Posted 10 December 2011 - 09:01 PM
- Obligatory new year's avatar remake.
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E-122-Psi, on 10 December 2011 - 08:53 PM, said:
Is there any way to have the SONIC AND MILES TAILS PROWER IN screen skipped in the Sonic 2 intro?
Quickly did some testing in s2.asm and this should do the job:
Go to
TitleScreen in the disassembly, find these lines (they should be the in their own "paragraph"), and remove them:
move.l #$60000002,(VDP_control_port).l
lea (ArtNem_CreditText).l,a0
bsr.w NemDec
lea (off_B2B0).l,a1
jsr (loc_B272).l
Posted 11 December 2011 - 08:10 PM
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Selbi, on 10 December 2011 - 09:01 PM, said:
E-122-Psi, on 10 December 2011 - 08:53 PM, said:
Is there any way to have the SONIC AND MILES TAILS PROWER IN screen skipped in the Sonic 2 intro?
Quickly did some testing in s2.asm and this should do the job:
Go to
TitleScreen in the disassembly, find these lines (they should be the in their own "paragraph"), and remove them:
move.l #$60000002,(VDP_control_port).l
lea (ArtNem_CreditText).l,a0
bsr.w NemDec
lea (off_B2B0).l,a1
jsr (loc_B272).l
It works. Thank you very much. :D
Posted 13 December 2011 - 03:38 PM
- Mushroom Hill'in
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I have a completely random question that I started to ponder today about frames per second.
Some games run at 60 fps, some at 30 fps.
This may be completely incorrect but I thought today. From what I gather is that each time a screen is drawn, that is a frame. So is the reason some games are limited to 30 fps because there is more code leading to a longer screen draw time which leads to an overall slowdown if they were attempting 60 fps?
This may be completely wrong but feel free to correct me.
Posted 13 December 2011 - 06:17 PM
- "I am Death, not Taxes. I turn up only once."
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No, that's basically right. If you're doing more you can draw less in a given second - if your code is less optimised you're going to have less time to render frames. Limiting to 30fps in a lot of examples is the only way to keep a steady frame rate - one that flicks between 30 and 60 can be infinitely more distracting than just sticking to 30 the whole way.
Posted 13 December 2011 - 08:55 PM
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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.
Posted 13 December 2011 - 10:12 PM
- !!!!!!!!!!!!!!!!!
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E-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....
Posted 13 December 2011 - 11:20 PM
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Alriightyman, on 13 December 2011 - 10:12 PM, said:
E-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....
How would I go about that exactly? (Sorry if that sounds dumb, I've never really worked with dumping and such).
Posted 18 December 2011 - 12:50 PM
- Mushroom Hill'in
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Recently I have come back into hacking and am once again having a problem.
Earlier this year I attempted to import custom level art into SonLVL which resulted in it not displaying correctly in the editor or in game.
Tonight, I came back and tried again. This time, I have managed to get my art to display in the editor but it appears garbled with random collisions in game.
Edit: Should probably mention the part that Sonic and Tails are meant to stand on (I.e solid) is the horizontal line above their heads.
Edit 2: It appears that it is corrupting the majority of the tiles. Hmmm. I'm going to have to look at a way to save the file properly as it seems that it is over-running and damaging other data.
This post has been edited by Elektro-Omega: 18 December 2011 - 03:47 PM
Posted 18 December 2011 - 06:06 PM
- wroar
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^ The problem probably isn't SonLVL as much as importing into Hill Top Zone. The nature of the shared art between Emerald Hill and Hill Top makes some chunk IDs unusable. Make a backup and attempt the same practice in Emerald Hill will Hill Top's palette file; this will tell you where the problem is. That, or edit the ASM file to completely separate the two zones.
Posted 24 December 2011 - 08:36 PM
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Random question, how would I get rings in Sonic 1 (Hivebrain if that helps) to use Sonic's palette rather than the zone's? I have no clue how the palette loading routine works.
Posted 24 December 2011 - 08:55 PM
- A word in your shell-like, pal
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In routine "loc_9BBA:" the line "move.w #$27B2,2(a1)", change the first number 2 to a 0 so you end up with "move.w #$07B2,2(a1)", for rings that spawn when you get hurt, there's another one in routine "Obj37_MakeRings:", again, change the 2 to a 0.
Quote
The way it works is by breaking the word up 27B2 = XYZZ:
YZZ is broken into bits: ABBB BBBB BBBB
B = the tile ID (or V-Ram location divided by 20 if you'd prefer)
A = the mirror flag, if clear (bit 0), the "map tile"/"sprite" is normal, if set (bit 1), the "map tile"/"sprite" is mirrored.
X is broken into bits: PCCF
P = the plane flag, if clear (bit 0), the "map tile"/"sprite" is low plane, if set (bit 1), the "map tile"/"sprite" is high plane.
CC = the palette line flag:
00 = line 0
01 = line 1
10 = line 2
11 = line 3
F = the flip flag, if clear (bit 0), the "map tile"/"sprite" is normal, if set (bit 1), the "map tile"/"sprite" is flipped.
This post has been edited by MarkeyJester: 24 December 2011 - 08:58 PM
Posted 31 December 2011 - 08:14 PM
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Since retro's SVN server is down, anyone have the last (or any) SVN copy? I want to get into hacking again and want to try out the SVN disassembly. Thanks in advance
Posted 01 January 2012 - 06:27 PM
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So erm, I was trying to add an extra letter to the Sonic 1 Title Cards art, but each time I did there would be random tiles at the top of the screen. How do I add more art to the title cards art without this happening? I used to resort to overwriting U but while testing changes to Sonic's Sprites, I realised the Continue screen obviously needs it!
Posted 01 January 2012 - 07:32 PM
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Have you tried using Selbi's title card tool? If it's text you want to change....
Posted 01 January 2012 - 07:36 PM
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I want to change some yes, but that's not all, I want to add a letter to the art itself, as it lacks some letters (J, W, etc). And I can't overwrite any of the others due to being in use, though whenever I add any extra art random tiles show themselves on each result screen.