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Basic Questions & Answers thread NEWBIES: Start here!

#6166 User is offline Moon Alien 

Posted 24 January 2019 - 05:18 PM

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I'm trying to import Knuckles in Sonic using this guide : http://info.sonicret...es_into_Sonic_2

I ended up with an invisible debug mode that couldn't be turned off with B. In other words, you couldn't see Knuckles or even the rings before you wanted to put it in, but the rings or the other objects could be seen once inserted by pressing C. If I try to bypass Debug Mode by force (AKA : If Knuckles is main character, do not activate Debug Mode at all), the game freezes on the stage title card, I assume it might have to do with a faulty connection to Knuckles' graphics files, but all those seem fine. Obviously, the compiler had no issues, because I have a working ROM, but no Knuckles.

I made sure that every step was followed, I even went back and modified some of the code. I did modify a piece of code where Tails Alone could use Debug mode beforehand (http://forums.sonicr...74), if that's relevant. Is there an extra step left out of the guide to connect in Knuckles' graphics properly or possibly a modification to the code that might make everything not work properly?

#6167 User is offline MainMemory 

Posted 24 January 2019 - 06:36 PM

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Have you altered the RAM layout in your hack? Knuckles' code from the KiS2 disasm uses hard addresses, which will cause all kinds of unpleasant effects if you add/delete/move any variables in S2's RAM allocations. To fix it, you'll have to go through and swap out the addresses for the appropriate labels. The SCHG RAM Editing page or a listing file from a clean disasm can help with this.

#6168 User is offline Kane 

Posted 01 February 2019 - 06:20 PM

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I'm having a little trouble here~

So recently I have ported the Sonic 2 level select to Sonic 1, and I was successful. However, today I tried to port the Sonic 3 sound driver to Sonic 1, And I get these errors:

C:\USERS\USER\DESKTOP\SONIC ROM HACK\S1DISASM-MASTER\_INCOBJ\09 SONIC IN SPECIAL STAGE.ASM(424) : Error : Label '@nojump' multiply defined
@nojump:
C:\USERS\USER\DESKTOP\SONIC ROM HACK\S1DISASM-MASTER\S2_MENU.ASM(33) : Error : Label 'emerald_snd' multiply defined
emerald_snd = $0093
C:\USERS\USER\DESKTOP\SONIC ROM HACK\S1DISASM-MASTER\S2_MENU.ASM(39) : Warning : Instruction has been word aligned
move.b #stop_sound,d0
C:\USERS\USER\DESKTOP\SONIC ROM HACK\S1DISASM-MASTER\S2_MENU.ASM(125) : Error : Illegal value (64416)
lea $fba0(a2),a2
C:\USERS\USER\DESKTOP\SONIC ROM HACK\S1DISASM-MASTER\S2_MENU.ASM(465) : Error : Illegal value (783000)
move.b #emerald_snd,d0

I spent almost an hour trying to fix these errors, and I had no such luck. Help?

#6169 User is offline Dandy 

Posted 01 March 2019 - 03:01 AM

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Is there any way to disable bilinear filtering in the Steam version of Sonic CD? None of the video filter options in the game's settings actually get rid of the ugly blur.

#6170 User is offline silent.creature 

Posted 09 March 2019 - 06:01 AM

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My keyboard gave me a pain.

If this question should be make as a specific topic, let me know, please.

While trying to make a proper extension of Level Layout indexes under Sonic 2, I'm having difficulties to understand the procedure
loadLevelLayout
. I'm using Sonic 2 Git disassembly.

The first part, which consists of
moveq #0,d0
move.w (Current_ZoneAndAct).w,d0
ror.b #1,d0
lsr.w #6,d0


converts a Zone-Act reference to a word-offset index (example: for ARZ2, it is $3E). Then, it does
lea (Off_Level).l,a0
move.w (a0,d0.w),d0
lea (a0,d0.l),a0
lea (Level_Layout).w,a1
jmpto (KosDec).l, JmpTo_KosDec


which means loading first pointer (EHZ1 layout) onto a0, then moving the proper pointer to d0, load it onto a0 and decompress it onto Level_Layout.

But in
sub_E4A2
, we have
moveq #0,d0
move.w (Current_ZoneAndAct).w,d0
ror.b #1,d0
lsr.w #5,d0
add.w d1,d0


which converts a Zone-Act reference to a long-offset index, and, depending of the case, it increases #2 on this index (example: for ARZ2, it yields $7C or $7E). Then, it does this:
lea (Off_Level).l,a1
move.w (a1,d0.w),d0
lea (a1,d0.l),a1


In other terms, it loads what onto a1, since
Off_Level
has, at most, $22 entries ($44 bytes)?

Or did I misunderstood it?
This post has been edited by silent.creature: 09 March 2019 - 06:10 AM

#6171 User is offline MainMemory 

Posted 09 March 2019 - 12:38 PM

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sub_E4A2 is part of the leftover code from Sonic 1's level layout loading. It has twice as many indexes because each act has a separate FG and BG pointer. loadLevelLayout ends with the jump to KosDec, nothing after that is executed.
This post has been edited by MainMemory: 09 March 2019 - 12:39 PM

#6172 User is offline silent.creature 

Posted 10 March 2019 - 04:42 AM

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View PostMainMemory, on 09 March 2019 - 12:38 PM, said:

sub_E4A2 is part of the leftover code from Sonic 1's level layout loading. It has twice as many indexes because each act has a separate FG and BG pointer. loadLevelLayout ends with the jump to KosDec, nothing after that is executed.


Thank you for pointing this out.

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