Basic Questions & Answers thread NEWBIES: Start here!
Posted 08 January 2012 - 04:03 PM
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'.
Posted 14 January 2012 - 03:32 AM
Posted 19 January 2012 - 03:27 AM
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:
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.
Posted 20 January 2012 - 12:15 PM
Posted 02 February 2012 - 07:49 PM
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.
Posted 02 February 2012 - 09:05 PM
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.
Posted 06 February 2012 - 12:11 PM
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
Figured it out! The issue came in with my .xm files.
Posted 10 February 2012 - 08:03 AM
Posted 10 February 2012 - 02:26 PM
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? =)
Posted 11 February 2012 - 11:25 AM
Posted 11 February 2012 - 12:10 PM
Get on IRC, I can give a hand :v