<!--quoteo(post=220008:date=Aug 28 2008, 02:12 AM:name=roxahris)--><div class='quotetop'>QUOTE (roxahris @ Aug 28 2008, 02:12 AM) Supposed to be "Summer Shore", But I can't figure out how to get the S and U letters...
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.
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.
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= View attachment 2362 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.
Code (Text): 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 $FFFFFE10 to d0 in case you're wondering, it's just like what Obj01_ChkInvin does.
Not just that, this entire sequence Code (ASM): moveq #0,d0 move.b ($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): Code (Text): 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
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.
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. Code (Text): 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.
In SonMapED when I import a new sprite, everything goes well, but anything that was black is now transparent. Fixes?
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.
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.
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?
You can see the ID of an object by searching a bit in the disassembly or by looking at this page on the wiki: SCHG:Sonic the Hedgehog/Object Editing#Object_Pointer_List.
What palette line does knuckles use in s3k when you're sonic and tails? Second? I can't seem to figure this one out (Some colours seem off :S )