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S1 Dr. Eggman in Final Zone animation to display locations

#1 User is offline Mustapha 

Posted 29 August 2004 - 11:44 AM

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$19F99 - Eggman in the tube in Final Zone frame. (Not hit)
$19F91 - Eggman when hurt frame.
$1A07D - Eggman when escaping from Sonic at the end of Final Zone. (Running away from Sonic)
$1A853 - Frame to display when the bulb is inactive (Tubes go up)
$1A965 - Frame to display when the bulb is shooting orbs
$1A863 - Frame to display when the bulb is prepairing.


Enjoy chilled :P
This post has been edited by Mustapha: 05 November 2004 - 10:43 PM

#2 User is offline LOst 

Posted 29 August 2004 - 11:53 AM

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Mustapha, on Aug 29 2004, 07:44 PM, said:

$19F99 - Eggman in the tube in Final Zone frame. (Not hit)
$19F91 - Eggman when hurt frame.
$1A07D - Eggman when escaping from Sonic at the end of Final Zone. (Running away from Sonic)
$1A853 - Frame to display when the bulb is inactive (Tubes go up)
$1A965 - Frame to display when the bulb is shooting orbs
$1A863 - Frane to display when the bulb is prepairing.


Enjoy chilled :P

Is this animations?

Do you know how they work? I do :P

#3 User is offline Mustapha 

Posted 29 August 2004 - 12:17 PM

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Yes, it is animations.
I also have the locations for the SBZ demo

<Removed BMP>
This post has been edited by Mustapha: 06 November 2004 - 01:24 PM

#4 User is offline Hayate 

Posted 29 August 2004 - 12:32 PM

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don't post evil bitmap images PLEASE!

#5 User is offline Syren 

Posted 30 August 2004 - 12:23 PM

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bobxp, on Aug 29 2004, 12:32 PM, said:

don't post evil bitmap images PLEASE!

What's so bad about them, exept for the fact that they are big?

#6 User is offline Hayate 

Posted 30 August 2004 - 01:11 PM

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that is what is bad about them

#7 User is offline Ben2k9 

Posted 08 September 2004 - 08:56 AM

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250k is nothing...

#8 User is offline Hayate 

Posted 08 September 2004 - 12:07 PM

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yes it is

#9 User is offline Quickman 

Posted 09 September 2004 - 05:37 PM

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1. He linked, stop bitching. You clicked that, you deal with it being big.
2. "up ur connection foo" -WiCkEd
3. Doesn't really impress me, but meh.

#10 User is offline Mustapha 

Posted 03 November 2004 - 06:42 PM

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I have decided to take the time to find the offsets for the japanese version of Sonic 1. Yes, I know that any fucking moron can look for data that is the same as Sonic 1 US. I decided to post this for the sake of completeness.

$1A749 - Eggman in the tube in Final Zone frame. (Not hit)
$1A741 - Eggman when hurt frame.
$1A833 - Eggman when escaping from Sonic at the end of Final Zone. (Running away from Sonic)
$1B009 - Frame to display when the bulb is inactive (Tubes go up)
$1B11B - Frame to display when the bulb is shooting orbs
$1B019 - Frame to display when the bulb is prepairing
This post has been edited by Mustapha: 03 November 2004 - 09:44 PM

#11 User is offline saxman 

Posted 03 November 2004 - 07:43 PM

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This research is important, even though some idiots don't understand that. This will 'never' be popular stuff that you are posting. Popularity isn't the key to 'good' research though. Keep this up, you're doing good so far. SOMEONE will use this one day, and it'll be the best darn hack that people have seen. THEN it'll become popular (though you'll be unnoticed even though you're a part of the reason that the hack is good -- but hey, don't sweat it).

People should show some more respect instead of complaining about the images being in Bitmap format and whatever else BS they can come up with.

#12 User is offline Mustapha 

Posted 03 November 2004 - 09:53 PM

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Saxman, =)

Here are the offsets for Sonic Compiliation edition of Sonic 1:
$219F56 - Eggman in the tube in Final Zone frame. (Not hit)
$219F4D - Eggman when hurt frame.
$21A039 - Eggman when escaping from Sonic at the end of Final Zone. (Running away from Sonic)
$21A80F - Frame to display when the bulb is inactive (Tubes go up)
$21A921 - Frame to display when the bulb is shooting orbs
$21A81F - Frame to display when the bulb is prepairing.

Same disclamer applies.
This post has been edited by Mustapha: 03 November 2004 - 10:09 PM

#13 User is offline Wyvernlord 

Posted 03 November 2004 - 10:00 PM

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Nice work, Mustapha.

#14 User is offline Icy Guy 

Posted 03 November 2004 - 10:19 PM

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Nice, nice. :) Maybe this will help pave the way for hacks that are a bit different from the usual hacks, like palette, art, etc. hacks. Not that I'm saying there's nothing wrong with those - I'm just saying that there are some aspects of the games that have got more attention than other parts, but that those "other parts" can help create a hack just as unique/cool as a hack that concentrates more on the usually-hacked parts.

And I agree with saxman - popularity isn't necessarily the key to "good" research. Figuring out how bits and pieces of a small, relatively "simple" object, such as how a ring adds to your ring count (hey, I remember doing this...), work may not gain lots of attention, but it's certainly a step forward, both in self-improvement and research in the community. Even if you just use that knowledge to make a hack that reverses a bunch of opcodes and NOPs a few others, like I did.

The same thing applies to editors, too. The S1 boss hitcount editor wasn't exactly the most popular thing since saying "Whassssuuup?!" but it was a step forwards. (And, thanks to saxman, that "step forwards" has evolved into something much bigger, as indicated by my profile.)

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