Basic Questions & Answers thread NEWBIES: Start here!
#3946
Posted 25 October 2011 - 06:45 PM
#3947
Posted 25 October 2011 - 07:17 PM
Jimmy Hedgehog, on 25 October 2011 - 06:45 PM, said:
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
Posted 25 October 2011 - 07:19 PM
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.
#3949
Posted 30 October 2011 - 07:17 PM
Does anyone know the mapping file for Sonic and Tails' title animations in Sonic 2?
#3950
Posted 03 November 2011 - 04:11 PM
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
Posted 03 November 2011 - 04:43 PM
#3952
Posted 08 November 2011 - 10:36 AM
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
Posted 08 November 2011 - 06:51 PM
Elektro-Omega, on 08 November 2011 - 10:36 AM, said:
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.
Elektro-Omega, on 08 November 2011 - 10:36 AM, said:
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
Posted 11 November 2011 - 11:19 AM
#3955
Posted 12 November 2011 - 07:41 AM
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
Posted 12 November 2011 - 09:22 AM
#3957
Posted 14 November 2011 - 06:15 AM
#3958
Posted 14 November 2011 - 07:41 AM
Nostalgia Ninja, on 14 November 2011 - 06:15 AM, said:
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:

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
Posted 15 November 2011 - 10:06 AM
If there are specifics required, I'm trying to open either the title screen or the special stages results screen in Sonic 2.
#3960
Posted 15 November 2011 - 11:43 AM
E-122-Psi, on 15 November 2011 - 10:06 AM, said:
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
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