolling and update the first post.

The problem with the background not scrolling is easy to solve so I didn't give too specific guidelines.
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#20 MarkeyJester

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Posted 14 April 2011 - 06:22 AM

Nice work, I will point out though:

• Incorrect first plane when respawning at a checkpoint: A visual glitch (often an horizontal bar at the top of the screen) may appear if the lamppost's base is lower that the top of the ground's collision.

If I recall (I could be wrong but), if that is the same issue on the Y axis as on the X axis, then it must also be based on Sonic's position (mainly Y), so in that case, having the lamppost at correct ground position won't do if Sonic is in the air and has touched the top of the lamppost, then his Y position won't be the same as the starting Y position on that lamppost, hence the draw position should remain fucked (of course, just speculating here in general as I haven't tried it, so apologies if you check this and it's incorrect =P).

I'm pleased that you're engaging in this form of research though, it's interesting stuff to say the least, maybe one day we'll end up with a fully function and bugless Sonic 1 Rom =P
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#21 SpirituInsanum

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Posted 14 April 2011 - 05:56 PM

It's another glitch, I've seen it several times.

Isn't the one you're referring to related to background (plane B )? The one I'm talking about there is on the foreground (plane A). It happens when the lamppost's bottom (ie the coordinates used to respawn Sonic) is inside the ground's collision. Here's a pic:
Posted Image
I guess it's a problem with plane A not being redrawn for a short time after respawning when Sonic is "pushed" out of the collision. The visual glitch will, of course, disappear once it's out of the screen.

Edited by SpirituInsanum, 14 April 2011 - 06:06 PM.

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#22 MarkeyJester

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Posted 14 April 2011 - 06:29 PM

Oh yeah, sorry, it wasn't related to what I had in mind, I was referring to the scroll positions and not the draw code, disregard then =P
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#23 jspamax

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Posted 26 April 2011 - 02:56 PM

just thought I'd say that I noticed Selbi has been premoted to 'RED' Staff membership.
What did he do? lol
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#24 OrdosAlpha

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Posted 26 April 2011 - 03:06 PM

just thought I'd say that I noticed Selbi has been premoted to 'RED' Staff membership.
What did he do? lol

His old member group was the Staff group in all but name. So, I moved him and deleted a pointless user group.
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#25 jspamax

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Posted 26 April 2011 - 03:43 PM

just thought I'd say that I noticed Selbi has been premoted to 'RED' Staff membership.
What did he do? lol

His old member group was the Staff group in all but name. So, I moved him and deleted a pointless user group.

yea it was pretty pointless. he was the only project supervisor as far as I knew. :P
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#26 Spanner

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Posted 26 April 2011 - 04:47 PM

just thought I'd say that I noticed Selbi has been premoted to 'RED' Staff membership.
What did he do? lol

His old member group was the Staff group in all but name. So, I moved him and deleted a pointless user group.

yea it was pretty pointless. he was the only project supervisor as far as I knew. :P

I believe MarkeyJester was one before being moved to Staff. Things change from time to time, some of them unexpectedly.
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#27 Selbi

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Posted 26 April 2011 - 05:43 PM

Originally Markey and I were in the "Hacktube Moderator" group. At some point Markey was put into the Staff group and shortly after that Hacktube has been removed and I was put into the Projects Supervisor group. Seeing how I never really was able to "supervise" these projects, I've been moved into the Staff group as well, so now everyone is happy.
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#28 HCKTROX

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Posted 06 May 2011 - 10:33 PM

Recenctly I discovered a small glitch in sonic 1 (I'm not sure if that glitch is fixed in later games)

If you get a GAME OVER while the SonicGotThrough scene, you will see a GAME OVER text messed up, and if you can pass the level before the game restarts by the game over, you can play with 0 lives, and also you can't pause the game.
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#29 SpirituInsanum

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Posted 07 May 2011 - 12:56 AM

Don't tell me there are traps after the signpost in your hack... ^^'

Do you have a screenshot?

Without checking, my guess for a fix would be to destroy the titlecard object if Sonic dies, though that probably wouldn't help making the art load correctly.
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#30 HCKTROX

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Posted 19 June 2011 - 11:51 PM

Spoiler


I got looking some hack's source codes, and I see that not anyone knows how to use PalLoad1 and PalLoad2 correctly. So, here I'll explain his functions:

PalLoad1: This one may be used to load palettes, but just if the palette will fade, otherwise will not work.
- Example:
    moveq    #2,d0    ; load second palette that is in the palette list.
jsr PalLoad1
jsr Pal_FadeTo


PalLoad2: This one may be used to load palettes, but just if you want to load the palette inmediately. This means, that this one is not the appropiate to be used if the palette will fade.

    moveq    #2,d0    ; load second palette that is in the palette list.
jsr PalLoad2

Edited by HCKTROX, 19 June 2011 - 11:54 PM.

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#31 Dandaman955

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Posted 20 June 2011 - 10:36 PM

I suppose extracts of this could be used as well.
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