btw it's using the title screen water because i got sick of burning my retinas out while working on this i hate ghz's water dude value 1 - scrz_h_posit (x position) value 2 - scrz_v_posit (y position) value 3 - hintposi / HBLANK interrupt register buffer and line start position The game is actually drawing the Z layout entry, too, as that's defined as a 3rd, normally unused layout entry that just points to blank data. The layout for the Z chunk layout is written after the data for the background layout purely for implementation purposes. It's interleaved in the same way but just out of the size range for most background entries
Yoo... This looks fantastic. I would imagine that future ROM Hacks of S1 will potentially use this. Also, will there be a S2 version of this Plane Z restoration code once the S1 version of it be finished?
ohhh this is very interesting, i can quickly see why they decided to not go through with this though, obstructing the player's view is never a good idea lol
it also requires a 3 block buffer before the bottom of the screen, else the water gets cut off. any level that needs to go underground and this system falls apart, lol
They're marking the position of objects within the stage that I didn't bother to provide code for (That is, they're placeholders). This is a very basic version of the game that I just compiled purely to showcase this.
Given how much of the view is obscured by "plane z" objects (?) in the TTS build, the system would've allowed for a sprite to render behind them. That's my guess, at least
They do. This doesn't conflict with the sprite rendering system. The routine that exists there just reiterates over the existing sprite table, so I just removed it.
btw it's using the title screen water because i got sick of burning my retinas out while working on this i hate ghz's water dude
value 1 - scrz_h_posit (x position)
value 2 - scrz_v_posit (y position)
value 3 - hintposi / HBLANK interrupt register buffer and line start position
The game is actually drawing the Z layout entry, too, as that's defined as a 3rd, normally unused layout entry that just points to blank data.
The layout for the Z chunk layout is written after the data for the background layout purely for implementation purposes. It's interleaved in the same way but just out of the size range for most background entries
Yoo... This looks fantastic. I would imagine that future ROM Hacks of S1 will potentially use this. Also, will there be a S2 version of this Plane Z restoration code once the S1 version of it be finished?
0:01 Look! It's the Unused Totem Poles!
I honestly like it, maybe a romhack could use this sort of trick to make stages look nicer
ohhh this is very interesting, i can quickly see why they decided to not go through with this though, obstructing the player's view is never a good idea lol
it also requires a 3 block buffer before the bottom of the screen, else the water gets cut off. any level that needs to go underground and this system falls apart, lol
@@KatKuriN can you show the system falling apart?
this could've worked if they made the sprites have transparent dithering
Perfect set up for some spooky ass ARG just have the hex spell out some creepy cryptic message
You're making me want to go back to sega genesis programming. I gave up after I couldn't understand how music or 4-way scrolling works
I need this in Sonic 1 Forever omg.
looks cool, but also looks like it would get in the way of the platforms and enemies and such
I think this might be the reason for sonic.EYX to have this feature, cause its a reference ti this unused plane Z.
Appearing and disappearing trees lol
woah lucky find! i would love to see this with something like marble or spring yard
the floating zeroes
They're marking the position of objects within the stage that I didn't bother to provide code for (That is, they're placeholders). This is a very basic version of the game that I just compiled purely to showcase this.
@@KatKuriN evil floating placeholder zeroes 😰😰😰
Looks cool
doesn’t 2013 star light use this
buuuuuurp... Ohh... slathering mayonnaise all over my pancakes.... damn...... ough.... urrrp.
I wonder if its possible to get the sprite to display behind what I assume is Plane Z (the foreground scrolling layer)
Given how much of the view is obscured by "plane z" objects (?) in the TTS build, the system would've allowed for a sprite to render behind them. That's my guess, at least
They do. This doesn't conflict with the sprite rendering system. The routine that exists there just reiterates over the existing sprite table, so I just removed it.
need code For my new betta tts remake but can you use son lvl cuz i dont know how plz
@duskewl balding fat guyvdrinking pure tardar 3 sega beta philes 666 scarymsaze game reaction gif hazardous
@@KatKuriNGood answer
@@KatKuriN Thanks
@@KatKuriN the KuriN maze reaction
is it pronounced plane zee or plane zed
This would be worse.