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Nov 2 2009, 05:41 PM
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#1741
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How to edit a file like this (Hero Story text from SA2)? As far as I know, the first part of file should be pointers, but it looking too strange. Can you explan it structure?
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Nov 2 2009, 06:33 PM
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#1742
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Jack of all trades... ...Master of fuck all.
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hmm, I'm not gonna jump to any conclusions here because I don't know lol, however I could throw you a few theories:
the first section from 0x00000000 to 0x000001AF looks like it's split into sections of 12 ($C hex) bytes each, this may be pointers and probably could have X and Y positioning in there, also I noticed the ASCII text near the bottom (which you probably already noticed). *Shrugs*, I'm not sure of it's format tbth and I'm not sure if anyone's already researched this yet. |
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Nov 4 2009, 04:47 PM
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#1743
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Scourge for president!
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![]() So I was screwing with HUD mappings and I think, I did well. However, if you look on the Time counter (named SECS here) you will notice 2 things: It's 177, meaning it's now just counting seconds, rather than minutes. The other one, it's "1 77", not "177". The space is originally the : but I removed it. But how can I move the "77" one tile to left left to make it look like a neat number? In SonMapEd the whole timer is one piece, so I can't move specific parts. It's somewhere in the ASM, but where and how do I do that? |
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Nov 4 2009, 05:36 PM
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#1744
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A thrilling mystery!
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Just split it into two sprite parts. Not that difficult. ;P
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Nov 5 2009, 08:51 AM
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#1745
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Scourge for president!
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Nov 7 2009, 02:54 AM
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#1746
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Please Insert a custom member title.
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Hey I followed the guide about DAC samples, and I was about to add the samples, only that I don't have them.
This link is dead so I cant add my favorite samples. Anybody has a back up of the sonic 3 samples? |
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Nov 7 2009, 04:25 AM
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#1747
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I am the Holy Cat
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I do, but I saved only the archive with the samples in WAV format. Which means that you have to convert them to raw format by yourself (e.g. remove the first 44 (decimal) bytes from the file if you don't have a wave editor).
http://digilander.iol.it/projectchaos/s3sampswav.rar Note that I won't keep this file uploaded forever, I will delete it in 24 hours so get them now. |
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Nov 7 2009, 04:52 AM
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#1748
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Please Insert a custom member title.
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I do, but I saved only the archive with the samples in WAV format. Which means that you have to convert them to raw format by yourself (e.g. remove the first 44 (decimal) bytes from the file if you don't have a wave editor). http://digilander.iol.it/projectchaos/s3sampswav.rar Note that I won't keep this file uploaded forever, I will delete it in 24 hours so get them now. The first $2C bytes are the header of every dac sample? And I should delete those bytes? |
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Nov 7 2009, 04:55 AM
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#1749
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I am the Holy Cat
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Basically, the Genesis uses RAW samples, but I don't have that archive. I saved this one which has the samples in WAV format instead. The two formats are internally identical, but WAV files have a header of $2C bytes which must be removed. Yes, you have to remove those $2C bytes from every sample you want to use.
Or wait until someone mirrors the archive with the RAW samples, maybe someone saved it. |
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Nov 7 2009, 05:05 AM
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#1750
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Please Insert a custom member title.
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The samples wont play correctly. Anybody knows how to get to the real value of the sample size? I remember its the size of the sample/2 or 20 and then byteswapping but I need someone to confirm this.
Edit: BTW, im not using jman's sound driver. Im using MarkeyTheJester's NEW_KOSZ80 since jman's link is broken. This post has been edited by Hanoch: Nov 7 2009, 05:07 AM |
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Nov 7 2009, 10:11 AM
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#1751
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JUMP JUMP SLIDE SLIDE
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Righto, I'll mirror over what I hope to be the RAW samples.
Here you go. |
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Nov 10 2009, 04:10 AM
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#1752
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Hi.
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Quick question: any idea how I could use Sonic 65's PCM music driver in the Sonic 1 svn disassembly? If not, I'm sure I can dig up an older disasembly and port what little changes I've done over to that. I really only need it for one song, but having it opens it up to further use, right?
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Nov 14 2009, 09:41 AM
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#1753
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Hi, I was wondering to put custom levels into the sonic 2 level rotation? I understand pretty much every thing about SonED2, but I am sure this would invlove some ASM.
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Nov 14 2009, 01:40 PM
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#1754
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*can't think of a witty custom title*
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Alright. To go along with the S Monitor hack I made, I tried making the unused Goggles monitor act like the random ring monitors in Sonic Adventure, just giving you effects other than rings.
The game checks if you have x amount of rings, and if you do, it performs y action. I don't know if the monitor sequence works fine or not, because upon building I get these errors: CODE bne.s Obj2E_NoMusic ; if yes, branch s1comb.asm(13865) : Error 06054 : Branch offset (0xffffff20) out of range bcs.s Obj2E_RingSound s1comb.asm(13873) : Error 06054 : Branch offset (0xffffff3a) out of range bcs.s Obj2E_RingSound s1comb.asm(13877) : Error 06054 : Branch offset (0xffffff28) out of range bcs.s Obj2E_RingSound s1comb.asm(13895) : Error 06054 : Branch offset (0xfffffeec) out of range bcs.s Obj2E_RingSound s1comb.asm(13899) : Error 06054 : Branch offset (0xfffffeda) out of range bsr.w MvSonicOnPtfm s1comb.asm(21923) : Error 06054 : Branch offset (0xffff7fd6) out of range bsr.w MvSonicOnPtfm s1comb.asm(21953) : Error 06054 : Branch offset (0xffff7f90) out of range I know that these bottom two have to do with the amount of space a bsr.w can jump, but I'm hopelessly lost on the rest of them. What would I go about replacing the bcs.s and bne.s with? Thanks in advance. |
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Nov 14 2009, 01:41 PM
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#1755
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A thrilling mystery!
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Change the .s on each of those to .w. That should solve the problem.
You can change the bsrs to jsrs as well. |
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Lo-Fi Version | Time is now: 21st November 2009 - 05:45 AM |