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Basic Questions & Answers thread NEWBIES: Start here!

#421 User is offline Hitaxas 

Posted 28 August 2008 - 03:54 PM

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QUOTE (roxahris @ Aug 28 2008, 02:12 AM) [post="220008"]Posted Image
Supposed to be "Summer Shore", But I can't figure out how to get the S and U letters...

#422 User is offline Mason 

  Posted 28 August 2008 - 07:10 PM

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Total loser question, but really need to figure it out:

How do I open these art files in an art editing program? (please say which program)

signpost art
starpoll art
title screen art
badnik art
title card before act starts and when finishes

:) - Mason

EDIT: I love the edit button.
This post has been edited by Mason: 28 August 2008 - 07:12 PM

#423 User is offline Spanner 

Posted 28 August 2008 - 07:15 PM

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SonMapEd
SCHG_How-to:Use_SonMapEd/Part_1
SCHG_How-to:Use_SonMapEd/Part_2
Most art files'll have mappings that can be read on SonMapEd, in Sonic 1 it's /_maps/ usually & /mappings/sprite for S2 2007 disasm. Usually it's the same name as the object so if the art file was the art of an enemy called Obj26, it'll be obj26.asm or obj26.bin in most cases.
This post has been edited by SOTI: 28 August 2008 - 07:17 PM

#424 User is offline GasparXR 

Posted 31 August 2008 - 01:58 PM

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Okay guys, I got the speed shoes effect to wear off, but now I can't seem to get the music back. What I tried is checking the zone number to determine which song to play. I just get errors and the build fails. D=

Attached File  Obj01_ChkShoes.txt (1.98K)
Number of downloads: 13

This is Obj01_ChkShoes and everything I added below it. And yes, I fixed Obj2E_ChkShoes so it points here, otherwise the effect would last forever. If anyone could help me with this, I would greatly appreciate it.

#425 User is offline shobiz 

Posted 31 August 2008 - 02:11 PM

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Um, can't you just copy-paste the code the invincibility check uses to resume level music?

#426 User is offline GasparXR 

Posted 31 August 2008 - 02:18 PM

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View Postshobiz, on Aug 31 2008, 03:11 PM, said:

Um, can't you just copy-paste the code the invincibility check uses to resume level music?


Obj01_PlayMusic:
  lea (MusicList2).l,a1
  move.b (a1,d0.w),d0
  jsr (PlaySound).l; play normal music


You mean this?

If so, it looks like it could work. But I'm gonna change it do Music List 1 because FZ won't resume it's music with MusicList2 I don't think.

EDIT: I tried it and didn't work. And yes, I did move the data in $FFFFFE10 to d0 in case you're wondering, it's just like what Obj01_ChkInvin does.
This post has been edited by GasparXR: 31 August 2008 - 02:23 PM

#427 User is offline shobiz 

Posted 31 August 2008 - 02:19 PM

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Not just that, this entire sequence
Syntax Highlighted Code: ASM
		[color= #00bfff;]moveq[/color]	[color= #ff0000;]#[/color][color= #ff0000;]0[/color],d0
[color= #00bfff;]move[/color].[color= #00bfff;]b[/color] ([color= #ff0000;]$[/color][color= #ff0000;]FFFFFE10[/color]).[color= #00bfff;]w[/color],d0
[color= #00bfff;]cmpi[/color].[color= #00bfff;]w[/color] [color= #ff0000;]#[/color][color= #ff0000;]$[/color][color= #ff0000;][color= #ff0000;]103[/color][/color],([color= #ff0000;]$[/color][color= #ff0000;]FFFFFE10[/color]).[color= #00bfff;]w[/color] [color= #adadad; font-style: italic;]; check if level is SBZ3[/color]
[color= #00bfff;]bne[/color].[color= #00bfff;]s[/color] Obj01_PlayMusic
[color= #00bfff;]moveq[/color] [color= #ff0000;]#[/color][color= #ff0000;]5[/color],d0 [color= #adadad; font-style: italic;]; play SBZ music[/color]
 
Obj01_PlayMusic:
[color= #00bfff;]lea[/color] (MusicList2).[color= #00bfff;]l[/color],a1
[color= #00bfff;]move[/color].[color= #00bfff;]b[/color] (a1,d0.[color= #00bfff;]w[/color]),d0
[color= #00bfff;]jsr[/color] (PlaySound).[color= #00bfff;]l[/color] [color= #adadad; font-style: italic;]; play normal music[/color]

and if you change MusicList2 to MusicList1 you'll have to add a level check for FZ as well.

#428 User is offline GasparXR 

Posted 31 August 2008 - 02:27 PM

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View Postshobiz, on Aug 31 2008, 03:19 PM, said:

Not just that, this entire sequence
Syntax Highlighted Code: ASM moveq #0,d0
move.b ($FFFFFE10).w,d0
cmpi.w #$103,($FFFFFE10).w ; check if level is SBZ3
bne.s Obj01_PlayMusic
moveq #5,d0 ; play SBZ music

Obj01_PlayMusic:
lea (MusicList2).l,a1
move.b (a1,d0.w),d0
jsr (PlaySound).l ; play normal music
and if you change MusicList2 to MusicList1 you'll have to add a level check for FZ as well.


I tried it too. I'm still getting errors. =\

Maybe it's this? (The first line is part of Obj01_ChkShoes):

bra.s   ChkBgm
				
ChkBgm:		 moveq #0,d0
				move.b ($FFFFFE10).w,d0
				cmpi.w #$103,($FFFFFE10).w; check if level is SBZ3
				bne.s ChkBgm_PlayMusic
				moveq #5,d0; play SBZ music
				
ChkBgm_PlayMusic: lea (MusicList2).l,a1
				  move.b (a1,d0.w),d0
				  jsr (PlaySound).l; play normal music

This post has been edited by GasparXR: 31 August 2008 - 02:27 PM

#429 User is offline shobiz 

Posted 31 August 2008 - 02:31 PM

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The bra.s ChkBgm is the problem - get rid of it, it's completely unneeded.

#430 User is offline GasparXR 

Posted 31 August 2008 - 02:34 PM

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View Postshobiz, on Aug 31 2008, 03:31 PM, said:

The bra.s ChkBgm is the problem - get rid of it, it's completely unneeded.


Oh yay, it works now. Thanks alot, I don't know where I'd be right now without this topic. =P

Now I'm going to add the level check for FZ, I shouldn't have any problems, seeing as I know how to do it from Nineko's guide.

#431 User is offline roxahris 

Posted 01 September 2008 - 07:37 AM

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Will deformation routines from Sonic 1 v2 work in Sonic 2?

Also, I think I've figured out how to edit Sonic 2's title cards, or rather, make it a lot easier. It's covered in the wiki (SCHG:Sonic_2/Text_Editing), but who reads the wiki anyway? :( Seriously, though, this makes things a fair bit easier.
Just copy this over everything from LoadTitleCard, until the nop before JmpTo2_NemDec.
LoadTitleCard:					 ; ...
				 bsr.s	LoadTitleCard0
				 moveq	#0,d0
				 move.b	(Current_Zone).w,d0
				 move.b	TitleCardData(pc,d0.w),d0
				 lea	EHZ_TitleCard(pc),a0
				 lea	(a0,d0.w),a0
				 move.l	#$7BC00002,d0
		 
		 loc_157EC:					 ; ...
				 move	#$2700,sr
				 lea	(Level_layout).w,a1
				 lea	(VDP_data_port).l,a6
				 move.l	d0,4(a6)
		 
		 loc_157FE:					 ; ...
				 moveq	#0,d0
				 move.b	(a0)+,d0
				 bmi.s	loc_1581A
				 lsl.w	#5,d0
				 lea	(a1,d0.w),a2
				 moveq	#0,d1
				 move.b	(a0)+,d1
				 lsl.w	#3,d1
				 subq.w	#1,d1
		 
		 loc_15812:					 ; ...
				 move.l	(a2)+,(a6)
				 dbf	d1,loc_15812
				 bra.s	loc_157FE
		; ---------------------------------------------------------------------------
		 
		 loc_1581A:					 ; ...
				 move	#$2300,sr
				 rts
		; End of function LoadTitleCard
		 
		; ===========================================================================
		 
		 Title_A:	 equ 4
		 Title_B:	 equ $404
		 Title_C:	 equ $804
		 Title_D:	 equ $C04
		 Title_F:	 equ $1004
		 Title_G:	 equ $1404
		 Title_H:	 equ $1804
		 Title_I:	 equ $1C02
		 Title_J:	 equ $1E04
		 Title_K:	 equ $2204
		 Title_L:	 equ $2604
		 Title_M:	 equ $2A06
		 Title_P:	 equ $3004
		 Title_Q:	 equ $3404
		 Title_R:	 equ $3804
		 Title_S:	 equ $3C04
		 Title_T:	 equ $4004
		 Title_U:	 equ $4404
		 Title_V:	 equ $4804
		 Title_W:	 equ $4C06
		 Title_X:	 equ $5204
		 Title_Y:	 equ $5604
		 
		 TitleCardData:	dc.b EHZ_TitleCard-EHZ_TitleCard ; 0
				 dc.b EHZ_TitleCard-EHZ_TitleCard ; 1
				 dc.b EHZ_TitleCard-EHZ_TitleCard ; 2
				 dc.b EHZ_TitleCard-EHZ_TitleCard ; 3
				 dc.b MTZ_TitleCard-EHZ_TitleCard ; 4
				 dc.b MTZ_TitleCard-EHZ_TitleCard ; 5
				 dc.b WFZ_TitleCard-EHZ_TitleCard ; 6
				 dc.b HTZ_TitleCard-EHZ_TitleCard ; 7
				 dc.b HPZ_TitleCard-EHZ_TitleCard ; 8
				 dc.b EHZ_TitleCard-EHZ_TitleCard ; 9
				 dc.b OOZ_TitleCard-EHZ_TitleCard ; 10
				 dc.b MCZ_TitleCard-EHZ_TitleCard ; 11
				 dc.b CNZ_TitleCard-EHZ_TitleCard ; 12
				 dc.b CPZ_TitleCard-EHZ_TitleCard ; 13
				 dc.b DEZ_TitleCard-EHZ_TitleCard ; 14
				 dc.b ARZ_TitleCard-EHZ_TitleCard ; 15
				 dc.b SCZ_TitleCard-EHZ_TitleCard ; 16
				 dc.b EHZ_TitleCard-EHZ_TitleCard ; 17
				 
		 EHZ_TitleCard:	dc.w Title_M,Title_R,Title_A,Title_L,Title_D,Title_H,Title_I; 0   ; ...
				 dc.w -1				 ; 7
		 MTZ_TitleCard:	dc.w Title_M,Title_T,Title_R,Title_P,Title_L,Title_I,Title_S; 0   ; ...
				 dc.w -1				 ; 7
		 HTZ_TitleCard:	dc.w Title_H,Title_I,Title_L,Title_T,Title_P,-1; 0; ...
		 HPZ_TitleCard:	dc.w Title_H,Title_I,Title_D,Title_P,Title_A,Title_L,Title_C; 0   ; ...
				 dc.w -1				 ; 7
		 OOZ_TitleCard:	dc.w Title_I,Title_L,Title_C,Title_A,-1; 0; ...
		 MCZ_TitleCard:	dc.w Title_M,Title_Y,Title_S,Title_T,Title_I,Title_C,Title_A; 0   ; ...
				 dc.w Title_V,-1			 ; 7
		 CNZ_TitleCard:	dc.w Title_C,Title_A,Title_S,Title_I,Title_G,Title_H,Title_T; 0   ; ...
				 dc.w -1				 ; 7
		 CPZ_TitleCard:	dc.w Title_C,Title_H,Title_M,Title_I,Title_A,Title_L,Title_P; 0   ; ...
				 dc.w Title_T,-1			 ; 7
		 ARZ_TitleCard:	dc.w Title_A,Title_Q,Title_U,Title_T,Title_I,Title_C,Title_R; 0   ; ...
				 dc.w -1				 ; 7
		 SCZ_TitleCard:	dc.w Title_S,Title_K,Title_Y,Title_C,Title_H,Title_A,-1; 0; ...
		 WFZ_TitleCard:	dc.w Title_W,Title_I,Title_G,Title_F,Title_R,Title_T,Title_S; 0   ; ...
				 dc.w -1				 ; 7
		 DEZ_TitleCard:	dc.w Title_D,Title_A,Title_T,Title_H,Title_G,-1; 0; ...
	  ; ===========================================================================
So... what does this do? It's a simple copypaste from Puto's Sonic 2 & Knuckles disassembly. It makes specifying the tiles to load easier, because you don't have to mess around with those nasty hex values. For editing the actual mappings, see the wiki page... or read on! Use your favourite debugging emulator... alright, Gens KMod or something... and take a VRAM dump while the title card is on screen. Then simply load that and the mappings into SonMapEd, and you will be able to edit your title cards relatively easily!
This pointless guide brought to you by roxahris.
This post has been edited by roxahris: 01 September 2008 - 08:41 AM

#432 User is offline Mason 

Posted 01 September 2008 - 12:55 PM

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In SonMapED when I import a new sprite, everything goes well, but anything that was black is now transparent.

Fixes?

#433 User is offline FraGag 

Posted 01 September 2008 - 01:29 PM

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If a palette line has the same color more than once, like Sonic's palette line in Sonic 1, you should change one of them before exporting the sprite. A guide on the wiki suggest to change the first black (which is transparent in-game) to some pink. Make sure the same color is still in the palette loaded in SonMapEd so the program can match the colors in the bitmap to the correct palette entries.

#434 User is offline evilhamwizard 

Posted 01 September 2008 - 01:32 PM

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Hey guys, I don't know if this is the right place to ask. But I need some help trying to get this .one unpacked from Shadow the Hedgehog. It contains really really simple debug models (just 5 .dff files, cubes, spheres, etc), and I kinda want to get them out of this .one file for an article I'm doing on the wiki. The problem is, the current .one unpackers only unpack for Sonic Heroes for PC.

Help if you can, thanks. I'm still trying to figure out how to get the damn thing unpacked as I type this.

I attached the file I want to get unpacked. You can grab it here.
This post has been edited by evilhamwizard: 01 September 2008 - 01:34 PM

#435 User is offline Mason 

Posted 01 September 2008 - 02:17 PM

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Ok, thanks, another question, I want to edit an object in SonMapED, load the art, but how will I know out what object it is? Cant remember the folder name, inside is stuff like obj26, stuff like that. Any one know where I can identify them?

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