z80
ummm
m68k asm since the genesis/md was a m6800 processor
(same as amiga/st as it goes), assembler none the less
hope its ok to poke this one, i see its old but im new...
firstly yeh the 80/90 coders mainstream and hackers was well outof this world
fitting whole games in to same size we email a low res pic...
and pushing the limits ... its a bit of a lost art now SHAME
what interests me most here is the tilemap/map engine
having phannied around with these myself over the years
and i thought i got stuck in rewriting engine & tile tools after couple month chucked it all in the bin
seeing ES still pushing there engine & toolkit kinda shows me i was rather short sighted and rushed
sonic and several amiga titles have really puzzled me
(al la the loops / wall runs mentioned earlier)
when i have experimented with this, due to my lack of knowledge & ability to hit right tuts
slopes/hills have always been bit of a msytey ( and i dont class tiles with just diaganal from tl/br to be slope)
so "how did they make sonics tile/map engine"
and again i dont need to know basics square slopesor tile based jump slopes (like mario bros)
anyone care to elaborate / or point me somewhere
having stumbled on on ES & Gyros vids YT vuds (FTW GUYS BTW!) has really made me wanna revist this kinda stuff
AND BOTTOM IT ONCE AND FOR ALL lol