Search found 22 matches

by TiagoSC
Sat Sep 03, 2022 12:41 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

This 2D Sonic engine for PS1 and Saturn is really stunning! Is it open source? The fellows from the (recently very much growing) 3DO community might be interested. Thanks! These ports are open source: Sonic1 for PC https://github.com/cuckydev/SoniCPort Sonic1 for Sega Saturn https://github.com/Ced2...
by TiagoSC
Sat Aug 06, 2022 1:14 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

I posted a separate thread about this, but it totally makes sense to just put the comment here too after you talking about being equal to Sat/PSX in some ways: If someone had told me this Trials of Mana boss fight was coming from a Sat/PSX game, I totally would have believed it: https://youtu.be/TG...
by TiagoSC
Sat Aug 06, 2022 12:22 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

Do you think he's still working on that game, and is it even for the SNES? I'm not porting the complete Sonic to the SNES because the snes sprite limits really complicate porting 1:1, as I use 8x8/16x16 sprites to maximize the 512 sprite tiles, it would be difficult to make the large objects of the...
by TiagoSC
Sat Aug 06, 2022 12:00 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

I'm not porting the complete Sonic to the SNES because the snes sprite limits really complicate porting 1:1, as I use 8x8/16x16 sprites to maximize the 512 sprite tiles, it would be difficult to make the large objects of the next stages. I plan to make a game of my own in the style of SONIC, as it'...
by TiagoSC
Sat Aug 06, 2022 7:43 am
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

I mean, Tiago did say he didn't intend on porting the full Sonic game, and that this was just to test his engine, which he plans to use for a custom Sonic-like game with unspecified Donkey Kong Country-like elements. Do you think he's still working on that game, and is it even for the SNES? I'm not...
by TiagoSC
Sun Sep 13, 2020 10:04 am
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

Hello!
I put a small update on the first post.
by TiagoSC
Sat Aug 15, 2020 6:32 am
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

There used to be a link to the ROM in the first post, but it's been edited out for some reason... Sorry, i removed the ROM because in the future i will post a more complete version and also not to come into friction with NesDev's rules about posting others' intellectual property without authorizati...
by TiagoSC
Thu Aug 13, 2020 5:00 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

In the original Sonic I think it can happen to have 4 to 7 enemies at the same time. To avoid misses, it might be good to use predictive animation with double buffering (tepples used it in the Haunted games on NES). If my calculations are correct, with reasonably efficient DMA handling code it shou...
by TiagoSC
Thu Aug 13, 2020 4:43 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

Thanks! I'm actually a multi-system fan! (from 8bit to psx/saturn). I still want to try something on the PC-Engine, It's really cool to see somebody with this kind of mind, then i suppose those demos are your "hello world" :wink: As a pcengine/supergrafx coder,i suggest you to aim the sup...
by TiagoSC
Tue Aug 11, 2020 4:54 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

Sonic 1 engine isn't optimal in the way it handles active objects, it just clips them horizontally (128 px off screen) while all the vertical area is still active. The problem is that Sonic levels can be quite large even on the vertical axis so that raise quite a lot the number of active objects at...
by TiagoSC
Tue Aug 11, 2020 4:42 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

Thanks! I'm actually a multi-system fan kkk (from 8bit to psx/saturn). I still want to try something on the PC-Engine, that HuC6280 is a rocket! Oh, that's a pleasant surprise. I'm a multi-system fan too. Also watch where you type those Ks. I know they mean lol in Portuguese, but in an English-lang...
by TiagoSC
Tue Aug 11, 2020 4:33 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

How many enemies appear onscreen at one time in the original game? Not just within 128 pixels, but actually onscreen and visible? VBlank is about 6 KB long minus overhead. A few enemies made of a handful of 16x16 sprites each should easily fit with no special measures, even if they all animate on t...
by TiagoSC
Tue Aug 11, 2020 4:13 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

This port is incredible,even at this stage really . I thought tiago was a megadrive fan and he wasn't very good(or even interested) at SNES coding,i was wrong. Thanks! I'm actually a multi-system fan! (from 8bit to psx/saturn). I still want to try something on the PC-Engine, that HuC6280 is a rocket!
by TiagoSC
Tue Aug 11, 2020 3:59 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

psycopathicteen wrote: Sun Aug 09, 2020 10:51 am What animation frames are missing? They looked the same to me.
The missing animation frames are from enemies Crabmeat and Neutron,
and some sprites that use backdrop tiles.

Image
by TiagoSC
Fri Aug 07, 2020 8:07 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 240
Views: 134456

Re: [demo] SNES Sonic

Audio doesn't work in no$sns. It works on real hardware, so this isn't really your problem... Pushing Start apparently causes Sonic to get locked into whatever animation cycle he's in at the moment, and allows you to move him all around the screen with the D-pad. Pushing Y spawns a ring. Pushing St...