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Sonic spinball rom
Sonic spinball rom








sonic spinball rom

The game was sold out for every other system, but I was not willing to spend the money for a new system just for one game when I could just wait for the next shipment. In 1993-4, I recall visiting Nobody Beats the Wiz and desperately wanting to purchase an Atari Jaguar because Sonic the Hedgehog Spinball was bundled with it. The opening paragraph contains this sentence: "It is the only Sonic game to feature characters from the Saturday morning cartoon Sonic the Hedgehog and Adventures of Sonic the Hedgehog, though only in cameos." Yet I'm pretty sure Scratch and Grounder were in Robotnik's Mean Bean Machine, and the enemies they were based off were in Sonic 2 (the red Grounders in Aquatic Ruin and the chicken gunners in Wing Fortress) Yoshiman64 ( talk) 02:19, 29 February 2008 (UTC) Another Console Release? (Don't know when this comment was left, so I may be responding to a question that was asked before the Wii release was added.) - KieferSkunk ( talk) - 00:03, 21 June 2007 (UTC) Only game with AoStH characters? Allyourbasearebelongtousomg 03:45, 20 June 2007 (UTC) WII release I heard that the Machine level is really the deleted level called Genocide City inside the old Sonic 2įrom what's known, at least part of it is. Brandon Dilbeck 06:52, 26 August 2006 (UTC) Genocide City Since Sega therefor registered "Sonic Spinball" (in America at least) shouldn't that title of this article be "Sonic Spinball"? Sonic 3K Master (talk) 21:53, 25 August 2006 (UTC) The title screen, if you look closely, has "The" capitalized. However, "Sonic the Hedgehog Spinball" has no hits. You can either click the signature button or simply type ~~~, or ~~~~ for a sig with a timestamp. : ) - Sparky the Seventh Chaos 06:46, Aug(UTC) Hmm, at the United States Patent and Trademark Office Home Page, "Sonic Spinball" has a hit, registered to Sega of America. Also, it helps keep discussions clearer if you sign your comments. Admittedly the "the Hedgehog" part is downplayed, but it's still part of the title.

SONIC SPINBALL ROM CODE

From the rough disassembly output you can look at that code and make changes to the ROM directly in a hex editor.Isn't the official title "sonic spinball"?Ī quick Google image search for "Sonic Spinball" will bring up both the title screen and the box art. You probably won't get anything that re-compiles well though, not without some hand-tweaking. This is really nice for working out hacks or optimizations. It has a feature that disassembles 68K CPU code as it runs. This is the product of a lot of time and effort by the community.Ī tool I used a lot was the Exodus emulator by Nemesis. I know that the main sonic games have disassembled source code that can be compiled 1:1 with the original ROM, and also include labels and comments. There are some really nice Genesis disassembles out there. You don't just put a game ROM in a decompiler program and get out nice readable C code, even if it was programmed in C originally. I've done some disassembly when working on Genesis game hacks.

sonic spinball rom sonic spinball rom

I don't mean to dissuade you, but totally de-compiling a game from scratch is a hell of a task. I want to make something that can run on real (and preferably un-modded) hardware. The game was built almost entirely in C, so it can be decompiled and recompiled.Īs for the whole Emulator / MiSTer thing. A 32x or MCD port would be really cool, but quite a challenge. You'll also have to spend some time re-doing sprites for this mode. You'll get more screen real estate, but with uglier graphics. I don't think hacking the game for interlaced mode would be worth it. I can't remember all the tricks, but you can do things like replace certain MUL/DIV instructions with LSL/LSR. It would be interesting to have a faster spinball. I know I spent some time with Barone on the subject at one point. I think there are some old threads on this forum about optimizing games. Third Question: Would you want to play a 32X and/or Mega CD version, if it were to be developed? Second Question: Would you prefer 224/240 lines, or interlaced for 448/480 lines? But I have some questions that I need people's opinions on!įirst Question: Would you prefer 50 Hz at 240p, or 60 Hz at 224p? (By default, it runs more like 30 Hz at 224p, regardless of region) Hello all! I'll get straight to the point: I want to take part in developing a hack to optimize Sonic Spinball so that it actually runs at a decent framerate on stock hardware, and preferably does so with a better sound engine to boot.










Sonic spinball rom