Has Sonic 1 ever been too slow for you? Have you felt like the levels are too much of a drag, been forced to platform instead of using your...
Happens in every classic Sonic game built off the S1 engine, fun fact! So this has been around since at least February 1990 and wasn't fixed, even...
If your emulator has a VRAM viewer, look there at anywhere where it's blank or filled with title screen stuff between all levels. If not, you'll...
May I suggest merging the art blocks? There's numerous tutorials to do so, and it will prevent issues like this in the future.
... actually, this is completely false, as all that the line does is change the X position of the object in Sonic's slot, determining the current...
Sounds like your desired art is overflowing into object VRAM, to an extent that it likely isn't able to be fixed by moving objects around in VRAM,...
Late note: S1D will not be at SHC 2022, but it will be at SHC 2023 with even more context than was planned for SHC 2022.
If Sonic 2 can do it, so can Sonic 1. Keep in mind that your only limits are the hardware's; otherwise, you just change the code to work with you....
More accurately: you can't have a non-temporary label between temporary labels: it won't find it otherwise.
My best guess as to the reason is just that they felt like a warmer pallete was more fitting for Act 1.
You mean this? [MEDIA] Because that's Quartz Quadrant Good Future, not Tidal Tempest. You can find it here.
Ok, several things to say right now. First of all, this thread has now been repurposed from just a page for the SHC 2021 demo to a general...
Considered the former, and I have no clue how to do the latter at the moment, the current sea scrolling is to hold over until we figure that out...
[MEDIA]
[IMG]
There isn't seperate angled animations: it manually adds to the frame you'd be on during the normal walking animation based off angle in...
Considering I got it working with Project 128 for S1D, no, it's not because of Project 128. I did have similar issues, but that was because I...
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