I like this. Even the idea that it uses GRP4 (for the plane) and you can use a custom GRP resource to accomplish tracks or scrolling BGs.
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Maybe I can manipulate it a little, credit you and create some sort of racing (RGO already did) or something…
Replying to:CyberYoshi64I like this. Even the idea that it uses GRP4 (for the plane) and you can use a custom GRP resource to accomplish tracks or scrolling BGs.
Spoiler
Maybe I can manipulate it a little, credit you and create some sort of racing (RGO already did) or something…
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Go ahead! I was actually thinking of doing the same thing before I released it. Can't wait to see what you create!
Replying to:CyberYoshi64I like this. Even the idea that it uses GRP4 (for the plane) and you can use a custom GRP resource to accomplish tracks or scrolling BGs.
Spoiler
Maybe I can manipulate it a little, credit you and create some sort of racing (RGO already did) or something…
Spoiler
[ spoiler ]:
Well, I think I do that like during Sonic R's (Saturn) development.
This may take some time to even begin with.
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I have Win3DS and my upcoming game to work on. But I think you'll like it after it's beta ver. 0.0.1
I used a combination of pre-rendered rotated landscapes, wrapping the image on itself, and palette-swapping with GLOAD.
The steps in order:
> pre-render all the possible rotational landscapes from 0 to 90 degrees into a large array
> pre-render four images to copy, one for every 90 degrees
(in the loop)
> copy the correct landscape into a loading array (changes for every available landscape)
> copy the correct image four times into the copy page (changes every 90 degrees)
> copy the wrapped image from the copy page into the palette array (based on X and Y)
> load the landscape with the palette
This is the best method I could think of that doesn't use ARYOP.
Thanks! With this, I can maybe make a Sonic 3 Special Stage Demo!