Sonic and Sega Retro Message Board: Basic Questions & Answers thread - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 410 Pages +
  • ◄ First
  • 398
  • 399
  • 400
  • 401
  • 402
  • Last ►
    Locked
    Locked Forum

Basic Questions & Answers thread NEWBIES: Start here!

#5986 User is offline DigitalDuck 

Posted 19 December 2017 - 06:22 AM

  • Arriving four years late.
  • Posts: 4711
  • Joined: 23-June 08
  • Gender:Male
  • Location:Lincs, UK
  • Project:TurBoa, S1RL

View PostRlan, on 19 December 2017 - 05:42 AM, said:

I've got various versions of Demul like Gens+ and GensKMod, but they just don't do what I need. None of them use OpenGL, and on my Windows 10 64-bit machine they kind of run poorly. Switching between 60fps and stuttering every 10 seconds. Since it's not OpenGL, this also means Fraps doesn't work with it at all.


You realise that Gens (along with other emulators) has its own screenshot function and AVI capture, right? You shouldn't be using Fraps with an emulator at all.

#5987 User is offline Rlan 

Posted 19 December 2017 - 01:59 PM

  • Posts: 172
  • Joined: 16-August 04
Sure, but it's not great if it's dropping frames all the time on my system. I just use fraps since I use it across Demul, SSF and Dolphin and would prefer to put all the files in one spot :)

#5988 User is offline lil-g-gamegenuis 

Posted 20 December 2017 - 01:19 AM

  • GO! GO! GO! GO! GO! GO!
  • Posts: 25
  • Joined: 03-April 12
  • Gender:Male
  • Location:olathe, ks
  • Project:Practicing to make better SMPS
You could use Regen or BizHawk. IIRC they both have screenshots that are exactly 1:1. Another thing you could do, if you want to make sure you have exact sprites, is to dump the vram and manually piece the sprite pieces together. I'd try to always go for the first option.

#5989 User is offline GreggSalt 

Posted 01 January 2018 - 12:38 PM

  • Posts: 17
  • Joined: 02-September 17
Hi. I'm making a Sonic 1 ROM hack using the Git Disassembly, and I just need to know about a thing or two that I can't seem to be able to do.

1. I can't seem to find the mappings for the emblem on the title screen. Does anybody know the filename of the mappings?

2. I can't find the value that controls Sonic's actual jump height in Sonic_JumpHeight, just the value that controls the spring bounce height.

#5990 User is offline MainMemory 

Posted 01 January 2018 - 01:29 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4214
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
The filename for the title screen emblem mappings is tilemaps/Title Screen.bin. It's plane mappings, so you'll have to use something like PlanEd (project files for which are included in the disassembly) or SoniPlane to edit them.

Sonic_JumpHeight is responsible for reducing Sonic's upward speed if you release the jump button, his initial jump speed (which determines how high he jumps) is set in Sonic_Jump.

#5991 User is offline GreggSalt 

Posted 01 January 2018 - 01:38 PM

  • Posts: 17
  • Joined: 02-September 17
Thanks for the info, MainMemory. It'll be going to good use.

#5992 User is offline Chainspike 

Posted 02 January 2018 - 01:34 AM

  • Stealing rings since 1994
  • Posts: 95
  • Joined: 22-February 17
  • Gender:Male
  • Location:Death Egg Zone
  • Project:Sonic sprite animation?
Hello, I am wondering if anyone knows how to find the offsets of zone graphics, zone collisions, zone palettes, and zone tile mappings in Sonic 3C 0408. I suppose palettes could be found using Hivepal, but this seems like an un-efficient way of searching for them. Help is greatly appreciated!

#5993 User is offline Neo 

Posted 02 January 2018 - 05:28 AM

  • Clackerjack
  • Posts: 1381
  • Joined: 10-December 04
  • Gender:Male
  • Location:Portugal
  • Project:Sonic 3 Unlocked
  • Wiki edits:1

View PostChainspike, on 02 January 2018 - 01:34 AM, said:

Hello, I am wondering if anyone knows how to find the offsets of zone graphics, zone collisions, zone palettes, and zone tile mappings in Sonic 3C 0408. I suppose palettes could be found using Hivepal, but this seems like an un-efficient way of searching for them. Help is greatly appreciated!

Just use IDA to disassemble the ROM, then look for the equivalent of LevelLoadBlock and PalPoint. Have I taught you nothing? :v:

#5994 User is offline Chainspike 

Posted 02 January 2018 - 01:02 PM

  • Stealing rings since 1994
  • Posts: 95
  • Joined: 22-February 17
  • Gender:Male
  • Location:Death Egg Zone
  • Project:Sonic sprite animation?
Is there another way that doesn't require deep pockets? :(/>

#5995 User is offline MainMemory 

Posted 02 January 2018 - 01:47 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4214
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
Sure, you can pirate IDA. :v:

#5996 User is offline Chainspike 

Posted 02 January 2018 - 02:20 PM

  • Stealing rings since 1994
  • Posts: 95
  • Joined: 22-February 17
  • Gender:Male
  • Location:Death Egg Zone
  • Project:Sonic sprite animation?
I think I figured out everything I needed to know, thanks! :ssh:

#5997 User is offline lil-g-gamegenuis 

Posted 06 January 2018 - 07:30 PM

  • GO! GO! GO! GO! GO! GO!
  • Posts: 25
  • Joined: 03-April 12
  • Gender:Male
  • Location:olathe, ks
  • Project:Practicing to make better SMPS

View Postlil-g-gamegenuis, on 10 December 2017 - 07:03 PM, said:

Not sure if this is simple enough to go here, but I'll ask anyway.
How would I go about exporting the collisions from Sonic Generations?
I've been using SonicGLVL to export stage models, and I can view the collisions within the program, however I'm unable to find a way to export just the collisions.
For example, this is what the collisions look like below. If I could export this as a model or anything else, that would be perfect.

Screenshot


I'm still trying to figure out how to extract the collisions from a Sonic Generations stage. I think I've found the file for it but i don't know what to do with it. (More details on my post on the previous page)

#5998 User is offline Campbellsonic 

Posted 20 January 2018 - 03:45 PM

  • Posts: 19
  • Joined: 26-October 09
  • Gender:Male
  • Project:Sonic 1: Colors Edition; other random things that I will never finish
This might be something obvious that I'm missing, but I can't find an easy way to check if Sonic just landed on the ground or a solid object on a given frame. Sonic_ResetOnFloor is called when he lands on level terrain, but not when he lands on a solid object. Obj01_Hurt does a thing using Sonic's status bitfield to check when he lands, but it doesn't seem to work for his main control routine.

This is Sonic 2 GitHub btw.

#5999 User is offline Natsumi 

Posted 20 January 2018 - 07:31 PM

  • Miss Fox
  • Posts: 170
  • Joined: 08-February 12
  • Gender:Female
  • Location:Otter's lap
  • Project:Being with my boyfriend
You could just add checks in ResetOnFloor and SolidObject routine (whatever its called in S2 git anyway, I do not remember)

#6000 User is offline MainMemory 

Posted 20 January 2018 - 11:52 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4214
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
I'm pretty sure it does call Sonic_ResetOnFloor_Part2 when Sonic lands on a solid object.

  • 410 Pages +
  • ◄ First
  • 398
  • 399
  • 400
  • 401
  • 402
  • Last ►
    Locked
    Locked Forum

71 User(s) are reading this topic
0 members, 71 guests, 0 anonymous users