Sonic and Sega Retro Message Board: Basic Questions & Answers thread - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 411 Pages +
  • ◄ First
  • 403
  • 404
  • 405
  • 406
  • 407
  • Last ►
    Locked
    Locked Forum

Basic Questions & Answers thread NEWBIES: Start here!

#6061 User is offline MainMemory 

Posted 26 May 2018 - 02:13 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4223
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339

View PostCodenameOmega, on 26 May 2018 - 01:17 PM, said:

Excuse me, but I have another question. I know, I'm annoying. I'm trying to restore Stego and Gator to S2 Beta, but I get nothing (Stego) or glitchy HPZ graphics (Gator). Can somebody please help me? Thanks.

No, we can't help you without more information on exactly what you did, and possibly the code for those objects. But it looks like you're all out of posts now, so we can't help you anyway.
This post has been edited by MainMemory: 26 May 2018 - 02:15 PM

#6062 User is offline biggestsonicfan 

Posted 27 May 2018 - 10:39 AM

  • Model2wannaB
  • Posts: 778
  • Joined: 09-May 07
  • Gender:Male
  • Project:Formerly Sonic the Fighters
I feel this is a dumb question but what determines animal type and direction in Sonic 1 when an enemy is destroyed at the code level? When do they disappear offscreen as well? Merely satisfying my own curiosity than interest in a hack by the way.

#6063 User is offline MainMemory 

Posted 27 May 2018 - 11:58 AM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4223
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
In the code for the animal object, there is a table of indexes, with two per zone:
Anml_VarIndex: dc.b 0, 5, 2, 3, 6, 3, 4, 5, 4, 1, 0, 1
The game will randomly pick one of the two entries for the zone, and use that index to reference a table containing speeds and mappings:
Anml_Variables:	dc.w $FE00, $FC00
		dc.l Map_Animal1
		dc.w $FE00, $FD00	; horizontal speed, vertical speed
		dc.l Map_Animal2	; mappings address
		dc.w $FE80, $FD00
		dc.l Map_Animal1
		dc.w $FEC0, $FE80
		dc.l Map_Animal2
		dc.w $FE40, $FD00
		dc.l Map_Animal3
		dc.w $FD00, $FC00
		dc.l Map_Animal2
		dc.w $FD80, $FC80
		dc.l Map_Animal3

When the animal hits the ground for the first time, it checks bit 4 of the global frame counter, and if it's set, it negates the horizontal speed of the object.

The art tiles used for animals in each level is determined by the level's Pattern Load Cue list.

#6064 User is offline biggestsonicfan 

Posted 27 May 2018 - 03:14 PM

  • Model2wannaB
  • Posts: 778
  • Joined: 09-May 07
  • Gender:Male
  • Project:Formerly Sonic the Fighters

View PostMainMemory, on 27 May 2018 - 11:58 AM, said:

In the code for the animal object, there is a table of indexes, with two per zone:
Anml_VarIndex: dc.b 0, 5, 2, 3, 6, 3, 4, 5, 4, 1, 0, 1
The game will randomly pick one of the two entries for the zone, and use that index to reference a table containing speeds and mappings:
Anml_Variables:	dc.w $FE00, $FC00
		dc.l Map_Animal1
		dc.w $FE00, $FD00	; horizontal speed, vertical speed
		dc.l Map_Animal2	; mappings address
		dc.w $FE80, $FD00
		dc.l Map_Animal1
		dc.w $FEC0, $FE80
		dc.l Map_Animal2
		dc.w $FE40, $FD00
		dc.l Map_Animal3
		dc.w $FD00, $FC00
		dc.l Map_Animal2
		dc.w $FD80, $FC80
		dc.l Map_Animal3

When the animal hits the ground for the first time, it checks bit 4 of the global frame counter, and if it's set, it negates the horizontal speed of the object.

The art tiles used for animals in each level is determined by the level's Pattern Load Cue list.

My inner Flickies are crying with happiness knowing what's in store when I finally *POOF*. Well explained, thank you for taking the time to elaborate on that for me.

#6065 User is offline FrankyPants 

Posted 30 May 2018 - 12:05 PM

  • Posts: 7
  • Joined: 21-May 18
Hello, I'm trying to add some light branding to a Sonic Mania level for my YouTube channel, and I'm having trouble finding places in the levels 16x16Tiles.gif palette for the extra colours I need for what I want to do. I think I might have found a few unused slots that all seem to be filled with black, but I want to make 100% sure that none of the level tiles are using those slots.

Is anyone aware of any software I can use that will tell me exactly how many pixels in a gif use a particular reference in the colour palette?

I've already figured out that lines 7 and 8 in the colour palette of 16x16Tiles.gif are safe to use for adding any extra colours I want to use that aren't already in GameConfig.bin, unless anyone else knows otherwise.

Thanks!

#6066 User is offline GavinHC 

Posted 30 June 2018 - 04:45 PM

  • Posts: 1
  • Joined: 19-May 18
  • Gender:Male
  • Location:Longwood, FL
  • Project:Currently working on a personal project
Hello, everyone. Currently, I'm working on a personal ROM hack of Sonic 1 that I may release, yet I know barely anything besides bits and pieces that JoshWoakes has already helped me with, and things I've discovered myself. All I want to ask is: What is the best way to port music? I see recommendations of using xm2SMPS and other similar tools, but then I see others mentioning doing it by hand. I would appreciate thoughts.

Apologies if anyone else has asked already.

#6067 User is offline SonicoOurico 

Posted 04 July 2018 - 04:43 PM

  • Posts: 19
  • Joined: 05-August 16
I recently tried to make Tails carry Sonic as in Sonic 3.
But I have 3 problems :(/>/>.
1-Tails does not carry correctly Sonic
2-The game crashes.
3-Sonic and Tails do not display their animations.
Here is the code:
Spoiler

This post has been edited by SonicoOurico: 04 July 2018 - 08:04 PM

#6068 User is offline Overlord 

Posted 04 July 2018 - 04:54 PM

  • Substitute Meerkovo IT Chief
  • Posts: 17058
  • Joined: 12-January 03
  • Gender:Male
  • Location:Berkshire, England
  • Project:VGDB
  • Wiki edits:3,204
Moved your seperate topic to the right place, collapsed the code down into a spoiler tag for readability.

#6069 User is offline SonicoOurico 

Posted 04 July 2018 - 07:54 PM

  • Posts: 19
  • Joined: 05-August 16
I forgot to mention that the graphics are messed up and the game crashes
This post has been edited by SonicoOurico: 11 July 2018 - 12:08 PM

#6070 User is offline Knucklez 

Posted 13 July 2018 - 08:43 AM

  • Posts: 589
  • Joined: 10-May 11
  • Gender:Male
  • Location:Florida
I figured I'd share this here since it may interest some people working on a simple S1 hack. I've never seen it addressed or mentioned by anyone.

I've always been annoyed by the HUD being present in the GHZ end-of-game cutscene. So I figured out how to remove it to have a cleaner and more proper looking cutscene.

Edit in sonic.asm of the current GitHub s1disasm:

IN SECTION:

End_LoadSonic:


REMOVE THIS LINE OF CODE:

		move.b	#id_HUD,(v_objspace+$40).w ; load HUD object


That's it.
This post has been edited by Knucklez: 13 July 2018 - 12:05 PM

#6071 User is offline Knucklez 

Posted 16 July 2018 - 09:47 PM

  • Posts: 589
  • Joined: 10-May 11
  • Gender:Male
  • Location:Florida
Is there a simple way to revert the HUD in S2K from italic to normal through the GitHub ktes2disasm? Like through the s2k.asm?
This post has been edited by Knucklez: 17 July 2018 - 03:38 AM

#6072 User is offline MainMemory 

Posted 17 July 2018 - 12:53 AM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4223
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
The main HUD text and results text art are taken from the Sonic 2 ROM, so if you want to modify them, you'll have to repoint them to new art data in the KiS2 ROM. The HUD numbers start at byte_339946, you can replace all the dc.b statements with the files from Sonic 2. Then just edit the art in a tile editor.

#6073 User is offline Knucklez 

Posted 17 July 2018 - 03:43 AM

  • Posts: 589
  • Joined: 10-May 11
  • Gender:Male
  • Location:Florida
Will do, thanks a lot. It's just an eyesore I've always wanted to fix on my own.

#6074 User is offline SonicoOurico 

Posted 17 July 2018 - 12:27 PM

  • Posts: 19
  • Joined: 05-August 16
Does anyone know what I can do to fix the bug when Tails carry Sonic?

#6075 User is offline SonicoOurico 

Posted 23 July 2018 - 02:54 PM

  • Posts: 19
  • Joined: 05-August 16
Sorry, actually I would send screenshots of the errors that are occurring.
Here it is:
Posted Image
Posted Image
In the first image the animation is not displayed, and in the second image the game crashes and colors change!
This post has been edited by Overlord: 24 July 2018 - 01:21 PM
Reason for edit: Fixed your horribly broken links, but it's still Photobucket so they're still broken

  • 411 Pages +
  • ◄ First
  • 403
  • 404
  • 405
  • 406
  • 407
  • Last ►
    Locked
    Locked Forum

2 User(s) are reading this topic
0 members, 2 guests, 0 anonymous users