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Basic Questions & Answers thread NEWBIES: Start here!

#6106 User is offline MarkeyJester 

Posted 28 August 2018 - 12:06 PM

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The two have their own benefits over each other, but whether those benefits work in your favour is dependent on what exactly you want to do. It may also depend on your skill, or what skill you want to gain.

For example, porting over something from S3K instead of using S3K will help you learn something about how that element works, on the other hand, using S3K instead will save you time to obtain whatever it is you want which involves that element in the first place. S3K could be considered the more optimal one providing you want you want immediately to get your work in, S2 could be considered more of a blank canvas requiring less to be ripped out in place of your own work.

It really is circumstantial...

#6107 User is offline Aerosol 

Posted 28 August 2018 - 12:44 PM

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I know I'm probably going to need bigger levels than what S2 currently supports. I also want double jump abilities but...those aren't exactly difficult to implement depending on what the ability is.

I thought of porting S3K's level format in the first place because I figured I'd be tripped up by a lot more "little things" down the road if I just used S3K as is.

#6108 User is offline MarkeyJester 

Posted 28 August 2018 - 02:32 PM

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Well, in that case, my opinion is to go for it! Try porting it over~

#6109 User is offline Aerosol 

Posted 28 August 2018 - 05:45 PM

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I did a little digging and it's all but necessary for my hypothetical project to port Sonic 3's level format. There's a lot of hardcoded mumbo-jumbo to sift through in the skdisasm as well. Yikes.

I guess I'll start by describing Emerald Hill Zone in Sonic 3's format and saving that as a bin file. I'll figure out how to tell Sonic 2 how to actually use it the right way later next decade.
This post has been edited by Aerosol: 28 August 2018 - 05:50 PM

#6110 User is offline MainMemory 

Posted 28 August 2018 - 11:48 PM

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You can use LevelConverter in the SonLVL toolset to convert the layout to S3K format.

#6111 User is offline Aerosol 

Posted 29 August 2018 - 10:26 AM

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Hmm. That's good to know, though it feels like cheating somehow.

EDIT: So I did something stupid and spent 10 hours following redhotsonic's "2 universal SST" and "port S3K priority manager" guides. After fixing other, dumber errors I got it to build and the game locks up after clearing a Emerald Hill Zone. Seems to be as soon as the continue jingle finishes.

I tried to follow along with the git disasms. The guides were written 6-odd years ago...I'm not sure how different the gits are now from the SVNs back then.
This post has been edited by Aerosol: 30 August 2018 - 05:56 PM

#6112 User is offline Aerosol 

Posted 23 September 2018 - 04:35 AM

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Back with a dumb question, surprising no-one.

Are 8x8 (and 16x16) mappings compressed in S3K? The wiki doesn't say they are, but it doesn't say they're not either. They are in Sonic 2 though.

#6113 User is offline Wafer 

Posted 23 September 2018 - 05:35 AM

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8x8s use Kosinski, 16x16s use moduled Kosinski. Here's a handy tip: SonEd project files list compression for different content types, and you can find the reference for those types at the bottom of this page: http://www.headcanno...tml#Compression

#6114 User is offline Aerosol 

Posted 23 September 2018 - 06:10 AM

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As long as I know there's compression involved I should be fine...I'd rather not wrestle with SonEd if can avoid it. I just need to read and re-read Sonic 2 and 3's respective level layout loading subroutines to complete my task. Cheers.

#6115 User is offline MainMemory 

Posted 23 September 2018 - 10:24 AM

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Actually it's backwards, tiles use Moduled Kosinski, blocks use Kosinski.

#6116 User is offline grap3fruitman 

Posted 04 October 2018 - 09:49 PM

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How do I haxxors the arcade roms??/

Seriously though. I'm trying to poke around in the Naomi, TPS, and Model 2 arcade versions of DOA games and they're all subject to some kind of encryption, which every emulator has bypassed, but I can't seem to find any guidance in opening up arcade files. Every article I've found is about older Z80 games like Pacman and Centipede. :/

Edit: I found a bunch of values with Cheat Engine but don't have the technical skill to turn them into usable codes for M2, Mame, or anything. If someone could provide some guidance. My pointer function is broken and even then the one I did find doesn't quite work when I try to turn it into a script. I could really use some pointers myself (buh-dum-tish). But I've found things like both players' life bars, character slots (i.e. playable boss and leftover garbled beta characters), camera angle, and some other minor stuff. Still digging too.

Posted Image

Posted Image
This post has been edited by grap3fruitman: 07 October 2018 - 01:38 PM

#6117 User is offline SHowin 

Posted 10 October 2018 - 02:55 PM

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So does anyone have a solution to SonicGLVL messing up objects when editing a stage? The two problems I've encountered include certain platforms that previously moved stay motionless after editing the stage and I can't get the fall signs to appear at all.

#6118 User is offline sumerhays 

Posted 14 October 2018 - 05:11 PM

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i have been playing around with the character modifier PAR code "FFFF0B:00xx" where you can change what character you are playing, and was really excited when i found that you can activate the code before going in a bonus stage and switch characters mid act. the only problem is that if you do it from or to tails the sprite is all garbled. it definitely has something to do with going into the bonus stage because if you do it at the start of a zone his sprite is fine. as you can see it switches characters once you go in the stage, and then once you are out is when the sprite is messed up. i wanted to know if there is a way to make it so the sprite doesn't do that by altering the code or adding another one. it does the same thing if you go into a special stage, the only difference is it doesn't switch characters until you are outside of the special stage


https://imgur.com/a/aJYS4PK
This post has been edited by sumerhays: 14 October 2018 - 05:13 PM

#6119 User is offline SuperSnoopy 

Posted Yesterday, 02:45 AM

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Hum... maybe you should post this to the Basic Questions & Answers thread?

#6120 User is offline Neo 

Posted Yesterday, 03:45 AM

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Assuming this is Sonic 3 we're talking about, the reason this happens is because when you enter a bonus/special stage, the game stores the player object's base VDP pattern ("art tile") so it can later be restored when you come back. This is done simply to preserve the player's sprite priority within the main level, but it also has the side effect of permanently applying whatever art address the player object had at the time -- this is why you permanently become a monitor or a HUD monster if you enter debug placement mode after activating a special stage ring, but before the fade out happens.

In this case, the corruption happens because you enter the bonus stage as one character -- thereby saving their base VDP pattern -- and then come back as a different character, who promptly receives the art address of the one you went in as. Plenty of ways to fix this problem to be sure, but I'll try to find a PAR-friendly one when I get home.

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