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#1066 User is offline McGuirk 

Posted 12 February 2009 - 02:31 AM

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Are there any decent guides written on sprite programming? My eventual goal would be bosses, but badniks are a start=)

I've looked around for a while but have yet to see any good material.
This post has been edited by McGuirk: 12 February 2009 - 02:43 AM

#1067 User is offline Alexrd 

Posted 13 February 2009 - 03:22 PM

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Do you know if with Sonic Mega Collection Plus, you can edit the DVD so you can separate the installation of each game?

Thanks in advance.

#1068 User is offline Afti 

Posted 13 February 2009 - 03:26 PM

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Games are ROMS running in an emulator. You probably could, but you'd need to have several copies of the emulator. Not space-efficient.

Just delete the other games' files, replace them with dummy ROMs.

#1069 User is offline Namagem 

Posted 13 February 2009 - 03:38 PM

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I think he means to make it so that certain roms aren't installed. Possibly, but it would require hacking the installer EXE.

#1070 User is offline Alexrd 

Posted 13 February 2009 - 03:40 PM

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View PostAfti, on Feb 13 2009, 08:26 PM, said:

Games are ROMS running in an emulator. You probably could, but you'd need to have several copies of the emulator. Not space-efficient.

Just delete the other games' files, replace them with dummy ROMs.


I'm talking about the original DVD game for PC.

#1071 User is offline Afti 

Posted 13 February 2009 - 03:42 PM

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Modifying the original DVD is impossible. DVD-ROM is impossible to burn to once pressed.

#1072 User is offline Alexrd 

Posted 14 February 2009 - 08:00 AM

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View PostAfti, on Feb 13 2009, 08:42 PM, said:

Modifying the original DVD is impossible. DVD-ROM is impossible to burn to once pressed.


Is it possible if I hack the .exe of the DVD? I mean, I can burn the original DVD.

#1073 User is offline McGuirk 

Posted 15 February 2009 - 04:52 AM

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View PostMcGuirk, on Feb 12 2009, 01:31 AM, said:

Are there any decent guides written on sprite programming? My eventual goal would be bosses, but badniks are a start=)

I've looked around for a while but have yet to see any good material.


Shameless bump, as my post drowned, and I am genuinely interested in my previous question.

#1074 User is offline Malevolence 

Posted 15 February 2009 - 11:57 AM

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View PostMcGuirk, on Feb 15 2009, 04:52 AM, said:

View PostMcGuirk, on Feb 12 2009, 01:31 AM, said:

Are there any decent guides written on sprite programming? My eventual goal would be bosses, but badniks are a start=)

I've looked around for a while but have yet to see any good material.


Shameless bump, as my post drowned, and I am genuinely interested in my previous question.


Well, I don't believe there are any but maybe these will help you. FraGag and I a while ago worked on this while he was teaching me ASM68K http://pastebin.com/f7a74c999 (from S1).

This was something I did a few months ago, it's much more advanced but it may wind up helping http://pastebin.com/f907c5ac

The main thing to do for learning this kind of stuff really is analyzing existing code to see how such effects are achieved. For sonic 1 this will be your best friend and for sonic 2 this will be your best friend. You'll be looking at the "Object Status Table Format" part the most. Also, the bottom part of this (Condition Codes for Bcc, DBcc and Scc Instructions) is useful for the different branches. I should come up with a guide of basic sprite programing, it shouldn't be hard to make. Anyway, good luck.

#1075 User is offline Thorn 

  Posted 16 February 2009 - 04:27 PM

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This is a really basic question with a really long explanation, and probably boils down to me not being able to follow the path certain values are taking through my code.

I've set up the Sonic 2 Sound Test to display from 01-$FF, and (at the moment) will have 01-$1F and $81-$9F playing music tracks. I've set up the following changes, but somewhere along the line I'm mixing up a greater/less than check or flat out doing it wrong.
loc_9146:
...
	move.w	(Sound_test_sound).w,d0	; move the selected Sound Test value to d0
	cmpi.b	#$80,d0	; check which half of the sound test we're in
	bgt.s	SoundTest_LowerHalf	; if the lower half, branch
	subi.b	#$80,d0	; make sound ID $80 less than Sound Test value (for time being),
			; e.g. if $82 selected, pass 02.
	bra.s	+	; branch past code that adjusts other half of sound test
SoundTest_LowerHalf:
	addi.b	#$80,d0	; add $80 to the selected ID, e.g. if 02 selected, pass $82.
+
	bsr.w	JmpTo_PlayMusic	; prepare to sort playlists and play a track
...

PlayMusic:
	move.b	#0,(MusicList2Flag).w ; make sure we're using the primary playlist
	cmpi.b	#$80,d0	; compare the Sound ID to $80
	ble.s	+	; if $80 < ID, then ID is fine, branch
	addi.b	#$80,d0	; else, add $80 to the ID...
	move.b	#1,(MusicList2Flag).w	; ...and prep the secondary playlist.
+
	move.b	d0,($FFFFF00A).w	; set ID to have its track played
	rts

loc_7202C: ; by now, the ID has been passed to d7 by the Sonic 1 Sound Driver
		jsr	sub_725CA(pc)
		movea.l	(off_719A0).l,a4
		subi.b	#$81,d7	; edit the ID so that it matches an index in the playlist
		move.b	(a4,d7.w),$29(a6)
		movea.l	(Go_MusicIndex).l,a4	; load the primary playlist
		cmpi.b	#1,(MusicList2Flag).w	; prepped for secondary playlist?
		bne.s	+	; if not, move on
		movea.l	(Go_MusicIndex2).l,a4	; load the secondary playlist
+
		lsl.w	#2,d7
...

What this results in is most sound effects playing (I'm worrying about getting music to play before fixing the few outliers here), but only tracks $81-$9F -- the "secondary playlist" above -- playing in-game; primary playlist 01-$1F is silent. So, for anybody who cares to muddle through that, is there an error? I've followed it by hand using 02 and $82 as example selected sound test IDs (which equate to calling $82 and 2 respectively from anywhere else in the ROM), and it looks fine to me. :s

#1076 User is offline CarrascoZX0 

Posted 16 February 2009 - 05:23 PM

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I have a question... How do you disable or take out the demo play on the credits? (I think that might solve my credits problem...)

#1077 User is offline Spanner 

Posted 16 February 2009 - 10:03 PM

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Dunno if I should be posting this but since nobody's been able to help...
I'm trying to get DAC samples 8F and after to work. My S3K sample list has the correct sample pitches and sizes yet for some reason they're not working. Puto provided me with a few lines that was supposed to rectify the issue yet it's not working. Anyone able to help me with this problem, if it helps it can be done privately.

#1078 User is offline sclerosis 

  Posted 19 February 2009 - 04:17 PM

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1st off I want to thank the community for adding/validating me. I'm happy to have got this far. Unfortunately I am not very familiar with emulators and things of that nature.

I have been looking on the forums trying to find how to get starting.

At the moment I am unable to contribute because I don't know how to get started. I don't have any emulator or program to read/play the games that are made.
From what I understand I need some kind of program to read the play it and the actual game file itself. Its a little confusing for me cause I'm not very knowledgeable about this.
So what I'm asking from the community is if someone could help me get started.

So recap:
1) What do I need to play the games made by the team
2) Where can get the games so that I may test/play (I really want to see some sonic HD levels)

And Finally I want to apologies if this has been posted before. I have been looking at the forums for hours now and I cant figure it out.
I truly would appreciate any help.
This post has been edited by sclerosis: 19 February 2009 - 04:19 PM

#1079 User is offline nineko 

Posted 19 February 2009 - 04:58 PM

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You need an emulator. Kega and Gens are the most popular ones.
Then you run the emulator of your choice and you do something like "File -> Open" or "File -> Load ROM" (it depends on the emulator but it's pretty intuitive).
Where to find the roms, it's up to you. You can find the hacks on the wiki, but due to legal issues I can't link you to the original ROMs. It's easy to find them anyway (hint: google).

Sonic 2 HD is a completely different matter though. It's currently being developed on this very forum. As of now, it's the only Sonic HD game in the making. Not counting that hq4x crap pulled by Sega.

#1080 User is offline sclerosis 

Posted 19 February 2009 - 05:04 PM

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Thats pretty helpful. Well I played sonic 123 for ever so I'm going to check out some of the hack stuff. I was playing sonic flash game and it runs really shoppy and I know you guys made better games
This post has been edited by sclerosis: 19 February 2009 - 05:04 PM

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