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#4081 User is offline MainMemory 

Posted 20 March 2012 - 02:08 PM

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View PostDarkBones, on 20 March 2012 - 01:56 PM, said:

Sorry for the n00by question, but how do you get SADXMDL to work, I tried opening my .exe file, but for whatever reason it always brings up an error that says "Arithmetic operation resulted in an overflow". Anyone know how to get it to work?

You'll have to be more specific.
What model are you trying to look at? Do you know what version of SADX you have (US, European, Japanese, Mastertronic, Sold-Out Software, Steam)?
This post has been edited by MainMemory: 20 March 2012 - 02:10 PM

#4082 User is offline DarkBones 

Posted 20 March 2012 - 02:18 PM

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View PostMainMemory, on 20 March 2012 - 02:08 PM, said:

View PostDarkBones, on 20 March 2012 - 01:56 PM, said:

Sorry for the n00by question, but how do you get SADXMDL to work, I tried opening my .exe file, but for whatever reason it always brings up an error that says "Arithmetic operation resulted in an overflow". Anyone know how to get it to work?

You'll have to be more specific.
What model are you trying to look at? Do you know what version of SADX you have (US, European, Japanese, Mastertronic, Sold-Out Software, Steam)?

I'm 99.9 percent sure that my SADX version is US (I got SADXLVL to work with it...). As for the model, I can't get anything to work whether I use the in-editor selector or the hex values from the info area of the site, but I specifically want to access the level models.

#4083 User is offline MainMemory 

Posted 20 March 2012 - 03:21 PM

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Do all the objects show up in SADXLVL with their proper models?
Can you open models with SAMDL in SADXPCTools?

#4084 User is offline DarkBones 

Posted 20 March 2012 - 04:18 PM

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View PostMainMemory, on 20 March 2012 - 03:21 PM, said:

Do all the objects show up in SADXLVL with their proper models?
Can you open models with SAMDL in SADXPCTools?

They show up in SADXLVL just fine, but for some reason I can't open up the models, even with that version of SAMDL. If it helps, I tried starting the disassembly process, and I got an error that said "Index was outside the bounds of the array".

#4085 User is offline MainMemory 

Posted 20 March 2012 - 05:02 PM

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Can you give me any details about the error message? You can also try this copy of sonic.exe that doesn't require the CD.

#4086 User is offline DarkBones 

Posted 20 March 2012 - 07:14 PM

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Okay, strangely enough, the version I had is working as long as I use the drop down list and not the list in the hacking guide. I still can't find Emerald Coast though... Is the offset for the hacking guide wrong, or is it different in the crack?

EDIT:...and...now its not? Okay, SADXMDL is seriously just trying to be a jerk now...
This post has been edited by DarkBones: 20 March 2012 - 07:18 PM

#4087 User is offline pablodrago 

Posted 20 March 2012 - 07:31 PM

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View PostDarkBones, on 20 March 2012 - 07:14 PM, said:

Okay, strangely enough, the version I had is working as long as I use the drop down list and not the list in the hacking guide. I still can't find Emerald Coast though... Is the offset for the hacking guide wrong, or is it different in the crack?

EDIT:...and...now its not? Okay, SADXMDL is seriously just trying to be a jerk now...

when you put the address always check if is in hex or dec, and try to not copy and paste the address do it manually, because instead of read the address you paste, it read the last one (just "0" if is the first)

#4088 User is offline TheInvisibleSun 

Posted 23 March 2012 - 01:27 PM

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View PostTheInvisibleSun, on 15 March 2012 - 08:00 PM, said:

I searched for the answer to this but I couldn't find it anywhere; it seems like a pretty basic thing though, strangely. How does one "Add a Palette to the Palette Index"?


Not to be annoying, but could someone answer my question?

#4089 User is offline ManicRemix 

Posted 23 March 2012 - 05:31 PM

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Hmm, I have a simple question.

Sega seems to use a compression called .cpk for games like Sonic Colours and M&SATWOG.

How exactly do you decompress this type of format?

Sonic Colours (Or Colors, if you will) uses a model format, MDL0, compressed in a BRRES Archive, which a nifty program named BrawlBox can edit.

The first step, of course would be to compress the .cpk archives.

How can one decompress a CPK Archive?

#4090 User is offline Elektro-Omega 

Posted 25 March 2012 - 05:54 AM

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Hey Retro,

Quick question regarding disassemblies and ASM.

Using the S1 SVN or Mercurial disassembly

If I wanted to get rid of sonic's standing pose and idle poses and instead have the idle poses never show and the main pose be his running animation loop how would I go about doing this?

I could change the ASM code not to load Sonic's idle pose but how would I tell it to load the running pose complete with animation cycle and prevent the standing and idle poses from getting loaded into ram?

Similar question, If I wanted to get rid of the spikes object from a rom using ASM, how would I go about doing it? would I have to delete the subroutine and everything associated with the spikes object (and modify Sonic's code to eliminate the spike check).

I am looking to try some minor things and I am hoping to free up a little ram in the process.

Cheers.

#4091 User is offline Destructiox 

Posted 25 March 2012 - 07:36 AM

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View PostElektro-Omega, on 25 March 2012 - 05:54 AM, said:

to get rid of the spikes object from a rom using ASM, how would I go about doing it? would I have to delete the subroutine and everything associated with the spikes object (and modify Sonic's code to eliminate the spike check).


To remove the spikes object, just go to the object id in the code (which is Obj36:) and just remove all the code for the object, replacing it with a simple rts, and then at Hurt_ChkSpikes, merely remove the following lines:

		cmpi.b	#$36,(a2)	; was damage caused by spikes?
		bne	Hurt_Sound	; if not, branch
		cmpi.b	#$16,(a2)	; was damage caused by LZ harpoon?
		bne	Hurt_Sound	; if not, branch
		move.w	#$A6,d0		; load spikes damage sound


and as far as I'm aware, that's all there is to it. (The other stuff you asked of I am not so certain about.)
This post has been edited by Destructiox: 25 March 2012 - 07:36 AM

#4092 User is offline Elektro-Omega 

Posted 25 March 2012 - 07:42 AM

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View PostDestructiox, on 25 March 2012 - 07:36 AM, said:

View PostElektro-Omega, on 25 March 2012 - 05:54 AM, said:

to get rid of the spikes object from a rom using ASM, how would I go about doing it? would I have to delete the subroutine and everything associated with the spikes object (and modify Sonic's code to eliminate the spike check).


To remove the spikes object, just go to the object id in the code (which is Obj36:) and just remove all the code for the object, replacing it with a simple rts, and then at Hurt_ChkSpikes, merely remove the following lines:

		cmpi.b	#$36,(a2)	; was damage caused by spikes?
		bne	Hurt_Sound	; if not, branch
		cmpi.b	#$16,(a2)	; was damage caused by LZ harpoon?
		bne	Hurt_Sound	; if not, branch
		move.w	#$A6,d0		; load spikes damage sound


and as far as I'm aware, that's all there is to it. (The other stuff you asked of I am not so certain about.)


Thanks for the help with that. Would that work for any subroutine that I didn't want? and when it compiles is that code ignored since theoretically it is an empty sub?

Also, original question still stands. Kind of the appearance of perma-running.

#4093 User is offline flamewing 

Posted 25 March 2012 - 10:23 AM

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View PostDestructiox, on 25 March 2012 - 07:36 AM, said:

To remove the spikes object, just go to the object id in the code (which is Obj36:) and just remove all the code for the object, replacing it with a simple rts

If you do that, every time a spike is found on level data, it will load and stay loaded until the level ends. Instead of leaving an rts, it is better to leave a branch to DeleteObject (or better yet, remove the rts too and change the spikes entry on the object pointer list to DeleteObject).

#4094 User is offline Some Dude's Hand 

Posted 26 March 2012 - 09:54 PM

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In Sonic 2, how would you remove the vertical camera lock on DEZ? I'm using the current Mercurial disassembly, so the answer should lie somewhere in loc_D382?

(I'm just learning ASM, so I could be wrong.)

#4095 User is online redhotsonic 

Posted 27 March 2012 - 04:20 AM

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Hello; just a quick question. In my hack, I want a certain palette to fade to black (palette line 2 and 3, so both them lines go black whilst palette line 0 and 1 remain intact).

It seems like I can't pull it off. I tried jumping to subroutines: Pal_FadeTo, Pal_ToBlack, and Pal_FadeOut. The closest I got to is that it starts to fade, then the game locks up.

Any advice would be appreciated

Cheers

redhotsonic

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