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#3976 User is offline MainMemory 

Posted 20 November 2011 - 05:33 PM

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The ... was standing in for all the other labels between fr_Wait1 and fr_WaterSlide. Find them in an unedited copy of the mappings file. Then put Map_Sonic: before the line include "_maps\Sonic.asm" in the main asm file, and SonicDynPLC: before the line include "_maps\Sonic - Dynamic Gfx script.asm".

This is why I don't like hacking Sonic 1.
This post has been edited by MainMemory: 20 November 2011 - 05:34 PM

#3977 User is offline Sodaholic 

Posted 20 November 2011 - 05:48 PM

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EDIT: If you give up on this, I don't blame you.


View PostMainMemory, on 20 November 2011 - 05:33 PM, said:

The ... was standing in for all the other labels between fr_Wait1 and fr_WaterSlide.

I know. I put it there for the same purpose, to not have the post be larger than really necessary. I had all of them to begin with. I may be an idiot when it comes to hacking, but I'm not that stupid. :)

View PostMainMemory, on 20 November 2011 - 05:33 PM, said:

Then put Map_Sonic: before the line include "_maps\Sonic.asm" in the main asm file, and SonicDynPLC: before the line include "_maps\Sonic - Dynamic Gfx script.asm".

Like this?

Map_Sonic:
include "_maps\Sonic.asm"
SonicDynPLC:
include "_maps\Sonic - Dynamic Gfx script.asm"

View PostMainMemory, on 20 November 2011 - 05:33 PM, said:

This is why I don't like hacking Sonic 1.

I apologize if I'm frustrating you...



It still doesn't seem to be working. Here's the errors.txt file, if you feel it necessary to figure out what the problem is.

SN 68k version 2.53

D:\GENDEV\RSONICHACK\_INCOBJ\25 & 37 RINGS.ASM(374) : Error : Branch (134 bytes) is out of range
D:\GENDEV\RSONICHACK\_INCOBJ\59 SLZ ELEVATORS.ASM(10) : Warning : Forward reference to redefinable symbol
D:\GENDEV\RSONICHACK\_INCOBJ\5A SLZ CIRCLING PLATFORM.ASM(10) : Warning : Forward reference to redefinable symbol
D:\GENDEV\RSONICHACK\_INCOBJ\5B STAIRCASE.ASM(10) : Warning : Forward reference to redefinable symbol
D:\GENDEV\RSONICHACK\_INCOBJ\5E SEESAW.ASM(10) : Warning : Forward reference to redefinable symbol
D:\GENDEV\RSONICHACK\_INCOBJ\(MERCURY) SONIC EFFECTS.ASM(29) : Error : Symbol 'obinstashield' not defined
D:\GENDEV\RSONICHACK\_INCOBJ\(MERCURY) SONIC EFFECTS.ASM(200) : Error : Illegal value (524287)
D:\GENDEV\RSONICHACK\_INCOBJ\(MERCURY) SONIC EFFECTS.ASM(202) : Error : Illegal value (524287)
D:\GENDEV\RSONICHACK\_INCOBJ\(MERCURY) SONIC EFFECTS.ASM(204) : Error : Illegal value (524287)
D:\GENDEV\RSONICHACK\_INCOBJ\(MERCURY) SONIC EFFECTS.ASM(206) : Error : Illegal value (524287)
D:\GENDEV\RSONICHACK\_INCOBJ\(MERCURY) SONIC EFFECTS.ASM(208) : Error : Illegal value (524287)
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash1' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash2' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash1' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash3' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash1' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash4' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash1' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash5' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash1' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(140) : Error : Symbol 'fr_spindash6' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(155) : Error : Symbol 'fr_balanceforward1' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(155) : Error : Symbol 'fr_balanceforward2' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(155) : Error : Symbol 'fr_balanceforward3' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(155) : Error : Symbol 'fr_balanceforward4' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(157) : Error : Symbol 'fr_balanceback1' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(157) : Error : Symbol 'fr_balanceback2' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(157) : Error : Symbol 'fr_balanceback3' not defined
D:\GENDEV\RSONICHACK\_ANIM\SONIC.ASM(157) : Error : Symbol 'fr_balanceback4' not defined

Assembly completed.
25 error(s) from 55523 lines in 0.33 seconds




Here's the very end of the constants file.

; Sonic Mappings
fr_Null= 0
fr_Stand= 1
fr_Wait1= 2
fr_Wait2= 3
fr_Wait3= 4
fr_LookUp= 5
fr_Walk11= 6
fr_Walk12= 7
fr_Walk13= 8
fr_Walk14= 9
fr_Walk15= $A
fr_Walk16= $B
fr_Walk21= $C
fr_Walk22= $D
fr_Walk23= $E
fr_Walk24= $F
fr_Walk25= $10
fr_Walk26= $11
fr_Walk31= $12
fr_Walk32= $13
fr_Walk33= $14
fr_Walk34= $15
fr_Walk35= $16
fr_Walk36= $17
fr_Walk41= $18
fr_Walk42= $19
fr_Walk43= $1A
fr_Walk44= $1B
fr_Walk45= $1C
fr_Walk46= $1D
fr_Run11= $1E
fr_Run12= $1F
fr_Run13= $20
fr_Run14= $21
fr_Run21= $22
fr_Run22= $23
fr_Run23= $24
fr_Run24= $25
fr_Run31= $26
fr_Run32= $27
fr_Run33= $28
fr_Run34= $29
fr_Run41= $2A
fr_Run42= $2B
fr_Run43= $2C
fr_Run44= $2D
fr_Roll1= $2E
fr_Roll2= $2F
fr_Roll3= $30
fr_Roll4= $31
fr_Roll5= $32
fr_Warp1= $33
fr_Warp2= $34
fr_Warp3= $35
fr_Warp4= $36
fr_Stop1= $37
fr_Stop2= $38
fr_Duck= $39
fr_Balance1= $3A
fr_Balance2= $3B
fr_Float1= $3C
fr_Float2= $3D
fr_Float3= $3E
fr_Float4= $3F
fr_Spring= $40
fr_Hang1= $41
fr_Hang2= $42
fr_Leap1= $43
fr_Leap2= $44
fr_Push1= $45
fr_Push2= $46
fr_Push3= $47
fr_Push4= $48
fr_Surf= $49
fr_BubStand= $4A
fr_Burnt= $4B
fr_Drown= $4C
fr_Death= $4D
fr_Shrink1= $4E
fr_Shrink2= $4F
fr_Shrink3= $50
fr_Shrink4= $51
fr_Shrink5= $52
fr_Float5= $53
fr_Float6= $54
fr_Injury= $55
fr_GetAir= $56
fr_WaterSlide= $57
This post has been edited by Krome: 20 November 2011 - 06:18 PM

#3978 User is offline E-122-Psi 

Posted 20 November 2011 - 08:00 PM

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Does anyone know how to edit the size of the character's collision in Sonic 1 (eg. so they can touch objects from a smaller or larger radius).

#3979 User is offline Sodaholic 

Posted 20 November 2011 - 09:02 PM

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View PostNostalgia Ninja, on 20 November 2011 - 09:47 AM, said:

Is it possible to get music from other ROMS and place them in Sonic's Sounds list. I know how to manipulate the sounds, but I want to grab an external ROM's Music (Puyo Tsuu: Sound08) and replace Sonic 1: Mus86 - SBZ.bin

Thanks for any help.

Quoting this to bring attention to it, since I ran it off into the previous page. I don't like taking priority over others, makes me feel guilty.

#3980 User is offline Selbi 

Posted 21 November 2011 - 08:11 AM

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View PostE-122-Psi, on 20 November 2011 - 08:00 PM, said:

Does anyone know how to edit the size of the character's collision in Sonic 1 (eg. so they can touch objects from a smaller or larger radius).

Should be $16(a0) for vertical and $17(a0) for horizonzal radius, as seen here.

#3981 User is offline Sodaholic 

Posted 21 November 2011 - 04:26 PM

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Random question (not going to try this yet, just wanting to know if it's possible), how possible is it to get Sonic 2's engine to display all 240 lines in PAL mode?

#3982 User is offline Selbi 

Posted 21 November 2011 - 04:44 PM

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View PostKrome, on 21 November 2011 - 04:26 PM, said:

Random question (not going to try this yet, just wanting to know if it's possible), how possible is it to get Sonic 2's engine to display all 240 lines in PAL mode?

Not at all. This has nothing to do with the "Sonic 2 engine", it is the console itself, which is limited to 320x224.

#3983 User is offline Sodaholic 

Posted 21 November 2011 - 05:16 PM

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View PostSelbi, on 21 November 2011 - 04:44 PM, said:

the console itself, which is limited to 320x224.

What about the PAL version of Ristar and Chaotix? Those were in 320x240. I know the resolution is 224 for NTSC machines, but I was referring to PAL, which it is possible.
This post has been edited by Krome: 21 November 2011 - 05:17 PM

#3984 User is offline E-122-Psi 

Posted 21 November 2011 - 06:56 PM

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View PostSelbi, on 21 November 2011 - 08:11 AM, said:

View PostE-122-Psi, on 20 November 2011 - 08:00 PM, said:

Does anyone know how to edit the size of the character's collision in Sonic 1 (eg. so they can touch objects from a smaller or larger radius).

Should be $16(a0) for vertical and $17(a0) for horizonzal radius, as seen here.


EDIT: Okay found it. Thanx.

Also figured out the mappings for the S2 title animations from earlier (obj0E, labelled the title sparkles in the ASM). I'm still having trouble finding the coding that activates and positions Sonic and Tails' title sprites however, likely because it is connected with all the other sparkle animations in the ASM coding).
This post has been edited by E-122-Psi: 22 November 2011 - 09:06 PM

#3985 User is offline Machenstein 

Posted 23 November 2011 - 10:59 AM

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Is there a way to reduce the levels in Sonic 1 to two acts per zone instead of three?

#3986 User is offline Selbi 

Posted 23 November 2011 - 11:15 AM

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View PostMachenstein, on 23 November 2011 - 10:59 AM, said:

Is there a way to reduce the levels in Sonic 1 to two acts per zone instead of three?

Many ways exist. The easiest one is to modify the level order, to go directly to the next zone after beating two acts and simply ignoring every third act.

#3987 User is offline Machenstein 

Posted 23 November 2011 - 01:44 PM

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I'm completely new at this, so forgive me for asking how. Would I edit lvl_ord.bin with a hex editor using this guide? My aim is actually to replace Act 2 of each zone with Act 3 since Act 3 is the one with the bosses, the exceptions being Scrap Brain Zone and Final Zone.
This post has been edited by Machenstein: 23 November 2011 - 01:46 PM

#3988 User is offline Selbi 

Posted 23 November 2011 - 02:59 PM

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Yes, that guide describes pretty well how to modify the level order. And yes, you need a hex editor.


As a little reminder, editing the level order has some complexity. Instead of just going one by one, this system takes the current level ID into consideration, adds 1 to it and looks into the list for the level to pick.

So in other words, after GHZ3 you get 0200, which means MZ1. After that, the game will look into the list for Marble Zone (which is where all the 020?s are). After that it jump to 0500, which is SYZ. Took some time for me to realize this too, so don't worry if you can't do it right away.

Here's an into plain text converted and commented file:
	;dc.w	$0000	; GHZ 1 (is set by default and therefore not actually included in this list)
	dc.w	$0001	; GHZ 2
	dc.w	$0002	; GHZ 3
	dc.w	$0200	; MZ 1 (and jump to MZ list)
	dc.w	$0000	; >>> null
	dc.w	$0101	; LZ 2
	dc.w	$0102	; LZ 3
	dc.w	$0300	; SLZ 1 (and jump to SLZ list)
	dc.w	$0502	; Real SBZ 3 (FZ)
	dc.w	$0201	; MZ 2
	dc.w	$0202	; MZ 3
	dc.w	$0400	; SYZ 1 (and jump to SYZ list)
	dc.w	$0000	; >>> null
	dc.w	$0301	; SLZ 2
	dc.w	$0302	; SLZ 3
	dc.w	$0500	; SBZ 1 (and jump to SBZ list)
	dc.w	$0000	; >>> null
	dc.w	$0401	; SYZ 2
	dc.w	$0402	; SYZ 3
	dc.w	$0100	; LZ 1 (and jump to LZ list)
	dc.w	$0000	; >>> null
	dc.w	$0501	; SBZ 2
	dc.w	$0103	; SBZ 3 (technically LZ 4)
	dc.w	$0000	; >>> null
	dc.w	$0000	; >>> null

This post has been edited by Selbi: 23 November 2011 - 03:07 PM

#3989 User is offline Machenstein 

Posted 23 November 2011 - 04:21 PM

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Here's what I get in the hex editor when opening lvl_ord.bin.

Quote

00 01 00 02 02 00 00 00 01 01 01 02 03 00 05 02 02 01 02 02 04 00 00 00 03 01 03 02 05 00 00 00 04 01 04 02 01 00 00 00 05 01 01 03 00 00 00 00

Using the guide, I'm interpreting it as 00 (GHZ) 01 (Act 1) 00 (GHZ) 02 (Act 2) and then... 02 (MZ) 02 (Act 2)? Am I looking at this correctly?

Okay, how about this. Let's take Green Hill Zone and make it so that it's only Act 1 and 3. No Act 2. What should I edit?
This post has been edited by Machenstein: 23 November 2011 - 04:21 PM

#3990 User is offline Selbi 

Posted 23 November 2011 - 04:40 PM

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View PostMachenstein, on 23 November 2011 - 04:21 PM, said:

Here's what I get in the hex editor when opening lvl_ord.bin.

Quote

00 01 00 02 02 00 00 00 01 01 01 02 03 00 05 02 02 01 02 02 04 00 00 00 03 01 03 02 05 00 00 00 04 01 04 02 01 00 00 00 05 01 01 03 00 00 00 00

Using the guide, I'm interpreting it as 00 (GHZ) 01 (Act 1) 00 (GHZ) 02 (Act 2) and then... 02 (MZ) 02 (Act 2)? Am I looking at this correctly?

Okay, how about this. Let's take Green Hill Zone and make it so that it's only Act 1 and 3. No Act 2. What should I edit?

No, 00 is Act 1, 01 is Act 2, 02 is Act 3, 03 is Act 4. Everything starts at zero, you know. :P

And scratch my idea, I just thought of something way simpler. Basically, create a check, when the game loads a new level, if it's the second act. If it is, change it to act 3. To do so simply go to Obj3A_NextLevel and add these lines after the line with the (pc,d0.w) in it:

		cmpi.b	#$01,d0	; check for "act 2"
		bne.s	@cont	; if not, branch
		addq.b	#1,d0	; otherwise change it to "act 3"
	@cont:


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