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S&KC Mod Loader Now with integrated music playback!

#16 User is offline MainMemory 

Posted 01 April 2018 - 05:07 PM

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Hey I made a mod, it's the Drop Dash.


#17 User is offline Redhornett 

Posted 08 May 2018 - 09:44 AM

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Probably a silly question, but how do we get the mod loader to detect the original game file?

#18 User is offline MainMemory 

Posted 08 May 2018 - 09:57 AM

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You just extract the archive to the folder that sonic3k.exe is in.

#19 User is offline Redhornett 

Posted 08 May 2018 - 10:12 AM

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Cheers. How do we get it to run with the SEGA PC Reloaded program please?
This post has been edited by Redhornett: 08 May 2018 - 10:18 AM

#20 User is offline MainMemory 

Posted 08 May 2018 - 10:52 AM

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As long as you've installed the game in Sega PC Reloaded and ddraw.dll is in the game's folder, it will automatically load the Sega PC Reloaded stuff.

#21 User is offline Redhornett 

Posted 10 May 2018 - 06:49 AM

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Should it come up with the patches message in the corner on bootup like vanilla SegaPCReloaded, if we're using both files?

It now comes up without the disc error message (which SegaPCReloaded should have fixed) but the notification doesn't come up. Does the modder supersede that bit?

EDIT: Never mind. It works - I just need to delete the desktop shortcut created by SPCR each time I change mods.
This post has been edited by Redhornett: 10 May 2018 - 07:58 AM

#22 User is offline Redhornett 

Posted 20 June 2018 - 03:28 PM

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Here's a few new sound-related mods for you.

The first couple are more 'fun' and the second one is a complete soundtrack port.

Goes With Everything and Knuckles: https://gamebanana.com/sounds/41804
Subterranean Homesick Blues and Knuckles: https://gamebanana.com/sounds/41803
Sonic 3D Flickies' Island Saturn Soundtrack: https://gamebanana.com/sounds/41802

#23 User is offline MainMemory 

Posted 11 December 2018 - 02:51 PM

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I've finally done it. I've found the fourth Chaos Emerald cause of the weird Special Stage scrolling.
The scrolling effect is achieved through a two-part process: the plane mappings are swapped out every second frame, and the palette is rotated every fourth frame. The first part of this process is done by a block copy of mapping data stored from a RAM buffer to VRAM, aided by a table (which also contains palette pointers for some reason). On the MD, it looks like this:
SS_Pal_Map_Ptrs:dc.l $FFFF5500
		dc.l Pal_SStage_3_1
		dc.l $FFFF5DC0
		dc.l Pal_SStage_3_1
		dc.l $FFFF5500
		dc.l Pal_SStage_3_2
		dc.l $FFFF5DC0
		dc.l Pal_SStage_3_2
		dc.l $FFFF5500
		dc.l Pal_SStage_3_3
		dc.l $FFFF5DC0
		dc.l Pal_SStage_3_3
		dc.l $FFFF5500
		dc.l Pal_SStage_3_4
		dc.l $FFFF5DC0
		dc.l Pal_SStage_3_4
		dc.l $FFFF5500
		dc.l Pal_SStage_3_5
		dc.l $FFFF5DC0
		dc.l Pal_SStage_3_5
		dc.l $FFFF5500
		dc.l Pal_SStage_3_6
		dc.l $FFFF5DC0
		dc.l Pal_SStage_3_6
		dc.l $FFFF5500
		dc.l Pal_SStage_3_7
		dc.l $FFFF5DC0
		dc.l Pal_SStage_3_7
		dc.l $FFFF5500
		dc.l Pal_SStage_3_8
		dc.l $FFFF5DC0
		dc.l Pal_SStage_3_8
		dc.l $FFFF9B00
		dc.l Pal_SStage_3_1
		dc.l $FFFF9240
		dc.l Pal_SStage_3_1
		dc.l $FFFF8980
		dc.l Pal_SStage_3_1
		dc.l $FFFF80C0
		dc.l Pal_SStage_3_1
		dc.l $FFFF7800
		dc.l Pal_SStage_3_1
		dc.l $FFFF6F40
		dc.l Pal_SStage_3_1
		dc.l $FFFF6680
		dc.l Pal_SStage_3_1

In the PC version, for some inexplicable reason, all the pointers to FF5DC0 were replaced with more pointers to FF5500, meaning the game never reads new mappings for the floor patterns (except when turning), and so the floor only "moves" when the palette rotation kicks in on every fourth frame, while the sprites move every second frame as usual, causing a noticeable desync. I've added a small bit of code to the mod loader to restore the correct data to that table, so now the Special Stage scrolls normally.

I've also integrated the palette fixes as mod loader options, which may make it easier for mods to implement fancy palette tricks, or even open the door to an expanded palette in the future. You can delete the accurate palette mod, unless you really want that BTTF3 mode.

#24 User is offline Blue Spikeball 

Posted 11 December 2018 - 11:06 PM

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Good job, special stages render just fine now.

The palette fixes don't seem to work for me, though. I tried all palette settings in the mod loader, and the colors still look like unmodded S&KC, rather than the Accurate Palette mod.

#25 User is offline MainMemory 

Posted 12 December 2018 - 12:23 AM

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Actually, you're half right. There was a bug that prevented the palette setting from being read properly, but that caused it to default to the accurate palette always.

#26 User is offline JamesRock7 

Posted 22 February 2019 - 12:31 PM

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I've read and played with several of your S&KC mods, and I am amazed on the big possibilities they open. Maybe, following these applications, someone could add Amy from this hack to the playable characters, make a more massive hack like these or maybe generate the long long desired Sonic 3 & Knuckles version for Android (not emulator) that Taxman and Stealth could not produce probably due to MJ known legal issues (but that finally produced Sonic Mania as consequence). I would love to have more programming abilities and time for helping to achieve these, but at least this is my desire. Meanwhile, with my son we are having really lots of fun with your mods. Thank you very much :)

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