Author Topic: Position hacking script for Sonic 1, 2, 3 & Knuckles  (Read 53512 times)

0 Members and 4 Guests are viewing this topic.

Offline feos

  • Jr. Member
  • **
  • Posts: 66
  • TASVideos.org
Re: Position hacking script for Sonic 1, 2, 3 & Knuckles
« Reply #15 on: June 01, 2012, 06:03:03 pm »
I contacted to an experienced person, he told me I can add this feature myself (I don't know C++!). I did it and asked TASVideos admin to apply my patch. He told me I can do it myself too, and counted me in as a committer. Weird, huh? What's more funny, I never player Sonic!
« Last Edit: June 01, 2012, 06:04:50 pm by feos »

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
Re: Position hacking script for Sonic 1, 2, 3 & Knuckles
« Reply #16 on: June 02, 2012, 06:15:46 am »
Well, it handles like a dream! You know those times when you don't realize how uncomfortable you are until you change something (shoes, mattress, etc) that suddenly makes your life so much better? This is what I'm feeling right now!

Ah, this is what freedom tastes like :)
Current project:
Mega Man: Powered Up (PSP)

Offline feos

  • Jr. Member
  • **
  • Posts: 66
  • TASVideos.org
Re: Position hacking script for Sonic 1, 2, 3 & Knuckles
« Reply #17 on: September 28, 2013, 12:54:19 pm »
http://code.google.com/p/gens-rerecording/downloads/detail?name=Gens11svn.7z

Quote
* Graphics: Added "Pink Background" option and hotkey.
Flag is stored to config.
Color is "Magic pink", r=max, g=0, b=max.

* Graphics: Toggled layers now are saved to config as well.
TODO: Figure out hex value for pink for mode_555.
TODO: Configurable backdrop color (is it needed?)

This freaking toggle now works for any game, even though Sonic or, say, Tiny Toons use not zero color as backdrop. Toggled layers now get remembered between sessions.

Plans: add turbo toggle. add "save screen to clipborad".
« Last Edit: October 20, 2013, 03:05:57 am by feos »

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
Re: Position hacking script for Sonic 1, 2, 3 & Knuckles
« Reply #18 on: September 29, 2013, 10:20:32 pm »
That's very good news! Thanks for your efforts in making this a reality.
Current project:
Mega Man: Powered Up (PSP)

Offline feos

  • Jr. Member
  • **
  • Posts: 66
  • TASVideos.org
Re: Position hacking script for Sonic 1, 2, 3 & Knuckles
« Reply #19 on: October 06, 2013, 02:26:40 pm »
http://gens-rerecording.googlecode.com/files/Gens11svn.zip

 Finally added saving screenshot to clipboard (yay!)
 Finally added ability to remove HUD/messages from screenshots (4 years later):
 determined by Tools -> AVI -> Clean AVI screen.
 Blue Pause effect off by default.
« Last Edit: October 20, 2013, 03:06:33 am by feos »

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
Re: Position hacking script for Sonic 1, 2, 3 & Knuckles
« Reply #20 on: October 06, 2013, 03:32:18 pm »
AS far as I'm concerned, the only feature missing from Gens-ReRecording to make it the perfect Genesis emulator would be a Map Viewer like in VisualBoy Advance. Unfortunately, that's probably something that would be quite complex to add in and not the sort of feature request I would expect to see fulfilled.
Current project:
Mega Man: Powered Up (PSP)

Offline feos

  • Jr. Member
  • **
  • Posts: 66
  • TASVideos.org
Re: Position hacking script for Sonic 1, 2, 3 & Knuckles
« Reply #21 on: May 23, 2014, 11:04:57 am »
After I saw how Genesis nametables look, I disagree that it helps anything in mapping :) It's just a heap of level parts, not so big and completely messed up.

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
Re: Position hacking script for Sonic 1, 2, 3 & Knuckles
« Reply #22 on: May 23, 2014, 01:10:24 pm »
I don't know if you're equating Nametables with my Map Viewer idea, but such a viewer is always limited to the small portion of the map actually loaded in video memory (please my wrong use of technical terms here) and as you said, parts are not always in order.

It is useful however when there are small areas off-screen (a few tiles in any direction) that you can't reach otherwise, or to capture the actual map's graphic data (even if it's not in order) before various raster effects alter it too much such as per line palette shift and parallax scrolling, effects that more graphically intensive games tend to use a lot.
Current project:
Mega Man: Powered Up (PSP)

Offline feos

  • Jr. Member
  • **
  • Posts: 66
  • TASVideos.org
Re: Position hacking script for Sonic 1, 2, 3 & Knuckles
« Reply #23 on: May 23, 2014, 02:37:23 pm »
The thing is, the latest KMod has this feature. But the build is x64 only so I couldn't even test it out.
http://gendev.spritesmind.net/page-gensK.html
« Last Edit: May 23, 2014, 02:37:36 pm by feos »