Alex Khayrullin
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alexkhayrullin.bsky.social
Alex Khayrullin
@alexkhayrullin.bsky.social
Webdev by day, gamedev by night. Here be video games and stuff I should be too old to care about, I'll leave the war on my 𝕏 profile (same handle). 🇺🇦➜🇫🇷➜🇺🇦, reads/writes 🇬🇧 🇫🇷 🇺🇦, reads 🇪🇸 (just barely though). Posts are my own.
If the above video seems like no big deal, look how ridiculous it is during the final boss battle. The moment I let go of the "left" button, Sonic hops back and look how far he hops!

I think it has something to do with sensor placements that change depending on whether Sonic is on a slope or not.
November 16, 2025 at 7:42 PM
This is the last huge bug I need to fix before completing the Sonic 1 part of #Sonic8BitAdvance: something about slopes put against walls makes Sonic bounce back.

For a while I had no idea what caused it, I just got the Eureka moment. Of course it had to happen in the final hours of the weekend...
November 16, 2025 at 7:40 PM
Randomly thought about that time when I reported a bug with Sonic Origins only to be told that, no, it was a bug with Sonic 3K that was fixed in Origins.

But I can't help thinking that the original "bugged" behavior makes more sense than the "fixed" one.

Sometimes keeping bugs in is a good thing.
November 11, 2025 at 8:30 AM
While playtesting #Sonic8BitAdvance, I made a jump in Jungle Zone I thought was impossible. So I launched the original game to see how badly I messed up.

To my surprise, this jump turned out to be, granted, harder to make but entirely possible.

My own remake taught me something about the original.
November 9, 2025 at 9:17 PM
In the meantime, have some doodles :) . The first is the now-removed Coin box. The second is the emblem box. The third one is the emblem in a slightly higher definition.

All three in both S1 and S2 variants. The difference in palettes is both a stylistic choice and a technical necessity :) (11/11)
November 7, 2025 at 9:56 PM
I'm still amazed with the C++ framework for the GBA, Butano, that I'm using for Sonic 8-Bit Advance.

They finally added the question "Is there any way to donate to Butano?" to their FAQ and the answer basically is... no.

Bummer, I'd like to send them a few bucks though 😅.
November 3, 2025 at 12:44 AM
Still no GB Studio projects for the foreseeable future, but for the GBA I finally found a better flashcart.

The old one works well with my project, but only because I use standard 2D sprites and backgrounds without any visual effects. The moment things get fancy, it starts stuttering, then crashes.
October 29, 2025 at 7:55 PM
In the French gaming culture, the Arabic word "cheh" is often used to express gloating over someone's misfortune or defeat.

That's why I burst out laughing when I saw this.

I'm keeping this screenshot of the feisty Chespin from Legends Z-A, who knows, I might need it as a reaction image someday.
October 28, 2025 at 9:29 AM
As I've said before, I'm reworking the Sonic 1 engine for #Sonic8BitAdvance before continuing the Sonic 2 part.

The movements have been adjusted and GHZ Act 1 plays quite nice. But I'll have to do all of it two more times.

Once for the underwater parts and once just for THIS ONE-OFF THING:
October 25, 2025 at 10:31 PM
Pokémon Legends Z-A done. Say what you want about this game (and, granted, there are things to say and flaws to point out), but I couldn't put it down from the moment I got it until now, when I literally ran out of things to do.

Not a GOTY by a long shot, but I thoroughly enjoyed it.
October 24, 2025 at 11:00 PM
Unlike Sonic 1 8-Bit, 2 8-Bit uses foreground tiles rather sparcely. Secret paths in particular aren't obscured by foreground tiles in 2 8-Bit, as seen in zones 1 and 3.

So my secret paths with new Coin boxes follow the same logic, no matter how bad it makes them look in 2🙃. Compare and contrast.
October 10, 2025 at 4:57 PM
After taking tons of screenshots in Meka to analyze Sonic's speed on slopes in the Master System original, I fire up #Sonic8BitAdvance with the player object replaced with a special "test player" object... only to take tons of screenshots again and compare the numbers.

It's tedious, but it works.
October 8, 2025 at 6:47 PM
Oh God, I'll have to examine all slopes in the game if I want it to work normally, won't I?

At least with the first game, it was simple, the difference between the two types of slopes was: either Sonic slipped on it or he didn't. Here I'll have to examine his speed on each and every slope...
October 5, 2025 at 3:51 PM
It turns out, despite strange audio glitches that made me think there was something wrong with the Master System ROM, the values in the RAM are the same as in the Game Gear ROM, meaning I can use the MS version as a base for figuring out how the engine works.

Good. Using the GG version was torture.
October 5, 2025 at 8:21 AM
After typing this, I scrolled through the screenshots again and noticed something.

Sonic's slowdown is regular until these two tiles which make him come to a halt. They must have different properties, which would explain the increase in friction.

It's not much, but it's a breakthrough!
October 4, 2025 at 9:49 PM
I tried three times, typed everything into a spreadsheet and... I'm as stumped as before. Sonic just doesn't slow down the same way. I don't get it.

I'm so close to just going "Ah, screw it" and implementing something less faithful but simpler to understand...
October 4, 2025 at 9:37 PM
After having analyzed simple screenshots of Sonic 2 8-Bit to figure out how slopes worked for #Sonic8BitAdvance and being stumped, I ended up finding Sonic's speed values in the RAM and taking a series of screenshots of the entire emulator as I made Sonic stop on the game's very first slope.
October 4, 2025 at 9:33 PM
I use Wine, install Windows apps here and there, and this is what I find myself with.

"Uninstall". Just "Uninstall". Uninstall WHAT? If I could see subcategories, I would know.

Sadly, this makes the app launcher borderline unusable for Wine/Windows apps. I'm lucky I haven't installed many of them.
October 4, 2025 at 7:30 PM
I know AAA games on Linux still need Valve, CodeWeavers and the community to do their magic and some software remains off-limits, but smaller stuff? Average GameMaker games? Emulators or tools without Linux ports?

Nowadays most tend to just work with Wine. Download, double-click, done.

I love it.
October 4, 2025 at 5:38 PM
When I was remaking the Sonic 1 levels, I had to basically include two types of slopes: slippery (in blue) and non-slippery (in red).

I guess I'll have to do something similar for 2, only with high-friction slopes and low-friction slopes.

Man, these old games can be weird sometimes.
September 23, 2025 at 7:28 AM
Sonic 2 8-bit's way of handling slopes is way different from Sonic 1 8-bit. The biggest apparent difference is Sonic slides down most (not all) slopes when standing still in 1, but not in 2.

And then there's this. These slopes are identical, but on one, Sonic keeps his speed, on another he doesn't.
September 23, 2025 at 7:23 AM
I googled how to get Continues in Sonic 2 8-bit (I know about the Tails panel and the Crystal Egg box, but I had a doubt about Chaos Emeralds).

The AI chimed in, and... what?

For those who don't know: there are no Special Stages in Sonic 2 8-bit. The first Important Note is completely wrong too.
September 16, 2025 at 8:47 PM
I know these boxes aren't in Sonic 2. And I don't intend to put them in for the time being. But if I ever decide to add a "slightly easier" mode or something, I already have them in the code, fully functional. #Sonic8BitAdvance
September 14, 2025 at 5:09 PM
I guess this suggestion on YouTube isn't going away anytime soon.
September 12, 2025 at 1:02 PM
What in the world...?

OK, I'm taking a break.
#Sonic8BitAdvance
September 3, 2025 at 11:21 PM