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Basic Questions & Answers thread NEWBIES: Start here!

#46 User is offline Tweaker 

Posted 16 June 2008 - 11:11 PM

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The mappings for the life icon are stored with the HUD. You have to edit it like that.

#47 User is offline Esrael 

Posted 17 June 2008 - 09:22 AM

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QUOTE (Joaki @ Jun 15 2008, 12:27 PM) [post="200454"]Posted Image
Edit: I hope that with this image it has specified the problem... is it possible to resolve? Thank you in advance.[/quote]

Please update ESE Asm Edit.
The new version has some bugs fixed and Long File Names Support.

ESE ASM Edit v0.05

#48 User is offline Joaki 

Posted 17 June 2008 - 09:49 AM

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QUOTE (Esrael @ Jun 17 2008, 03:22 PM) [post="200941"]Posted Image
Edit: I hope that with this image it has specified the problem... is it possible to resolve? Thank you in advance.[/quote]

Please update ESE Asm Edit.
The new version has some bugs fixed and Long File Names Support.

ESE ASM Edit v0.05
[/quote]

I have followed the advices and still there goes out for me the mistake (even with THIS ASM 0.05). Nevertheless I discovered more: On having moved the dissassembly to C:\(folder) There goes out "Error" (in the same elements that I mentioned before) but it says "not defined"...

Here a more extended image:
Posted Image

Now, what can I do?

#49 User is offline shobiz 

Posted 17 June 2008 - 12:13 PM

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As far as I can tell, it just means the assembler can't find those labels. Are you sure they exist?

#50 User is offline Joaki 

Posted 17 June 2008 - 12:26 PM

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QUOTE (shobiz @ Jun 17 2008, 06:13 PM) [post="200976"]Posted Image
Son Push:
Posted Image
And Son_Roll and Roll2
Posted Image

#51 User is offline shobiz 

Posted 17 June 2008 - 01:01 PM

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Well, the images you posted just mean the labels are referenced somewhere in the code. Are the labels actually associated with some address in the disassembly?

EDIT: I think I know the problem. Hive's original disassembly uses an external program for includes, which I don't think ESE ASM Edit supports. I believe you're either gonna have to use a normal text editor, or else convert the disassembly to use ASM68k and standard include directives.
This post has been edited by shobiz: 17 June 2008 - 01:02 PM

#52 User is offline Joaki 

Posted 17 June 2008 - 01:13 PM

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QUOTE (shobiz @ Jun 17 2008, 07:01 PM) [post="200995"]Posted Image
EDIT: I wait to have been more explanatory
This post has been edited by Joaki: 17 June 2008 - 01:34 PM

#53 User is offline Esrael 

Posted 17 June 2008 - 01:26 PM

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QUOTE (Joaki @ Jun 17 2008, 01:13 PM) [post="201001"]Posted Image
EDIT: I wait to have been more explanatory
[/quote]

Press [Ctrl+F] to find Label Declarations:
Labels declarations are aligned at left side of Editor without spaces. Ex:
	Lea	 (Any_Label), A3; <- This is the Label Reference
	move.b  (A3)+, (A1)+
	...
Any_Label:; <- Label declaration
	dc.b  $00, $01, $02


#54 User is offline Joaki 

Posted 17 June 2008 - 01:36 PM

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Yes!! I have seen them! (I suppose that it is loc_13ADE in last image) If wrong me, since s*** goes...

#55 User is offline Polygon Jim 

Posted 17 June 2008 - 04:11 PM

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Could anyone help me set up a hack so that SonED2 uses it correctly? I'm restarting my hack, so I'd like to make art editing and layout editing as easy as possible, so I don't need to merge, and rename files so much.


Also, is there any guide to using xm3smps correctly? I'm retarded when it comes to all Mega Drive hacking, so feel free to call me a retard. :lol:

I seen a guide of how to make new level art from scratch for Sonic 2 in SonED2, will the same guide work for Sonic 1?
This post has been edited by GrandMasterJimmy: 17 June 2008 - 04:12 PM

#56 User is offline FraGag 

Posted 17 June 2008 - 04:40 PM

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I never understood the ccncept of "setting up a disassembly for SonED2." The latest disassemblies come with SonED2 project files, just open them with SonED2 and it should work right out of the box. The only issue is GHZ, but it's only a matter of pasting 2 files together and compressing the result (use The Sega Data Compressor if you can't figure out derecmp.exe). SonED2 can not be used to easily edit GHZ art. Editing the split art files in another program is probably easier than doing so in SonED2, but you won't be able to see the changes as easily.

#57 User is offline Peruant 

Posted 17 June 2008 - 09:24 PM

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I've been interested in certain fields of hacking. I always wanted to know how to find the music pointers in other games but they are from SNES. Is there a way to port and edit them?

edit: Disregard most of what I ask except me asking how to do level/graphics etc editing
This post has been edited by Peruant: 17 June 2008 - 10:09 PM

#58 User is offline Jayextee 

Posted 18 June 2008 - 04:16 AM

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View PostFraGag, on Jun 17 2008, 10:40 PM, said:

I never understood the ccncept of "setting up a disassembly for SonED2." The latest disassemblies come with SonED2 project files, just open them with SonED2 and it should work right out of the box. The only issue is GHZ, but it's only a matter of pasting 2 files together and compressing the result (use The Sega Data Compressor if you can't figure out derecmp.exe). SonED2 can not be used to easily edit GHZ art. Editing the split art files in another program is probably easier than doing so in SonED2, but you won't be able to see the changes as easily.


I didn't have to figure out either. I edited GHZ1.sep so it loaded the second set of tiles, then dumped them as a .pcx file. Then I edited the .sep file to load the first set of tiles, and imported the .pcx and saved. I then have it all in one file.

#59 User is offline Mason 

Posted 18 June 2008 - 11:10 AM

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Hey, I have two questions. First off, anybody recommend any palette editors? Second, anybody have the link to the Sonic Compressed Art Archive? I've been looking for it for a week now, and I haven't found the page where all the art really is.

Thanks anyway,
Masonary (I don't really know about the "ary" part...

#60 User is offline Dr. Kylstein 

Posted 18 June 2008 - 04:25 PM

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Is there a way to make SonMapEd load all of the HUD graphics instead of just "SCOR RINGS TIME"? It's difficult to modify the HUD mappings without all the graphics present.

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