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#4021 User is offline Irixion 

Posted 02 January 2012 - 05:35 PM

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iirc the letters are spanned over a few art files, check all of them, make sure you have enough VRAM space too.

#4022 User is offline Jimmy Hedgehog 

Posted 02 January 2012 - 05:58 PM

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The letters are all in "ttlcards.bin" in the 2005 disassembly. Hmm...what comes in the VRAM after the Title Cards?

#4023 User is offline E-122-Psi 

Posted 08 January 2012 - 04:03 PM

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View PostAlriightyman, on 13 December 2011 - 10:12 PM, said:

View PostE-122-Psi, on 13 December 2011 - 08:55 PM, said:

Does anyone have experience with PlaneED? I'm trying to figure out how to write the dimentions and coding to show sprites and text files.

Does anyone know what specifics would be needed to show Sonic 2's special stage results screen on the program? I tried a savestate but it still came up blank.


I believe Sonic 2's Special Stage Results screen needs to be edited via mappings like any other object. Use SonMapEd instead. You may need to dump VRAM from an emulator (I would recommend DebuGens for this) because I think the mappings start address is at 0. Although I guess you could change that....


Okay, I've tried dumping VRAM with DebuGens, however I can only get the art tiles loaded from the file. Anyone know how to get the mappings editable?

EDIT: Wait, never mind, figured it out. Feel stupid now.

However I've found another problem. Does anyone know where in the ASM loads the file for the Special Stage 'GOT A CHAOS EMERALD' etc text, as I need to direct it to another file with a word edited into a 'Y'.
This post has been edited by E-122-Psi: 08 January 2012 - 08:08 PM

#4024 User is offline Jami393 

Posted 14 January 2012 - 03:32 AM

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I don't know if this has been asked before, but I downloaded the new version of SonED mainly to edit Sonic 3 and Sonic & Knuckles. I read carefully about renaming the two seperate games as "s3.bin" and "sk.bin", but when I go to run batch for the 3ksplit.txt it says unable to find s2.bin and sk.bin. What am I doing wrong?

#4025 User is offline GT Koopa 

Posted 19 January 2012 - 03:27 AM

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Well, since this is a question...I will post this here.

So about this Master Edition 2.

It appeared last October in SSRG, and even earlier on Youtube (the Youtube account is now deactivated). While making a spiritual sequel to a hack somebody else had done already would seem to raise a few red flags, when the hack was released and I got to play it there were various things that seemed to be copied EXACTLY from the original Master Edition. Here is the quote of the edit I made of my last post back in that same month:

Quote

Edit: Ok, I played it. Bosses are amazing edits. However, there is lingering suspicion that feels like it was built off of the original Master Edition, if that makes sense. Some of the bosses are the same, and Hidden Palace's layout is exactly like the original Master Edition. There is a custom anti gravity effect that is the same in both versions. Should this be looked into?



I guess since it was an edit to an existing post, even though it was a few days later nobody thought it was edited...so everybody just stopped looking at the thread. After talking with Markey on SSRG's IRC, he mentioned that I should report it using the actual report button, something I never thought of doing back then. Is the original maker of Master Edition still around here? I want to solve this once and for all.

Master Edition 1's Hidden Palace

Master Edition 2's Hidden Palace

Take a look for yourself.

#4026 User is offline Master Emerald 

Posted 20 January 2012 - 12:15 PM

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Who here tried extracting data.cpk from the PSN verison of Sonic 4? I tryied QuickBMS, CPK unpack and CRI Packed File Maker but they crashed when extracting the 1st file! :( The CPK is fine, I got the same CPK from two different sources of the PKG... (PSN version).
This post has been edited by Master Emerald: 20 January 2012 - 01:25 PM

#4027 User is offline alexman 

Posted 02 February 2012 - 07:49 PM

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My first post: I do not know if anyone asked this, and if so I'm sorry.

I cannot find any tutorials on how to add Super Sonic into Sonic the Hedgehog 1. I searched the SSRG, Sonic Retro, Google, but nothing. Is there any other site or something that can help me out? If so, thank you very much. I appreciate it in advance.

Now the next one: When I use the "Extra Characters" tutorial in the SCHG guide, I end up with a very glitched up character. Not only that, when I use my backup and replace everything I changed, I STILL get screweed up tiles. Should I just leave it alone for now, or am I doing something wrong (I add the animations, mappings, pattern load cues, art, everything)?

I know this post is kind of short...sorry.

EDIT: Never mind. Figured it out, but I can't use the actual art and animations. I guess I'll figure it out later on. :)
This post has been edited by alexman: 04 February 2012 - 10:32 AM

#4028 User is offline SoullessSentinel 

Posted 02 February 2012 - 09:05 PM

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Somebody else could probably give a more detailed answer, but to my knowledge, there are no tutorials for this.
You should study current the ASM Guides, and once you are familiar with how things work, study the Sonic 2 disassembly. Somewhere in the Sonic object there will be the code for handling Super Sonic, it's most likely commented with easy to use variables names, so you can use that code as a reference to implement the same functionality in Sonic 1. An exacty copy/paste won't work, as function names and variable names/addresses do not match across games, so you'll have to manually fix those.

#4029 User is offline coder12 

Posted 06 February 2012 - 12:11 PM

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Hey all, I hate to waste one of my trial posts on such a basic question, but I'm going nuts with this one. I've been reading for quite some time on my issue, but haven't found a solution for it.
Whenever I try to convert an XM >> SMPS file, all of the voices I select are the same (except for the PCM channels). I have an x3v voice bank file that I use to choose my voices; however, not matter what voices I choose, Voice Bank: 0 is always the one that gets used.
Also, I feel I should mention that this happens for all of my xm songs, that I'm using MPTracker for conversions from midi, and that this happens in all versions of xm>>smps that I had tried.

Any help is (as always) appreciated! I'm hoping to make some great songs :thumbsup:


Figured it out! The issue came in with my .xm files.
This post has been edited by coder12: 09 February 2012 - 01:27 PM

#4030 User is offline Jimmy Hedgehog 

Posted 10 February 2012 - 08:03 AM

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Hey, I can't remember if I've asked this before, but is there a way in Sonic 1 to retain your shield between acts if you still have it? Like Sonic 1 SMS did basically. This is the 2005 Hivebrain disassebly by the way. I've tried removing clear/remove shield lines apart from the hurt one but that seemed to do nothing...any ideas?

#4031 User is offline vladikcomper 

Posted 10 February 2012 - 02:26 PM

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View PostJimmy Hedgehog, on 10 February 2012 - 08:03 AM, said:

Hey, I can't remember if I've asked this before, but is there a way in Sonic 1 to retain your shield between acts if you still have it? Like Sonic 1 SMS did basically. This is the 2005 Hivebrain disassebly by the way. I've tried removing clear/remove shield lines apart from the hurt one but that seemed to do nothing...any ideas?


Basically, you need to remove a line that resets shield flag from Level init code. 'loc_39E8' is what you're looking for:

loc_39E8:
		move.b	d0,($FFFFFE1A).w
		move.b	d0,($FFFFFE2C).w ; clear shield
		move.b	d0,($FFFFFE2D).w ; clear invincibility
		move.b	d0,($FFFFFE2E).w ; clear speed shoes
		<...>


D0 was set to zero somewhere before this code, so all these lines clear memory variables just like comments say. If you remove the 'move.b d0,($FFFFFE2C).w' line, the shield flag will remain unchanged, saving its value from the previous level.

But the fact is, one flag is not enough to set up the shield. A shield object must be loaded to display its sprite (otherwise, you won't see the shield, but due to the flag set Sonic will be protected from one hit anyways). See how it's done in shield monitor's code, 'Obj2E_ChkShield'. So, you should put a new condition in 'loc_39E8' code, like 'if shield flag was set, load shield object'.

It will look something like this:
		tst.b	($FFFFFE2C).w	; is shield flag set?
		beq.s	@skip	; if not, branch
		move.b	#$38,($FFFFD180).w ; load shield object	($38)

@skip:


However, you can do it even without flag check. Just load the object. Obj38's code will test if the flag is clear and if it is, delete the object immediately. So you may end just with this:

loc_39E8:
		move.b	d0,($FFFFFE1A).w
		move.b	#$38,($FFFFD180).w ; ++ load shield object	($38)
		move.b	d0,($FFFFFE2D).w ; clear invincibility
		move.b	d0,($FFFFFE2E).w ; clear speed shoes
		<...>


Piece of cake, isn't it? =)
This post has been edited by vladikcomper: 10 February 2012 - 02:37 PM

#4032 User is offline Jimmy Hedgehog 

Posted 10 February 2012 - 06:52 PM

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Oh wow, I didn't even realise it still protected you removing the flag (though now it seems obvious), I just looked at the lack of the shield object and thought "damn, no good". Thanks so much! ^_^

#4033 User is offline SonikkuForever 

Posted 11 February 2012 - 10:53 AM

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I've been looking for Sonic and Tails' models from Sonic Jam, as well as character models from Sonic R, for a while now. Does anyone know where I can find them? I think they'd look quite nice converted to papercrafts.

#4034 User is offline E-122-Psi 

Posted 11 February 2012 - 11:25 AM

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This may sound like a dumb question, but I'm very new to level editing. Is there a way to add solidity to 'walk through' walls in Sonic 1 (eg. I think SonED shows solidity as FF symbols). It's just I want to fill spots in walls that don't have collision and adding objects like unbreakable walls doesn't work properly.

#4035 User is offline Destructiox 

Posted 11 February 2012 - 12:10 PM

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View PostE-122-Psi, on 11 February 2012 - 11:25 AM, said:

This may sound like a dumb question, but I'm very new to level editing. Is there a way to add solidity to 'walk through' walls in Sonic 1 (eg. I think SonED shows solidity as FF symbols). It's just I want to fill spots in walls that don't have collision and adding objects like unbreakable walls doesn't work properly.


Get on IRC, I can give a hand :v

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