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Objects (Common)
Category Sega Genesis / 32X
Game
Section
Stage Objects
Submitter Paraemon
Size 0.00 KB
Format PNG ()
Hits 21,491
Comments 9

Objects (Common)
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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.
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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.
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Sep 19, 2019, 11:14 AM
Pardon my formatting on the last post, mobile seemed to have messed it up.
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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
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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.
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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.
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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.
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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.
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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.
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