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#3841 User is offline Azu 

Posted 01 August 2011 - 03:53 PM

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Not sure where this goes, but is there a unburnt Angel Island Hack? Not just a palette hack, but like the tiles replace or something.

#3842 User is offline GT Koopa 

Posted 05 August 2011 - 03:17 PM

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HEY

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 User is offline nineko 

Posted 06 August 2011 - 07:56 PM

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View PostGT Koopa, on 05 August 2011 - 03:17 PM, said:

I know that we can't really copyright names, but he called his Zone 7 "Metallic Base Zone", like one of the zones in Megamix. How original :|

#3844 User is offline Kiajinn 

Posted 06 August 2011 - 08:34 PM

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Does anyone happen to know how I could go about creating a copy of Sonic CD PC
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 User is offline GT Koopa 

Posted 06 August 2011 - 11:18 PM

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View Postnineko, on 06 August 2011 - 07:56 PM, said:

View PostGT Koopa, on 05 August 2011 - 03:17 PM, said:

I know that we can't really copyright names, but he called his Zone 7 "Metallic Base Zone", like one of the zones in Megamix. How original :|

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 User is offline nineko 

Posted 07 August 2011 - 06:58 AM

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View PostGT Koopa, on 06 August 2011 - 11:18 PM, said:

View Postnineko, on 06 August 2011 - 07:56 PM, said:

View PostGT Koopa, on 05 August 2011 - 03:17 PM, said:

I know that we can't really copyright names, but he called his Zone 7 "Metallic Base Zone", like one of the zones in Megamix. How original :|

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?
Ask Tweaker, he might be fine with that guy using the same zone name. Personally, I wouldn't mind too much if someone copied a zone name from my hack.

#3847 User is offline Selbi 

Posted 07 August 2011 - 10:03 AM

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View PostGT Koopa, on 06 August 2011 - 11:18 PM, said:

View Postnineko, on 06 August 2011 - 07:56 PM, said:

View PostGT Koopa, on 05 August 2011 - 03:17 PM, said:

I know that we can't really copyright names, but he called his Zone 7 "Metallic Base Zone", like one of the zones in Megamix. How original :|

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 User is offline Kiajinn 

Posted 07 August 2011 - 10:38 AM

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View PostSelbi, on 07 August 2011 - 10:03 AM, said:

View PostGT Koopa, on 06 August 2011 - 11:18 PM, said:

View Postnineko, on 06 August 2011 - 07:56 PM, said:

View PostGT Koopa, on 05 August 2011 - 03:17 PM, said:

I know that we can't really copyright names, but he called his Zone 7 "Metallic Base Zone", like one of the zones in Megamix. How original :|

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 User is offline Irixion 

Posted 07 August 2011 - 11:15 PM

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View PostAzu, on 01 August 2011 - 03:53 PM, said:

Not sure where this goes, but is there a unburnt Angel Island Hack? Not just a palette hack, but like the tiles replace or something.


'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 User is offline theocas 

Posted 11 August 2011 - 01:50 AM

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So, I'm writing a magical hack that contains SRAM code by the masses, and I plan to actually run this on real hardware at some point, so I have a few SRAM questions for all of you SRAM and hardware gurus:

- 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 User is offline MainMemory 

Posted 11 August 2011 - 09:42 AM

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For Blue Sphere Plus, I use a longword value "BLUE" at the start of SRAM. First it checks if it's already there, if it is, SRAM already exists and works. If it's not, it writes it, then reads it back. If it doesn't match, SRAM is disabled. If it matches, continue initializing SRAM.
		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

This post has been edited by MainMemory: 11 August 2011 - 09:46 AM

#3852 User is offline TheBarAdmin 

Posted 15 August 2011 - 06:58 AM

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Posted Image

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 User is offline MarkeyJester 

Posted 15 August 2011 - 02:07 PM

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Yes, it requires a slight additional calculation though, I've written up a quick example here:

		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 User is offline Sambo 

Posted 16 August 2011 - 04:52 PM

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Why can't I edit Hill Top Zone in Sonic 2 with SonLvl? When I select the level, the program crashes and says "Value cannot be null."

And another thing. How do you get those curved tunnels that Sonic rolls down to not look garbled?
This post has been edited by Sambo: 16 August 2011 - 05:41 PM

#3855 User is offline MainMemory 

Posted 16 August 2011 - 06:29 PM

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Because of something I did a while back, and I haven't tested HTZ since. I have fixed it now.

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).

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