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VAdaPEGA

@vadapega / vadapega.tumblr.com

Hi hi, I'm VAdaPEGA, a Freelance artist for all kinds of Digital Art, specialized in Pixel-Art. As a hobby, I modify vintage video games in various fun ways.   https://vadapega.carrd.co
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One thing I do when porting or composing music is to hide the PSG channels since I'd rather the FM take precedence, here's what this song sounds like when split between FM, PSG and the DAC & Noise tracks:

In my works, PSG is most useful for normalizing channel panning, since the YM2612 can only do full panning, no partials! It can also work as a good echo.

Sound Effects are also a big factoid so to avoid sudden stops in music channels, redundancy is necessary. In other words : despite the fact we have 5/6 FM and 2/3 PSG channels, in reality we only have about 3-4 channel polyphony.

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Gatoslip now has S&K lock-on features

For awhile I knew that S&K checked for the attached cartridge's header to execute it's code, but little did I know just how far one could go beyond just allowing a full version of Blue Spheres...

For this in particular, I put a dummy Sonic 2 header around the 3MB mark (game is too large and won't mirror) and exploit the fact it uses Sonic 2's Sound Driver loading routine by having code that hijacks the gamemode address table and runs its own code on top.

And I can go further than just a simple mock scene before Blue Spheres :

When you fit S2 into S&K, you get KtEiS2

When you fit Gatoslip into S&K, you get P&K

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vadapega

This one sleep deprived idiot came to me on DMs with this screenshot

Having done this stuff for years I knew right away those colours are in BGR, hex values in increments of 2

Image
Image

Once translated, it came up like this, the second one I used the "gold" and "red" colours at the bottom.

First thing I noticed is that the order is backwards compared to the games, so I flipped the image vertically and made a comparison gif

(don't mind the brightness change, different programs preview colours differently)

Observations:

  • The "gold tone" remained in place green tone was redone to flow better rather than have this awkward aqua tone. it was also moved to the other palette line.
  • Line 3 was redone dramatically likely to account for the palette cycling, hence the chaotic nature.
  • Enemy palette received a green set and a red colour, the olive colour remained, index F remains unused.
  • The pink/magenta tone is gone, replaced by orange and red.
  • The notes mention a blue grey which is what was added to the background palette.
  • It mentions "B-Scroll" at the top but most of that line was used on the foreground, not background.

...dude says he's sick of looking at Pokémon stuff yet doesn't respect it when I say I'm sick of Sonic stuff.

This small part did catch my attention however, seems there was some plan to use Shadow and Highlight mode at some point.

For those unaware, Shadow and Highlight mode allows for stuff like this:

QUICK EDIT : comparison between beta and final palette:

I messed up some colours and forgot the darker blues, this is what it's meant to look like.

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This one sleep deprived idiot came to me on DMs with this screenshot

Having done this stuff for years I knew right away those colours are in BGR, hex values in increments of 2

Image
Image

Once translated, it came up like this, the second one I used the "gold" and "red" colours at the bottom.

First thing I noticed is that the order is backwards compared to the games, so I flipped the image vertically and made a comparison gif

(don't mind the brightness change, different programs preview colours differently)

Observations:

  • The "gold tone" remained in place green tone was redone to flow better rather than have this awkward aqua tone. it was also moved to the other palette line.
  • Line 3 was redone dramatically likely to account for the palette cycling, hence the chaotic nature.
  • Enemy palette received a green set and a red colour, the olive colour remained, index F remains unused.
  • The pink/magenta tone is gone, replaced by orange and red.
  • The notes mention a blue grey which is what was added to the background palette.
  • It mentions "B-Scroll" at the top but most of that line was used on the foreground, not background.

...dude says he's sick of looking at Pokémon stuff yet doesn't respect it when I say I'm sick of Sonic stuff.

This small part did catch my attention however, seems there was some plan to use Shadow and Highlight mode at some point.

For those unaware, Shadow and Highlight mode allows for stuff like this:

QUICK EDIT : comparison between beta and final palette:

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In the original game, there is 1 frame of movement lag every time you jump. This isn't because jumping is a heavy task, but because it skips over the rest of the player's code on a successful jump via a "addq.l #4,sp" (add to stack pointer, essencially forgetting the return point). I decided to change the line to a "move.l #SpeedToPos,(sp)" so that it applies momentum the same frame, removing the stutter.

(More accurately, it should've been #ObjectFall to apply gravity, but I'm keeping it this way. Enjoy the extra jump height~)

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vadapega

This is M68k programming in the perspective of an Artist with little attention span.

Wanting to change the object system as it will make things easier in the longrun, more Object RAM and flexibility is what I'm looking for with this.

I took a little sneak peek at BuildSprites and imediately found the problem: when checking for the validity of an object to be drawn, it checks if it exists by testing for 0 on the first byte of object RAM. This would normally be the object ID in S1 but since I've switched to the S3 system, it's now 4 bytes pointing directly to code... but since we're dealing with a 24bit bus, the first byte is usually blank, meaning all objects are essencially considered nonexistent... oops.

One swap from tst.b to tst.l later...

the cat came back the very next build

the cat came back, they thought it was a goner but

the cat came back, it just couldn't stay away!

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