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#3946 User is offline Jimmy Hedgehog 

Posted 25 October 2011 - 06:45 PM

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Well I'd gotten the wall jump stuff fully working. I was either working with things to do with the title screen or layout editing, though I'm unsure what the latter would have to do with it. Also can't say I've ever used the demo converter, sorry.

#3947 User is offline E-122-Psi 

Posted 25 October 2011 - 07:17 PM

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View PostJimmy Hedgehog, on 25 October 2011 - 06:45 PM, said:

Well I'd gotten the wall jump stuff fully working. I was either working with things to do with the title screen or layout editing, though I'm unsure what the latter would have to do with it. Also can't say I've ever used the demo converter, sorry.


Hmm, I've worked with the wall jump coding a few times before and never encountered this problem. From what I know it isn't connected to the title screen at all. Unless it caused an error about branch length somewhere around it and you perhaps coded it improperly.

#3948 User is offline Jimmy Hedgehog 

Posted 25 October 2011 - 07:19 PM

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Perhaps...also I've just noticed although not outlining any errors in the code, the assembler says "There were 6 errors.". Where can I find what these are?
Well, I've got it back....mostly. Got all my walljump code there yet it's not reacting on all solid walls, back to how I was before. Good thing I have some files kept for incase that happened. Thanks for the help.
This post has been edited by Jimmy Hedgehog: 25 October 2011 - 08:29 PM

#3949 User is offline E-122-Psi 

Posted 30 October 2011 - 07:17 PM

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No prob. Hope you can fix it.

Does anyone know the mapping file for Sonic and Tails' title animations in Sonic 2?
This post has been edited by E-122-Psi: 30 October 2011 - 07:17 PM

#3950 User is offline Sodaholic 

Posted 03 November 2011 - 04:11 PM

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Got a few quick questions. (despite the fact that I am now in pending approval status, I will still be checking this thread, so your help will not go to waste)

1. About sprite mappings; I'm trying to make a Sonic 1 hack, while editing Sonic's sprite mappings with SonMapEd. The ROM compiles just fine when I try using Hivemind's 2005 assembly (ASM68k version), but refuses to compile when I use ReadySonic or the SVN version. Ideally, I want to be able to use ReadySonic.
2. How do I remove the walljump move from ReadySonic?
3. How do I make Sonic spin when the jump button is pressed in midair, but Sonic isn't spinning, like some hacks have? (again, I want to do this in ReadySonic, if that makes any difference in implementation)

Thank you for your time. :)

#3951 User is offline MainMemory 

Posted 03 November 2011 - 04:43 PM

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I know that 1. is because the SVN disassembly (and by extension, ReadySonic) has a bunch of extra labels in the mapping file, defining the frame numbers for all his sprites. This makes it nearly impossible to edit with a program.

#3952 User is offline Elektro-Omega 

Posted 08 November 2011 - 10:36 AM

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I have a few questions:

1) Is it possible to dynamically change palettes during gameplay. I know we have palette cycles but I mean literally click a switch and change all the green in green hill zone to blue?

2)Similar the quesiton above, is it possible to dynamically change chunks and tiles during gameplay?

#3953 User is offline FraGag 

Posted 08 November 2011 - 06:51 PM

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View PostElektro-Omega, on 08 November 2011 - 10:36 AM, said:

1) Is it possible to dynamically change palettes during gameplay. I know we have palette cycles but I mean literally click a switch and change all the green in green hill zone to blue?

Yes. If the palette has a corresponding entry in the PalPointers array, you can use one of the PalLoad routines to load it. You can also load the palette directly by just copying its data to RAM; the palette is copied from RAM to CRAM on every frame. The palette cycles will keep on running, so some entries will replace whatever was in the loaded palette; if you want to use a different palette cycle, you'll need to add some flag and modify the code to handle that.

View PostElektro-Omega, on 08 November 2011 - 10:36 AM, said:

2)Similar the quesiton above, is it possible to dynamically change chunks and tiles during gameplay?

Yes, you can dynamically change chunks and blocks, unless you decided to load them directly from RAM. They are decompressed into RAM when the level is loaded, so once they're there, you can change them. However, you might need to forcefully redraw some parts of the planes if the chunk or block is visible. The same applies to the level layout. As for tiles, they're stored in VRAM, so you can always change them and changing them has an immediate effect.

#3954 User is offline Machenstein 

Posted 11 November 2011 - 11:19 AM

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I'm attempting to port over the Sonic 1 REV01 background effects to my Sonic 1 hack using this tutorial, but it doesn't work. The ROM still works at Step 1 and 2, but it's Step 3 where the ROM suddenly stops working. Each time I do Step 3 and create the "s1built.bin" file, it doesn't load on Kega Fusion. I also follow through with Step 4 through 6 and it still doesn't work. Is there something I'm doing wrong or is the tutorial out-of-date?
This post has been edited by Machenstein: 11 November 2011 - 12:06 PM

#3955 User is offline MarkeyJester 

Posted 12 November 2011 - 07:41 AM

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There's a strong possibility that the assembler has encounted an error, this error should be displayed in the cmd window. If it closes down automatically before you have the chance to read, then you'll need to edit the batch file "build.bat" and type "pause" on the bottom line, and save, this will ensure that it hults and only closes on your request.

I'm also "assuming" here that the errors you'll get are branch range errors, where certain branch instructions cannot reach their destination because it's simply too far, here's a nice guide by Destructiox that should help if the branch range errors are in fact the problem:

http://forums.sonicr...showtopic=17016

#3956 User is offline Machenstein 

Posted 12 November 2011 - 09:22 AM

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It works! Thanks, Markey. There is one problem with the tutorial though. In step 2, it doesn't specify whether the "bra" that's out of range (which is the one I had) is a "bra.w" or not. I initially thought I had to change it to "jmp.w", but it turns out I had to change it to just "jmp". I just wanted to point that out for future reference.
This post has been edited by Machenstein: 13 November 2011 - 03:14 PM

#3957 User is offline Nostalgia Ninja 

Posted 14 November 2011 - 06:15 AM

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A common question: would it be possible to program the 'mode' button in the game to show a sub-program (such as the M68K sandbox application)? I want to merge and link the game with the sandbox program and edit code inside to see what would happen.

#3958 User is offline vladikcomper 

Posted 14 November 2011 - 07:41 AM

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View PostNostalgia Ninja, on 14 November 2011 - 06:15 AM, said:

A common question: would it be possible to program the 'mode' button in the game to show a sub-program (such as the M68K sandbox application)? I want to merge and link the game with the sandbox program and edit code inside to see what would happen.

Oh, it's so glad to hear my M68K Sandbox isn't forgotten.

If I understand correct, you want to have Sandbox functionality in Sonic games? Unfortunately, this isn't achievable by integrating its code into the game as my program, in its original form, only designed to run small pre-compiled code modules, it cannot handle the whole game code and interrupt its processing. This requires programming a completely different system, integrated with Sonic games engine, rather than merging two separate programs (a Sonic game and M68K Sandbox).

But that's a great idea, I think. That's how I see it:

Posted Image

It's a rough concept, just to show how it can look in future. If anyone is interested in this opportunity, I will try to make it true in some time.

#3959 User is offline E-122-Psi 

Posted 15 November 2011 - 10:06 AM

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How exactly do you start up PlaneED? I don't know exactly how to load a text file into the program, it either fades immediately (like it does on when loaded on it's own) or says it's not compatible.

If there are specifics required, I'm trying to open either the title screen or the special stages results screen in Sonic 2.

#3960 User is offline Selbi 

Posted 15 November 2011 - 11:43 AM

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View PostE-122-Psi, on 15 November 2011 - 10:06 AM, said:

How exactly do you start up PlaneED? I don't know exactly how to load a text file into the program, it either fades immediately (like it does on when loaded on it's own) or says it's not compatible.

If there are specifics required, I'm trying to open either the title screen or the special stages results screen in Sonic 2.

http://info.sonicret...g/Planeed#Usage

Quote

In order to use PlaneED, several things have to be prepared. Most important here: PlaneED will terminate instantly if there's missing / wrong information! So you can't just download it and open it.


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