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> Basic Questions & Answers thread, NEWBIES: Start here!
 Qtheman
post Nov 14 2009, 02:08 PM
Post #1756


*can't think of a witty custom title*

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Yep, thanks Tweaker! That fixed the first few problems. Now I'm getting two different ones:
CODE
s1comb.asm(6282) : Error 06052 : Branch offset (-33002) out of range at address
0
s1comb.asm(6295) : Error 06052 : Branch offset (-32976) out of range at address
0


The first one was just changing a bsr.w to a jsr, and the second one brought me to the TryAg_Exit subroutine. The line causing the second error is:
QUOTE
move.b #0,($FFFFF600).w ; go to Sega screen


Apart from this error, everything else went fine. I honestly can't tell what's going on here because I already know that the move._ command basically moves a number value to a word/byte/longword. What should I go about changing here? Thanks again.
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 Animemaster
post Nov 14 2009, 02:16 PM
Post #1757


Its over 9000!!!

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QUOTE(Qtheman @ Nov 14 2009, 07:08 PM) *
Yep, thanks Tweaker! That fixed the first few problems. Now I'm getting two different ones:
CODE
s1comb.asm(6282) : Error 06052 : Branch offset (-33002) out of range at address
0
s1comb.asm(6295) : Error 06052 : Branch offset (-32976) out of range at address
0


The first one was just changing a bsr.w to a jsr, and the second one brought me to the TryAg_Exit subroutine. The line causing the second error is:
QUOTE
move.b #0,($FFFFF600).w ; go to Sega screen


Apart from this error, everything else went fine. I honestly can't tell what's going on here because I already know that the move._ command basically moves a number value to a word/byte/longword. What should I go about changing here? Thanks again.

Are you sure you checked the line in s1comb and not sonic 1.asm? Also if there are any branches near the adress that have bne.s, bra.s ect, then change them to w and that might solve the problem.
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 Qtheman
post Nov 14 2009, 02:24 PM
Post #1758


*can't think of a witty custom title*

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Learning ASM/trying to find what routine in Sonic 1 switches levels



Yep, I checked s1comb first off to see what those lines were. They were both bra.w lines, so I changed them to jmp without changing their equivalent in sonic1.asm v.png

Problem solved, thanks guys! smile.png
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 Dr. Kylstein
post Nov 15 2009, 08:46 PM
Post #1759




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Is there a detailed description of the Nemesis compression format anywhere?
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 Hinchy
post Nov 15 2009, 09:28 PM
Post #1760


YOU CAN'T CATCH WHAT YOU CAN'T EAT

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Two questions about simple hacks:

1) Is it possible to swap the Sonic and Knuckles miniboss music with the original Sonic 3 miniboss music? I hate the Sonic and Knuckles one and I love the Sonic 3 one.
2) Is it possible to change the character combination of Sonic and Tails (and say, replace Sonic with Knuckles)?
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 nineko
post Nov 15 2009, 09:56 PM
Post #1761


I am the Holy Cat

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QUOTE(Hinchy @ Nov 16 2009, 03:28 AM) *
2) Is it possible to change the character combination of Sonic and Tails (and say, replace Sonic with Knuckles)?
http://www.youtube.com/watch?v=2PildbxI05Y

Old video is old...

Codes used are originally from here, thanks to Stealth and Robjoe.
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 MarkeyJester
post Nov 16 2009, 10:00 AM
Post #1762


Jack of all trades... ...Master of fuck all.

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QUOTE(Dr. Kylstein @ Nov 16 2009, 01:46 AM) *
Is there a detailed description of the Nemesis compression format anywhere?

here's the closest I could find
http://info.sonicretro.org/Nemesis_compression

(Google search is amazing =P)
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 Dr. Kylstein
post Nov 16 2009, 10:17 AM
Post #1763




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I already looked at that before posting. It doesn't have any practical information on the layout of the compressed data. I want to know how to get from the Huffman/Shannon-Fano tree and data stream to the blob that the games recognize and vice-versa. It appears I will have to reverse engineer KENS to figure it out.

This post has been edited by Dr. Kylstein: Nov 16 2009, 10:17 AM
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