Basic Questions & Answers thread NEWBIES: Start here!
#3841
Posted 01 August 2011 - 03:53 PM
#3842
Posted 05 August 2011 - 03:17 PM
HEY
SOMEBODY HELP THIS GUY
Explain it better than what I have done please. I want him to get to the level higher than palette hack.
#3843
Posted 06 August 2011 - 07:56 PM
#3844
Posted 06 August 2011 - 08:34 PM
with a modified Soundtrack (International)?
I currently have the soundtrack ready and waiting in MP3 format and the correct track order.
And a Rip of one of my two copies of the CD, on in .ISO and one in .mdf / .mds (I forget which Alcohol format is the image...)
It's really just a case of working out how to edit the ISO or the burn order I guess...
So yeah any hints Chaps?
#3845
Posted 06 August 2011 - 11:18 PM
nineko, on 06 August 2011 - 07:56 PM, said:
Well I would say the guy probably didn't know, but he has a video of Megamix right on his youtube account. Should I tell him?
#3846
Posted 07 August 2011 - 06:58 AM
GT Koopa, on 06 August 2011 - 11:18 PM, said:
nineko, on 06 August 2011 - 07:56 PM, said:
Well I would say the guy probably didn't know, but he has a video of Megamix right on his youtube account. Should I tell him?
#3847
Posted 07 August 2011 - 10:03 AM
GT Koopa, on 06 August 2011 - 11:18 PM, said:
nineko, on 06 August 2011 - 07:56 PM, said:
Well I would say the guy probably didn't know, but he has a video of Megamix right on his youtube account. Should I tell him?
It's just a name. Megamix' zone names aren't copyrighted, now are they? However, that doesn't mean it's perfectly legit either. Not because of stealing names, but because it shows that this guy is unoriginal, since he wasn't even able to think of own names.
#3848
Posted 07 August 2011 - 10:38 AM
Selbi, on 07 August 2011 - 10:03 AM, said:
GT Koopa, on 06 August 2011 - 11:18 PM, said:
nineko, on 06 August 2011 - 07:56 PM, said:
Well I would say the guy probably didn't know, but he has a video of Megamix right on his youtube account. Should I tell him?
It's just a name. Megamix' zone names aren't copyrighted, now are they? However, that doesn't mean it's perfectly legit either. Not because of stealing names, but because it shows that this guy is unoriginal, since he wasn't even able to think of own names.
With no disrespect to Tweaker, Metallic Base isn't exactly the most inspired Zone title ever either.
#3849
Posted 07 August 2011 - 11:15 PM
Azu, on 01 August 2011 - 03:53 PM, said:
'Burnt Angel Island' is actually Act 2—which uses a completely different tileset than Act 1.
I suppose it would be possible to change the palette and swap the cycling palettes to Act 1's, but the BG would need to be drawn over. It's possible, just a bit of work!
#3850
Posted 11 August 2011 - 01:50 AM
- What's really the best way to figure out if your SRAM save is still perfectly delicious and hasn't been tampered with, etc? Should I do it S3k style and just check for a single value and assume everything will be OK if it is, or do a full-blown checksum (like the ROM checks for when it's ran) and store that in 2 places of the SRAM and check the entire SRAM against it whenever I try and read from it? I'd like to try the latter approach, but I'm not sure how optimized in terms of CPU cycles used that could get.
- How would I go and decide if the SRAM is available in the first place? I guess if I do a write to the first byte of SRAM (which I guess I can use as a flag to indicate if the SRAM has been initialized or something) and then read it back, and if I get the same value back assume SRAM is present? There's this one game that does this to check against piracy, but I can't really figure out how to do this, though.
- Last, but not least - I had this insane idea of compressing the data I write to SRAM. Would this really give me much of an advantage? I'm thinking to allow the user to give their slots a custom name that's like 16 or 24 characters, but I doubt I can really compress this down much.
Anyways, thanks for any responses, I appreciate it.
#3851
Posted 11 August 2011 - 09:42 AM
move.b #1,($A130F1).l ; enable SRAM lea ($200003).l,a1 ; base of SRAM + 3 movep.l (a1),d0 ; load magic number cmpi.l #"BLUE",d0 beq.s SRAM_Exist move.l #"BLUE",d0 movep.l d0,(a1) ; write magic number movep.l (a1),d0 ; load magic number cmpi.l #"BLUE",d0 beq.s + move.b #0,($FFFFFE20).w ; disable SRAM usage bra.s SRAM_Exist + ; initialize other stuff here SRAM_Exist: move.b #0,($A130F1).l ; disable SRAM clr.b ($FFFFFEC6).w
#3852
Posted 15 August 2011 - 06:58 AM

Is it possible to have both of these effects in the same parts of the background? I was messing around with SwScrl_EHZ, but so far no luck.
#3853
Posted 15 August 2011 - 02:07 PM
lea (WaveLines).l,a0 ; load array of wave lines address moveq #$02,d0 ; prepare +2 add.w (WaveTimer).l,d0 ; load and increase wave timer andi.w #SizeOfWaveline,d0 ; keep in range (depending on how big your array is and that it remains withing a multiple of 2, 4, 8, 10, etc) move.w d0,(WaveTimer).l ; update timer for next frame adda.l d0,a0 ; advance to correct starting line based on timer lea (HScrollBuffer).l,a1 ; load H scroll buffer address move.w (ScreenFGXPosition).l,d2 ; load FG X position neg.w d2 ; negate to reverse direction swap d2 ; send to left side of d2 moveq #$00,d0 ; clear d0 move.w (ScreenBGXPosition).l,d0 ; load BG X position neg.w d0 ; negate to reverse direction swap d0 ; send to left side (right side can be used for fractions) move.l d0,d1 ; copy to d1 asr.l #$04,d1 ; get 1/10th of the current X position (speed of each line change) move.w #$00DF,d7 ; set repeat times (number of scanlines) DeformLine: swap d0 ; align d0 move.w d0,d2 ; move to d2 as BG position swap d0 ; realign d0 to normal add.l d1,d0 ; add fraction for next scanline add.w (a0)+,d2 ; add current wave line position move.l d2,(a1)+ ; save to buffer dbf d7,DeformLine ; repeat for each scanline rts ; return (finished)
The formular and theory here would appear to be something on the lines of "((ScreenBGXPosition+((ScreenBGXPosition/10)*ScanlineNumber))+((WaveLines+(WaveTimer+ScanlineNumber))))=Scanline", sorry if it seems too complexe, I hope this gives you the basic idea though.
#3854
Posted 16 August 2011 - 04:52 PM
And another thing. How do you get those curved tunnels that Sonic rolls down to not look garbled?
#3855
Posted 16 August 2011 - 06:29 PM
As for the second, if you mean in EHZ, you'll have to rearrange a bunch of art; if you mean in SonED2, I don't think you can unless you manually merge the art and block files (SonLVL loads both).
