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Nov 14 2009, 02:08 PM
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#1756
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*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,($FFFFF600).w ; go to Sega screen Apart from this error, everything else went fine. I honestly can't tell what's going on here because I already know that the move._ command basically moves a number value to a word/byte/longword. What should I go about changing here? Thanks again. |
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Nov 14 2009, 02:16 PM
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#1757
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Its over 9000!!!
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Yep, thanks Tweaker! That fixed the first few problems. Now I'm getting two different ones: CODE s1comb.asm(6282) : Error 06052 : Branch offset (-33002) out of range at address 0 s1comb.asm(6295) : Error 06052 : Branch offset (-32976) out of range at address 0 The first one was just changing a bsr.w to a jsr, and the second one brought me to the TryAg_Exit subroutine. The line causing the second error is: QUOTE move.b #0,($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. 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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Nov 14 2009, 02:24 PM
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#1758
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*can't think of a witty custom title*
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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
Problem solved, thanks guys! |
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Nov 15 2009, 08:46 PM
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#1759
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Is there a detailed description of the Nemesis compression format anywhere?
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Nov 15 2009, 09:28 PM
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#1760
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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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Nov 15 2009, 09:56 PM
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#1761
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I am the Holy Cat
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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=2PildbxI05YOld video is old... Codes used are originally from here, thanks to Stealth and Robjoe. |
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Nov 16 2009, 10:00 AM
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#1762
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Jack of all trades... ...Master of fuck all.
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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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Nov 16 2009, 10:17 AM
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#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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Lo-Fi Version | Time is now: 21st November 2009 - 02:33 PM |