Well it was indeed a smart clever way to get the other part of sonic 3 as sonic & knuckles on thd market, but i still can imagine that it’s lock on cartride system did made the cartride waaay more expensive then regular cartrides because of it’s extra materials required for it.
@Leynx-Et-Fenrir9 күн бұрын
You are awesome!
@user-pe7up5od7i9 күн бұрын
This game proved that you don't need the Sega 32X to achieve 32-bit graphics on the Genesis.
@TwilightRO113 күн бұрын
"My New Game Revealed" Me: PART 2 AND PART 3 OF HAVEN!?? oh. Funko's..
@Kig_Ama13 күн бұрын
what is a tile?
@georgebradley652115 күн бұрын
He protec Dread Pirate Roberts
@Kimarnic18 күн бұрын
FUNKOSSSSS MY WIFE'S BOYFRIEND WILL LOVE THIS
@Elbas_Tardo21 күн бұрын
Is not a rotate is only pixel displacement horizontal and vertical, is very diferent and you need a lot of calculates for a real rotation.
@Watch1004524 күн бұрын
SO MANY TOY STORY FLOORS
@Watch1004524 күн бұрын
I can tell this game would’ve sold like crazy if it was finished
@PJ-xl2hd25 күн бұрын
So it's basically what Soul Reaver did on PS1, just done earlier.
@BatMane9529 күн бұрын
Depending on the console, you can always count on a Batman game to push it to its limits
@protosoul1429 күн бұрын
Considering they already did it in crack in time i wasn't impressed with moving between rifts. Have to bullshit to move new hardware i guess
@karlsmith4270Ай бұрын
Scavenger's Zyrinx team are techinical geniuses back then with finding ways into pushing the Genesis hardware. Here's the fun fact. The game first started out as a prototype which is a racing game called Super Spin. It used the same top-down engine as the chopper sections in Red Zone. The racing prototype that I mentioned is actually dumped online for us to enjoy which is awesome.
@liquidsnake6879Ай бұрын
They had to sell that thing somehow you're not expecting people to dump $600 on slightly fancier lighting
@sylverrezАй бұрын
Leander used the same copy protection from Lemmings, just so you know. The disk used weak bits but I'm 100% certain that they didn't burn a hole with a laser.
@e.estime3745Ай бұрын
Solid 3-D blast developer
@u.a.perfectace7786Ай бұрын
Further proof S3&K is one the greatest games ever produced by humanity. Thank you for going down the rabbit hole for one my most cherished games from my 90s childhood.
@SonicFanFromScratchАй бұрын
*sighs* If only this was still a thing in games, making something fun, just to hide that the game has some bugs.
@Luke_StoltenbergАй бұрын
Late comment, but I would like to know what software you would use at the time to convert images into not only a Megadrive useable palette but one that incorporates shadow and highlight modes. It seems really fiddly so I'd love to know how you worked it out with the contemporaneous constraints!
@BlueEyedVibeCheckerАй бұрын
I disagree with the thumbnails's "Mode 7" mention, that's just what Nintendo called scaling. It's a bit like saying PlayStation can't play online because it has no Xbox Live. Mode 7 is just Nintendo's name for it, not the technology itself. As for people assuming it can't because it has no hardware for it, the PlayStation does all of its 3D in software too, and it's seen as the king of 3D in the 5th generation. Being limited to doing things in software isn't the same as not being able to, the MegaDrive has always been able to do scaling and 3D since its inception. See Star Cruiser for a game that is fully 3D without any add-on chips from 1990. Four years before both Starfox, and SEGA's Virtua Processor for an example of a game with 3D and scaling.
@Mittens040718 күн бұрын
PS1 doesn't do 3D in software tho
@BlueEyedVibeChecker18 күн бұрын
@@Mittens0407 It does. I love this thing and am actively developing for it. I've had to learn the ins and outs of it in order to do so, and while the Saturn added 3D hardware last minute at the detriment of the developers for it, the PlayStation avoided the difficulty spike by doing it all through software with the hardware it had beforehand. It's great for us who make things for it, but it comes at the cost of accuracy, hence why polygon warping is so prevalent on PlayStation.
@Mittens040718 күн бұрын
@@BlueEyedVibeChecker ??? PS1 has dedicated polygon rasterization HW and a dedicated vector math coprocessor. Dunno how you can dev for it and not know this. For systems that do 3D in software, see something like the 32x/GBA.
@BlueEyedVibeChecker18 күн бұрын
@@Mittens0407 The 32X also has 3D hardware, so pot calling the kettle black much? The GBA is the only system you mentioned that does 3D in software.
@Mittens040718 күн бұрын
@@BlueEyedVibeChecker Umm, no. The 32x has no 3D acceleration whatsoever. It has two SH-2 CPUs and a VDP that lets them plot pixels. Look at the SDK docs if you don't believe me.
@DASH596Ай бұрын
Looks so coool!
@ChaossX77Ай бұрын
Is there a better way they could've done this effect?
@fdk7014Ай бұрын
The developers of Game Dev Tycoon did a similar thing with regards to sneakily changing the game for pirates. In Game Dev Tycoon you set out to start a game development empire but if you've got the pirated version of GDT people in the game start pirating your game like crazy so you never make any money and always wound up broke. A nice self-reference there! People were complaining in game forums that GDT is too hard because piracy is killing their profits ...
@fdk7014Ай бұрын
And the sprite reuse trick works because you are using the same sprite data in every repetition of the mountain. It only needs to fetch the sprite data once per scan line. That is clever!
@ifstatementifstatement2704Ай бұрын
You crazy bastard!
@mrdripling4192Ай бұрын
Have you tried other games with this just "to see"
@kortezcorral1602Ай бұрын
McDonald
@mattwolf2000Ай бұрын
This effect resembles mode 2 and mode 4 on the Snes, which are the tile offset.
@keiyakinsАй бұрын
I think on the SNES, you'd end up doing something similar with mode 2's offset-per-tile to recreate that screen. Mode 7 could of course do a proper rotation, but you only get one layer, and if you fill the entire screen with objects, you have a maximum of 16 pixels per line of sprite left - not enough for the characters. or you can use an expensive addon chip, of course.
@keiyakinsАй бұрын
Mirroring! They were taking advantage of mirroring! I never understood why the second half of 4MB games was mapped instead of the first half - it *always* mapped the second half, but in smaller games that was a mirror so it didn't matter!
@Gecko1993HogheadIncOfficialАй бұрын
I see the cursor in the editor looks JUST like the Amiga’s in Workbench, only grayscale!
@markuszeller_officialАй бұрын
Did you say Amiga? Subbed!!!
@CarlixyzАй бұрын
I was thinking how about swapping the tile image for the vertical scroll, something like what the first sonic 1 bonus stage made at that time
@Mauri5ioАй бұрын
I wonder why Sega didn't apply this kind of trick for the FMV Sega CD games, so they probably could've had a better picture quality
@miles46100Ай бұрын
Is it just me, or do the way that cartridge-based games, especially the way that Sonic & Knuckles works with the console and cartridges, seem more complicated than later disc-based games?
@PcXp09Ай бұрын
Is there any way we are going to be able to see uncrushed copy’s of the intro and sprites? Or are they lost to time?
@ef1265Ай бұрын
3:15 the animation could have scrolled and rotated at the same time
@sixeleven637Ай бұрын
Why are subtitles dutch??????? 1:39
@ZXSpectrum128KАй бұрын
Are you interested in z80? Theres a 28mhz next version of wolfenstein and the atm turbo 2+ 14mhz version too
@sebastianholzman2 ай бұрын
Este juego me parecia una locura es su época. Ademas era muy dificil. Con mi amigo y mi hermano jugabamos sin parar hasta pasarlo completo. Exelente juego
@eyeball2262 ай бұрын
I really enjoyed this video, but it was a little hard to hear your voice over the background music.
@HolgerDenmark2 ай бұрын
I remember this game on Amiga, though I think I was too your to stick with it for long.
@xravenx24fe2 ай бұрын
I just went back and beat this game, after about 25 years of owning it. Thanks for the game Jon and co!
@ChristopherR19812 ай бұрын
Very impressive visuals.
@PST1012 ай бұрын
Funnily enough, the first thing that popped into my head when a few mins into the video was, 'psygnosis'.
@romankityk19882 ай бұрын
It seems like concurrent instructions work because on the circuit diagram the logical elements are wired independently and ALU codes don't have overlapping bits. If the ALU codes were consequential or the registers were shared between the operations, the execution of several operations would just mess each other (I didn't work with Saturn, that's just from an experiece from with small weird controllers). Awesome video!
@justsumguy81932 ай бұрын
i played a ton of toy story on genesis as a kid. it was really a lot of fun one of the only games i managed to beat. So cool that you worked on it
@inceptional2 ай бұрын
I'm a little confused with the multiplexing of the sprites horizontally: If you have to use some sprites for the mountains in the background, even if it's only a few repeated horizontally, does that then reduce the max amount of actual player and enemy characters you could then show on the same scanline because you'd go over the sprites per scanline limit and they'd start to flicker? I'm thinking more of Shadow of the Beast here than your game to be honest, as that shows a full-screen-wide set of mountains plus the player and other enemies fully overlapping them, whereas you've been careful to make sure the player is never on the same horizontal lines as the background mountain/cog/fire sprites. Or, does this technique basically overcome the sprites per scanline limit and allow for both a full screen width of mountains [or whatever] plus the normal 8 16-pixels-wide sprites per scanline?