Wiki
Sprites
Models
Textures
Sounds
Login
VGFacts
DidYouKnowGaming?
☰
Hello, Guest! (
Login
|
Register
)
Register today to join in with discussions on the forum, post comments on the site, and upload your own sheets!
☰
Home
-
Search
-
Forums
-
About
-
Stats
-
Comments
-
Contact
Sprites
Models
Textures
Sounds
Home
Search
Forums
Wiki
About
FAQ
Stats
Comments
Contact
User Agreement
Privacy Policy
Social Links
Discord
Twitter
Facebook
User Links
Login
Consoles
3DS
Arcade
Browser Games
Custom / Edited
DS / DSi
Game Boy / GBC
Game Boy Advance
GameCube
Master System
Mobile
MS-DOS
Neo Geo / NGCD
NES
Nintendo 64
Nintendo Switch
PC / Computer
PlayStation
PlayStation 2
PlayStation 3
PSP
Sega CD
Sega Genesis / 32X
SNES
Wii
Wii U
Other Systems
3DO
Acorn Archimedes
Acorn Electron
Adventure Vision
Amiga / Amiga CD32
Amstrad CPC
Apple II
Atari
Atari ST
Bally Astrocade
BBC Micro
CD-i
ColecoVision
Commodore 16
Commodore 64
COMX-35
Cybiko
Dreamcast
Elektronika Calculators
Emerson Arcadia 2001
Enterprise
FM Towns
FM-7
Fujitsu FM77AV
Game Gear
Game Master
Game.com
HyperScan
Intellivision
Jaguar
LCD Handhelds
LeapFrog
Lynx
Mega Duck
MSX
MSX2
N-Gage
NEC PC-6001
NEC PC-8801
NEC PC-9801
Neo Geo Pocket / NGPC
Nokia Series 40/60
Nvidia Shield TV
Odyssey²
PalmOS
Pico
Pinball
PlayStation 4
PlayStation 5
PlayStation Vita
Plug & Play
Pokémon Mini
RCA Studio II
Saturn
SG-1000
Sharp MZ
Sharp X1
Sharp X68000
Super A'Can
Super Cassette Vision
Supervision
Tapwave Zodiac
Thumby
TI-83
TI-99
TurboGrafx-16
V.Smile
Vectrex
Virtual Boy
Visicom COM-100
WonderSwan / WSC
Xbox
Xbox 360
Zeebo
ZX Spectrum
Genres
Action
Action RPG
Action-Adventure
Action-Platformer
Adventure
Beat 'em Up
Board / Card Game
Customs
Educational
Fighting
Horror
Music
Platformer
Puzzle
Racing
Shoot 'em Up
Shooter
Simulation
Sports
Strategy
Turn-Based RPG
Visual Novel
Other
Advertisement
#
-
A
-
B
-
C
-
D
-
E
-
F
-
G
-
H
-
I
-
J
-
K
-
L
-
M
-
N
-
O
-
P
-
Q
-
R
-
S
-
T
-
U
-
V
-
W
-
X
-
Y
-
Z
Objects (Common)
Category
Sega Genesis / 32X
Game
Sonic & Knuckles
Section
Stage Objects
Submitter
Paraemon
Size
0.00 KB
Format
PNG ()
Hits
21,491
Comments
9
Download this Sheet
Return to Game
Previous Sheet
|
Next Sheet
You must be
logged in
with an active forum account to post comments.
Ozaleto
Sep 19, 2019, 1:30 PM
Understood. Just letting you know that the only reason why the mobile port uses those incorrect values is due to all emulators using incorrect values in the first place, which they most likely referenced the RGB values from. IMO FSH values are also not really necessary since they are just another set of incorrect values going by 34s that some emulation use instead of going by 32s.
Paraemon
Sep 19, 2019, 12:52 PM
With respect, I'll fix that at a later date. There's about 200+ sheets that require the value tables, and I don't want to waste precious time correcting them all since I won't have enough free time starting after the weekend, and want to get as much as my WIP sheets done before that point. At the very least, they seem to still be accurate to the mobile ports.
Ozaleto
Sep 19, 2019, 11:14 AM
Pardon my formatting on the last post, mobile seemed to have messed it up.
Ozaleto
Sep 19, 2019, 11:09 AM
You also have the incorrect values for Raw Palette Formulations. Please read
http://www.sega-16.com/forum/showthread.php?30522-The-correct-MD-VDP-output-levels
Paraemon
Sep 19, 2019, 11:07 AM
>
sigh
. I'll deal with it when I'm at home.
And it seemed to be quite interesting too.
VAdaPEGA
Sep 19, 2019, 10:15 AM
http://vadapega.akawah.net/public/spikeused.gif
Of course it's visible in VRAM, it's how it's arranged.
The programmers designed the spike sprites to be 4x2 tiles in size, there is no instance of them being arranged to be 8x1 in the game anywhere (besides, it looks wrong to begin with).
Whoever added that to TCRF clearly has no idea of what they were on about and nobody in the know has looked at the page in so long to get it corrected.
Paraemon
Sep 19, 2019, 5:08 AM
Well, first of all, they originate from Sonic 3 and are carried over into Sonic & Knuckles. TCRF labels them as "A strange arrangement of the spike tiles, which would have been used to make them appear twice as long". So it's entirely possible they had a use in a prototype before being canned, and were just left in.
The MD/Genesis arranges tiles for sprites depending on how the programmers lay them out in game. These can be seen in standard, or flipped vertically or horizontally. Sonic 1 goes a step further than later games in this regard, and Sonic 2's tile layouts are a bit different in at least a few places.
Even if they don't have this, explain how I can see it in the VDP for multiple S3K games. I'm not removing it, and don't see a need to relabel it - depending on how you expect me to relabel it, means whether or not I have to overhaul the entire sheet.
VAdaPEGA
Sep 18, 2019, 9:55 PM
that long spike is not a real sprite at all, it's just a coincidence that it can be mapped that way due to the nature of how the MD arranges tiles for sprites.
The actual sprite mappings don't have this, please remove or relabel.
dogefan91
Nov 28, 2018, 2:29 PM
funfact: the flicky changes color because his color scheme uses Sonic's pallete, so when knuckles is in place of sonic, he uses a red pallete, making the flicky use that pallete.
This page does not work well in portrait mode on mobile. Please rotate your device.
Revise
Report
Switch to Dark Theme
Switch to Text Mode
Click to show NSFW Content
Click to toggle list of pending sheets
Click for a random sheet!