I've noticed that you're a contributor on the TASVideos website so hopefully they'd listen to you. If you have any pull with the Gens-Rerecording people, I'd of course greatly appreciate you asking them for this. Considering the huge list of commands you can bind shortcuts to, the lack of layer control is puzzling if intentional, but I'd rather think it was simply forgotten when layer control was added in the emulator. Also, sometimes it's not easy to figure out if something is part of the foreground, background or is a sprite, and switching quickly is the easiest way to see the difference.
And finally, turning on and off the background is useful if you want to see how it moves or is aligned compared to the foreground for later placement in your map. This game is acclaimed to be one of the greatest Sonic games of all time. This game is the only one on its platform to feature a lock-on technology that allows players to play as Knuckles. Turning on and off the foreground is important in order to capture sprites alone for reference, and turning on and off the sprites is important to capture the foreground alone. Sonic & Knuckles + Sonic the Hedgehog 3 (also called Sonic 3 and Knuckles) is a sequel to the Sonic the Hedgehog 3 for Sega Genesis. It should just be a matter of adding the "Enable" command for the separate layers in the keyboard shorcut list.Īs for why I need that, well. You can already do what I'm asking through the menus, and you can bind keyboard shortcuts to almost every menu commands. It wouldn't even be a big change and require much coding. It's just that it's frustrating to discover a tool that works so well in every respect *except* in that one particular way that could so easily be fixed. I'm sorry if I came off as whiny or entitled. I've found several variables that act like counters but freezing them doesn't seem to affect platforms so far.īy the way feos, thanks for selling Gens-Rerecording to me! Even though I'm a bit angry that it renders the colors a bit differently than the old Gens (which might necessitates me to re-do some maps that are already done), the simple fact that it renders everything in 32 bits colors instead of forcing the desktop in 16 bits colors means that I don't have to exit the emulator everything I want to actually paste a screenshot in my paint program which is a big time saver!
I'm still trying to determine if there's a timer that controls all the moving objects like in the Sonic Advance series. From what little I've found on the subject, the first Sonic game doesn't seem to have camera coordinates that are separate from Sonic's position, unlike the other Genesis games. Since I'm using the game's built-in Debug mode to move around, the rest of your script isn't as useful to me, especially since by moving Sonic around, you still have to deal with all the collisions.