Super Peel Out in Sonic 2
#1
Posted 24 February 2012 - 11:44 AM
But, since I'm a newbie at asm hacking, I don't understand half of it.
This is what I don't understand:
1. Set aside two SST variables for the peel out.
6. ...Also add another run entry to the end of the Super Sonic animation index so it doesn't glitch out when you peel out as Super Sonic.
7. Actually getting the animations to be used is rather tricky. At this point, a good understanding of how the existing walk/run animation's code is irreplaceable. (Or, you could just copy.) You must add a third option to the walk or run decision for really high speeds and force it if the peel out flag is set.
The rest I know or will figure out.
Could someone explain it to me?
#2
Posted 24 February 2012 - 06:55 PM
1. Set aside two SST variables for the peel out.
6. ...Also add another run entry to the end of the Super Sonic animation index so it doesn't glitch out when you peel out as Super Sonic.
7. Actually getting the animations to be used is rather tricky. At this point, a good understanding of how the existing walk/run animation's code is irreplaceable. (Or, you could just copy.) You must add a third option to the walk or run decision for really high speeds and force it if the peel out flag is set.
1) This will help you free 3 SST's (as there isn't any free in Sonic 2)
6) When you add the animation for Sonic, it's pretty much saying do the same for SuperSonic.
7) From the top of my head, unless I mis-understand, I think it's saying if Sonic is going soooo fast, to make it jump to his peel-out animation.
#3
Posted 24 February 2012 - 07:09 PM
Isn't $21 free? It's used for Knuckles in KiS2.1) This will help you free 3 SST's (as there isn't any free in Sonic 2)
#4
Posted 25 February 2012 - 12:57 AM
collision_property = $21
#5
Posted 25 February 2012 - 12:05 PM
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