Super Peel Out in Sonic 2

Discussion in 'Discussion and Q&A Archive' started by CrashSG32, Feb 24, 2012.

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  1. CrashSG32

    CrashSG32 Classy and I know it Member

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    I want to port the Super Peel Out to my Sonic 2 hack, and I found a guide on Sonic Retro Forums: http://forums.sonicretro.org/index.php?showtopic=13101


    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. redhotsonic

    redhotsonic Also known as RHS Member

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    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. Spanner

    Spanner The Tool Member

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  4. redhotsonic

    redhotsonic Also known as RHS Member

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    Yes, for Sonic and Tails it is. Good thinking. For other objects and etc, it's collision so be aware of that


    collision_property = $21
     
  5. Spanner

    Spanner The Tool Member

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    I'm a silly person now since my Knuckles object used $21...
     
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