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#4276 User is offline redhotsonic 

Posted 05 August 2012 - 06:02 PM

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View PostTiddles, on 05 August 2012 - 04:49 PM, said:

  • Landing on objects and jumping off them is rubbish, in S3K at least. Knuckles often can't jump off objects underwater, Tails tends to hang around in his flying animation when he should have already landed, and he tends to be pushed through the floor by falling monitors instead of being crushed while flying. I have "fixed" the first and third of those with hacky special cases I'd rather not share due to how poor they are, but I can't help but feel there's some core issue with all that code that might solve these elegantly and other issues besides.



That means you haven't done the second one, right? About tails flying, I know a little bit about. Do you mean this?

Posted Image

You mean like on DEZ when you're on that moving platform and Tails just continuously flies behind you? Just moving left or right a little bit helps. It's because he can't get close to you quick enough as you keep moving.


Although, at "loc_13C50:", you'll see:


addq.b	#4,d2



Changing it to:

addq.b	#8,d2



helps increases Tails's x_pos checking drop distance. He will now land on the object like suppose to.

Posted Image


EDIT: Doing some testing other places like this:

Posted Image

his flying seems unaffected. He still won't drop from there, so no worries there. But when he does get closer to you, instead of flying indefinitely, he will now drop. So I hope this has helped?
This post has been edited by redhotsonic: 05 August 2012 - 06:04 PM

#4277 User is offline Tiddles 

Posted 06 August 2012 - 12:47 AM

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It's not so much AI flying I'm thinking of here as actual player flying. Get Tails in AIZ, take off, and try to land on one of the rock objects. Half the time he'll slide around in his flying animation for a second before landing properly - he's "landed" enough for the heli sound to stop but not to animate right.

#4278 User is offline KingofHarts 

Posted 06 August 2012 - 01:25 AM

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One thing to also look into is anytime Sonic is carried by Tails and lands on something, or grabs something. I posted a YouTube user on the S3C page who posted a shitload of these style bugs. There's a plethora of these... and you can control Sonic after the end of Act if Tails carries you to the ground without you jumping...

I would guess that many of the issues in the game have a great deal to do with them adding the double jumps for Tails and Knuckles... which might have something to do with the fact that player flying does not exist in Sonic 2.

Also if we will explore issues with Sonic 3K, One thing that I've always hated is that Knuckles' gliding and sliding speeds don't change whilst underwater. There are a LOT of things overlooked in Sonic 3.

#4279 User is offline BleuStar 

Posted 06 August 2012 - 10:36 AM

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Would it be possible for me to edit the demos in Sonic 1?
I had just removed the speed caps in the game and I want to fix them.

I am using Hivebrain's 2005 Disassembly.

#4280 User is offline Mercury 

Posted 06 August 2012 - 11:30 AM

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View PostBleuStar, on 06 August 2012 - 10:36 AM, said:

Would it be possible for me to edit the demos in Sonic 1?
I had just removed the speed caps in the game and I want to fix them.

I am using Hivebrain's 2005 Disassembly.

This is by no means a full breakdown of how to do it (I'll leave that for someone with more experience tweaking demos to answer), but this info might help at some point.

#4281 User is online Aerosol 

Posted 06 August 2012 - 01:27 PM

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I don't suppose anyone here knows a thing or two about hacking Super Mario Kart? I've tried asking at a couple of other places but they weren't of any help. I've located and decompressed several music files but I don't know what the format of the music is. Thus, I don't know how to replace it.

Should've known a fresh start in the morning was all I needed. But now I'm stuck using Modplug Tracker. I hate Modplug tracker.
This post has been edited by AerosolSP: 06 August 2012 - 01:57 PM

#4282 User is offline redhotsonic 

Posted 06 August 2012 - 02:11 PM

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View PostTiddles, on 06 August 2012 - 12:47 AM, said:

It's not so much AI flying I'm thinking of here as actual player flying. Get Tails in AIZ, take off, and try to land on one of the rock objects. Half the time he'll slide around in his flying animation for a second before landing properly - he's "landed" enough for the heli sound to stop but not to animate right.



Me getting the wrong idea of the stick again. I see what you mean, this also happens in my hack. Well, as I am familiar with Sonic 2, once I've figured it out in my hack, I will see if it will work for S3K, then share it with you. Until then, maybe anyone else?


EDIT: Fixed it in Sonic 2 Recreation. Looked in S3K, seems to work and not affect anything else.


Go to "loc_1565E:" (part of the "Tails landing on the floor" routine). Here, you will see:

		move.b	#0,$39(a0)
		move.b	#0,$2F(a0)



In between these two commands, insert this:

		tst.b	$2F(a0)		; Is Tails flying or anything?
		beq.s	+		; No?  Branch then and do not clear anim
		move.b	#0,$20(a0)	; Clear anim
+




So, you have something like this:

loc_1565E:
					; Tails_TouchFloor+16j
		bclr	#1,$2A(a0)
		bclr	#5,$2A(a0)
		bclr	#4,$2A(a0)
		move.b	#0,$40(a0)
		move.w	#0,(Chain_bonus_counter).w
		move.b	#0,$27(a0)
		move.b	#0,$2D(a0)
		move.b	#0,$30(a0)
		move.b	#0,$39(a0)
		tst.b	$2F(a0)		; Is Tails flying or anything?
		beq.s	+		; No?  Branch then and do not clear anim
		move.b	#0,$20(a0)	; Clear anim
+
		move.b	#0,$2F(a0)
		rts



Done.



It's literally impossible to do that bug now:

Posted Image - Posted Image


This also works for Tails alone:

Posted Image
This post has been edited by redhotsonic: 06 August 2012 - 03:34 PM

#4283 User is offline Tiddles 

Posted 07 August 2012 - 12:59 AM

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Nice, thanks. Will give that a go sometime.

#4284 User is offline redhotsonic 

Posted 07 August 2012 - 03:51 PM

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View PostTiddles, on 07 August 2012 - 12:59 AM, said:

Nice, thanks. Will give that a go sometime.



Glad to be an assistance.


As for your slope problems, no idea. This happens in all Sonic games. I remember flamewing mentioning this the other day and said he hasn't got a clue on how to fix it (unless I mis-read it, I have a habit of doing that!). Unfortunately, the only known "fix" is to make the 128x128 solid completely. He may occasionally still get stuck, but at least Sonic will shoot out of the wall instead of in it.


Although, if anyone ever does come to a fix, then that would be awesome!

#4285 User is offline KingofHarts 

Posted 08 August 2012 - 03:36 AM

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I had asked this question before, never heard an answer. Wanna reask it. Does anyone know how to implement THIS in the fade to/from WHITE routines? I tried it and ended up inverting the colors and messing everything up.

#4286 User is online steveswede 

Posted 08 August 2012 - 03:41 AM

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This is something that's always been on my mind ever since tech members have mentioned the rom limit. Example:

View PostChilly Willy, on 08 August 2012 - 12:29 AM, said:

View PostHivebrain, on 06 August 2012 - 11:13 PM, said:

Isn't the limit 10MB? There's an extra 2MB reserved for 32X addresses ($800000-$9FFFFF).


Yep! That's the absolute largest a rom can be without resorting to bank selection. The hardware IO starts at 10MB, so you cannot go any higher.



How come the likes of the Neo Geo can have 330 megabits straight up no bank switching but the Megadrive can only do 80megabits (10MB)? When I look at the tech specs of them both they're not that much different from each other, though does any of that really matter that limits the size of the cartridge rom. CD's for the MegaCD have a greater capacity so why doesn't this have the same limit as a megadrive cartridge?

#4287 User is offline flamewing 

Posted 08 August 2012 - 07:35 AM

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It is a matter of how the addressable space is set up, and how many bits are connected. "Addressable space" means everything the CPU can see -- ROM, RAM, z80 RAM, memory mapped I/O ports, etc. The 68k can theoretically have 32 bits of addressable space (total of 4 GiB addressable space); on the Genesis, however, only 24 bits connected -- a 16 MiB addressable space -- with the upper 6 MiB being mapped into several things, such as RAM ($FFXXXX), I/O ports, z80 RAM, or simply being "access prohibited".

#4288 User is offline KingofHarts 

Posted 08 August 2012 - 08:18 PM

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There is an issue with Sonic 1, that I just noticed. I noticed it after implementing Mercury's Ring Loss Flash change. Let's say you have 10 rings, ok? You lose these 10 rings, they fly. Quickly pick one or two up, and as the other's are flashing, you get hit again, and lose your last rings... BUT, the rings that were about to disappear, are no longer flashing. Instead, they now share the same lifespan as the newly created lost rings. Would someone have a fix for this?

#4289 User is offline GT Koopa 

Posted 11 August 2012 - 01:48 PM

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So I got in a stupid, stupid argument.

I did bring this up with #SSRG but I feel that I won't have any proof.

Basically the guy says that SonMapEd is a forbidden tool because it is "one click and you are done" and that any hack that uses it will be instantly locked on Retro. I think he is confusing it with programs like S1 Hacking Studio. (which despite my 2009 post there, I never got around to downloading/using it and learned/did everything the old fashioned way)

How this happened is that I told him Retro and SSRG would most likely not like hacks with advance character sprites in them, and it kinda ballooned from there.

#4290 User is offline redhotsonic 

Posted 11 August 2012 - 07:33 PM

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View PostGT Koopa, on 11 August 2012 - 01:48 PM, said:

So I got in a stupid, stupid argument.

I did bring this up with #SSRG but I feel that I won't have any proof.

Basically the guy says that SonMapEd is a forbidden tool because it is "one click and you are done" and that any hack that uses it will be instantly locked on Retro. I think he is confusing it with programs like S1 Hacking Studio. (which despite my 2009 post there, I never got around to downloading/using it and learned/did everything the old fashioned way)

How this happened is that I told him Retro and SSRG would most likely not like hacks with advance character sprites in them, and it kinda ballooned from there.



I don't understand... what is your question? =P

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