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
  • 412 Pages +
  • ◄ First
  • 19
  • 20
  • 21
  • 22
  • 23
  • Last ►
    Locked
    Locked Forum

Basic Questions & Answers thread NEWBIES: Start here!

#301 User is offline snkenjoi 

Posted 24 July 2008 - 10:25 AM

  • Posts: 85
  • Joined: 06-May 07
  • Gender:Male
  • Wiki edits:26

View PostMKAmeX, on Jul 24 2008, 05:02 AM, said:

How would one go about changing Sonic's start position? I'm changing a layout in Marble zone, but I can't find any way to move him to the new position, basically, he dies as soon as the level starts. =P

In sonic 1, you need to edit misc\sloc_lev.bin in a hex editor.

In sonic 2, just go to WrdArr_StartLoc and edit the values.

View PostTwilight, on Jul 23 2008, 09:14 PM, said:

I've got another quick question. How do you disable the beginning and end of level title cards in Sonic 1?

Go to loc_37B6 and comment out these lines for a dirty fix;

lea	(Nem_TitleCard).l,a0; load title card patterns
bsr.w	NemDec


I don't really look at the sonic 1 disassembly, so I'll let you know if I find anything better.
This post has been edited by snkenjoi: 24 July 2008 - 10:28 AM

#302 User is offline OverKlockD 

  Posted 24 July 2008 - 11:49 AM

  • Posts: 14
  • Joined: 10-February 08
When I use the hivebrain sonic1 dissasmbly split.bat in vista it just freezes halfway through and doesn't decompress all the art needed. got any ideas to help it work. (yes I tried the compatibility and administrator settings (and followed the video tutorial))

*bump* sorry I just fixed it. it seems the dissassembly didnt extract from the zip properly.
This post has been edited by OverKlockD: 24 July 2008 - 12:12 PM

#303 User is offline STE 

Posted 25 July 2008 - 07:35 AM

  • Posts: 221
  • Joined: 12-February 08
  • Gender:Male
  • Wiki edits:7
I've taken an interest into hacking Sonic 2, and I decided to Port the S1 Sound Driver to Sonic 2, but I'm getting errors.

I would post the errors, but there is 11, and I have no log. Anyways, if somebody else has ported the sound driver, then please, Help?

#304 User is offline Spanner 

Posted 25 July 2008 - 08:11 AM

  • The Tool
  • Posts: 3196
  • Joined: 02-June 07
  • Gender:Male
  • Location:United Kingdom
  • Project:Sonic Hacking Contest
  • Wiki edits:2,193

View PostSTE, on Jul 25 2008, 01:35 PM, said:

I've taken an interest into hacking Sonic 2, and I decided to Port the S1 Sound Driver to Sonic 2, but I'm getting errors.

I would post the errors, but there is 11, and I have no log. Anyways, if somebody else has ported the sound driver, then please, Help?

It would be useful to see the errors you know. Even though this keeps on getting reverted on the wiki version, changing KosDec to KozDec fixes one error.

#305 User is offline amphobius 

Posted 25 July 2008 - 08:20 AM

  • where are the japanese shaman girls, lintahlo?
  • Posts: 2120
  • Joined: 19-February 08
  • Gender:Male
  • Location:Northern Ireland, Belfast
  • Project:life
  • Wiki edits:165
Thing is, his build.bat doesn't give an error.log.

Attached is an edited build.bat so that it produces an error.log. :)

Attached File(s)

  • Attached File  build.bat (1.71K)
    Number of downloads: 15


#306 User is offline Twilight 

Posted 25 July 2008 - 12:11 PM

  • Posts: 51
  • Joined: 28-December 07
  • Gender:Male
  • Location:Michigan
  • Project:A Sonic the Hedgehog hack
Alright, at first glance it looks like disabling the title cards worked. I commented out those two lines at loc_37B6 and built the rom. I started a game and the title cards didn't show up. But at the end of the level after it showed the score and moved on to act 2, the title cards for the level showed up. Why?

#307 User is offline STE 

Posted 25 July 2008 - 02:39 PM

  • Posts: 221
  • Joined: 12-February 08
  • Gender:Male
  • Wiki edits:7
Thanks to Dalek, I can now show you my errors.

> > >s2.asm(817): error: symbol undefined
> > > Init_Sonic1_Sound_Driver
> > > 	jsr	Init_Sonic1_Sound_Driver; init Sonic 1 sound driver
> > >s2.asm(817): warning: address is not properly aligned
> > > 	jsr	Init_Sonic1_Sound_Driver; init Sonic 1 sound driver
> > >s2.asm(817): error: addressing mode not allowed here
> > > 	jsr	Init_Sonic1_Sound_Driver; init Sonic 1 sound driver
> > >s2.asm(1665): error: symbol undefined
> > > Kos_Z80
> > > 	lea	(Kos_Z80).l,a0
> > >s2.asm(1665): error: addressing mode not allowed here
> > > 	lea	(Kos_Z80).l,a0
> > >s2.asm(1667): error: symbol undefined
> > > KoDec
> > > 	bsr.w	KoDec
> > >s2.asm(12727): error: addressing mode not allowed on 68000
> > > 	move.l	word_A656(pc,d0.w),d1
> > >s2.asm(12727): error: addressing mode not allowed here
> > > 	move.l	word_A656(pc,d0.w),d1
> > >s2.asm(12781): error: addressing mode not allowed on 68000
> > > 	move.l	word_A766(pc,d0.w),d1
> > >s2.asm(12781): error: addressing mode not allowed here
> > > 	move.l	word_A766(pc,d0.w),d1
> > >s2.asm(51397): error: addressing mode not allowed on 68000
> > > 	lea	byte_28726(pc,d1.w),a1
> > >s2.asm(51397): error: addressing mode not allowed here
> > > 	lea	byte_28726(pc,d1.w),a1


Also, I know about that typo with the KozDec thing. I put KoDec by accident. >__>

#308 User is offline shobiz 

Posted 25 July 2008 - 04:52 PM

  • Posts: 863
  • Joined: 27-March 05
  • Gender:Male
  • Location:Karachi, Pakistan
  • Wiki edits:4,411

View PostSOTI, on Jul 25 2008, 07:11 PM, said:

Even though this keeps on getting reverted on the wiki version, changing KosDec to KozDec fixes one error.

Um, it's KosDec in Xeno's disassembly not KozDec, and that's the disasm the guide targets, so KosDec is right.

EDIT: Also, the errors just say that Init_Sonic1_Sound_Driver and Kos_Z80 don't exist, probably because you forgot to include the sound driver ASM file (the separate download in the guide)

EDIT 2: All right, for some insane reason the version of the disasm on the wiki isn't the most recent one and has KozDec instead of KosDec. My bad, and someone needs to upload the latest version.
This post has been edited by shobiz: 25 July 2008 - 05:04 PM

#309 User is offline Phoenix 

Posted 25 July 2008 - 05:04 PM

  • Has really been far even as decided to use even go want to do look more like
  • Posts: 197
  • Joined: 23-July 08
  • Gender:Male
  • Location:Green Hill
I've been experiencing some strange glitches on SonED. Obviously, since this is my first attempt at a hack, I'm going to have glitches, but I need help fixing them. There's four problems:

---

1) Strictly aesthetic. Certain 16x16 blocks have somehow been imported into a 128x128 tile that they aren't supposed to be in (blocks from the background in the top of tile 71), as seen in this picture:



How am I supposed to fix that?

---

2) A VERY bad glitch: Waterfall tile AA is messing up very badly, keeping me from jumping while running on it. That's right, I try to jump while on top of this waterfall, but it won't let me. Same with trying to jump onto it from the side. What's with this?

---

3) This can definitely be fixed with a hex editor. No matter how I try, I can't lower the bottom of the level. If I look at it in SonED, this is what I see:



But here's what happens when I play it (since I can't upload anything else): I die right there. EDIT: After using debug to test the rest of my level from there, I've found that I also cannot go past where the original signpost was, and where it originally was, springs and spikes load 16x16 tiles from the sign. All I need is a code, right?

---

4) Finally, this is just wierd. I put a normal yellow spring in, facing upwards, but it goes upside-down in the game. It behaves just like a normal right-side-up spring, though.
This post has been edited by Phoenix: 25 July 2008 - 05:25 PM

#310 User is offline Spanner 

Posted 25 July 2008 - 05:13 PM

  • The Tool
  • Posts: 3196
  • Joined: 02-June 07
  • Gender:Male
  • Location:United Kingdom
  • Project:Sonic Hacking Contest
  • Wiki edits:2,193
Were there any other fixes in the latest version? Just asking.

#311 User is offline shobiz 

Posted 25 July 2008 - 05:41 PM

  • Posts: 863
  • Joined: 27-March 05
  • Gender:Male
  • Location:Karachi, Pakistan
  • Wiki edits:4,411
fc reveals a few differences other than the Kos/Koz thing actually. I'm trying to upload the actual release but for some insane reason it isn't working (unless my cache is royally screwing up, though I doubt that since I cleared it multiple times and downloaded with IE as well), so if someone else can upload it please do so (it can be downloaded from the forum release thread).
This post has been edited by shobiz: 25 July 2008 - 05:41 PM

#312 User is offline Shibunoa 

Posted 25 July 2008 - 07:07 PM

  • Posts: 329
  • Joined: 19-July 08
  • Gender:Male
  • Location:Italy
  • Wiki edits:28
Maybe trying SonED 2 will help? Never used it myself, but it might.
After all, I haven't hacked a Sonic megadrive rom in ages.
This post has been edited by tails92: 25 July 2008 - 07:08 PM

#313 User is offline FraGag 

Posted 25 July 2008 - 08:15 PM

  • Posts: 659
  • Joined: 09-January 08
  • Gender:Male
  • Location:Qu├ębec, Canada
  • Project:an assembler
  • Wiki edits:6
You'd better use a split disassembly instead of editing the ROM directly.

1) Emerald Hill Zone and Hill Top Zone share many tiles. The tileset is for EHZ and some tiles are patched when HTZ is loaded in the game. If a chunk shows wrong tiles, it may be only usable in HTZ.

2) You may need to edit the collision data for the chunk. I don't remember if SonED can edit it, but I'm sure SonED2 can.

3) SonED doesn't allow you to edit the level boundaries (neither does SonED2), but you can easily edit the level boundaries in the split disassembly (hint: the boundaries are under WrdArr_LvlSize).

#314 User is offline KingKombat 

Posted 25 July 2008 - 10:58 PM

  • Posts: 19
  • Joined: 05-June 08
  • Gender:Male
Now I'm making my hack. Now before you go any further, let me remind you that im on a mac, so the only way I found is Hex Editing. Here's what I need help with.

I want to change the max speed in Sonic The Hedgehog 1 (or to clarify, turn off speed cap). And I went to the correct value, which I believe is 011BD8.
It took me straight to the value I needed to be. And, you will get mad at me for this but...I can't remember what it originally was. But in this tutorial, it said the max speed value was FF. so I changed it to FF, I saved the bin file (I realized that may have a been a stupid idea...) and when I played, it started up well. Ok, good.
But...did I do it right? Or, is there some sort of tutorial for this? Please help, I want to contribute, but of course that's really hard.
This post has been edited by KingKombat: 25 July 2008 - 11:02 PM

#315 User is offline Phoenix 

Posted 25 July 2008 - 11:36 PM

  • Has really been far even as decided to use even go want to do look more like
  • Posts: 197
  • Joined: 23-July 08
  • Gender:Male
  • Location:Green Hill
Thanks, fragag. Now, I'm guessing that I could edit the level layout with SonED after using the disassembler? Or would it be easier to just do it all on a single program? By the way, which disassembler would be the best for me to use? (and why am I asking so many questions in a single post?)

  • 412 Pages +
  • ◄ First
  • 19
  • 20
  • 21
  • 22
  • 23
  • Last ►
    Locked
    Locked Forum

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