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Basic Questions & Answers thread NEWBIES: Start here!

#6001 User is offline Campbellsonic 

Posted 21 January 2018 - 02:58 AM

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Yep, something obvious I was missing. Thanks.

#6002 User is offline Cyber Akuma 

Posted 03 February 2018 - 01:16 PM

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Anyone know where I can find pinouts of Genesis and 32X cartridges?

I wanted to see what differences, if any, the carts had in their pinouts. Mainly, if they used different voltages or had different voltage/ground lines. I just wanted to make sure if I accidentally read a 32x cart as if it was a genesis cart or vice-versa in any 3rd party device that I would not damage the cart and/or device because of that.

#6003 User is offline Caped Baldy 

Posted 04 February 2018 - 06:28 PM

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Anyone knows what dds file the homing attack is in? I need to change the color of it to match my OC's color. The spindash and everything else is the right color, but it's still blue.

#6004 User is offline cleverking 

Posted 07 February 2018 - 08:06 AM

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I added Hidden Palace Zone in my Sonic 2 hack and when I destroy a badnik or a monitor explosion doesn't use the right palette. How do I fix this?

#6005 User is offline Clownacy 

Posted 07 February 2018 - 10:26 AM

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Edit the palette. No, really, HPZ has this shade of green where a grey should be. Seems to be a leftover from Sonic 1... and I don't think anything used it there, either.

#6006 User is offline Neo 

Posted 07 February 2018 - 11:32 AM

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View PostClownacy, on 07 February 2018 - 10:26 AM, said:

Edit the palette. No, really, HPZ has this shade of green where a grey should be. Seems to be a leftover from Sonic 1... and I don't think anything used it there, either.

That green was used by a scant few enemies, for instance, the Ton-Ton pig enemies use it for their snouts.

#6007 User is offline cleverking 

Posted 07 February 2018 - 12:09 PM

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View PostClownacy, on 07 February 2018 - 10:26 AM, said:

Edit the palette. No, really, HPZ has this shade of green where a grey should be. Seems to be a leftover from Sonic 1... and I don't think anything used it there, either.

This worked. Also how to make badnik not spawn after i killed it?

#6008 User is offline MainMemory 

Posted 07 February 2018 - 12:42 PM

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You need to set the "Remember State" flag on the object in the layout data. Object Definitions can specify that an object type should be created with the flag already set, and if you're using SonLVL, you can use the Find feature to select all the objects of a specific type and set the flag on all of them at once.

#6009 User is offline Caped Baldy 

Posted 07 February 2018 - 09:52 PM

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I was looking to mess around with the texture files in the Loading folder of Unleashed for the 360. I opened several of them with gimp, and it says the files are all invalid with invalid headers. If they aren't dds files, what are they? And I have the dds plugin for it. Any help?

#6010 User is offline Turbohog 

Posted 07 February 2018 - 11:45 PM

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I literally googled "sonic unleashed dds file" and this topic was the first result. From that topic, you can use this tool to view the dds files.
This post has been edited by Turbohog: 07 February 2018 - 11:45 PM

#6011 User is offline Caped Baldy 

Posted 08 February 2018 - 03:45 AM

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View PostTurbohog, on 07 February 2018 - 11:45 PM, said:

I literally googled "sonic unleashed dds file" and this topic was the first result. From that topic, you can use this tool to view the dds files.

Still getting an error. invalid file header.
This post has been edited by Caped Baldy: 08 February 2018 - 03:51 AM

#6012 User is offline Windii 

Posted 08 February 2018 - 10:49 AM

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Those .dds files use a different kind of compression. What you need is QuickBMS and the xcompress_file.bms plugin, which is also available on the same page, just CTRL+F it. After decompressing the .dds file you want (or a folder with said .dds files you want), rename the ".unpacked" extension with ".dds" and try to load it. Worked for me. Only problem is that you have to do this for every .dds file you've decompressed with that plugin.

Also, GIMP is hot garbage and no one should use it, so I'm just gonna quote what Skyth said in the Forces topic.

View PostSkyth, on 17 December 2017 - 02:05 PM, said:

I got two plugins you can use.

Plugin for Paint.NET
Plugin for Photoshop

For the Paint.NET one, you need to rename the extensions to DDS2 so it can load them.

This post has been edited by Windii: 08 February 2018 - 11:04 AM

#6013 User is offline Caped Baldy 

Posted 08 February 2018 - 11:27 AM

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View PostWindii, on 08 February 2018 - 10:49 AM, said:

Those .dds files use a different kind of compression. What you need is QuickBMS and the xcompress_file.bms plugin, which is also available on the same page, just CTRL+F it. After decompressing the .dds file you want (or a folder with said .dds files you want), rename the ".unpacked" extension with ".dds" and try to load it. Worked for me. Only problem is that you have to do this for every .dds file you've decompressed with that plugin.

Also, GIMP is hot garbage and no one should use it, so I'm just gonna quote what Skyth said in the Forces topic.

View PostSkyth, on 17 December 2017 - 02:05 PM, said:

I got two plugins you can use.

Plugin for Paint.NET
Plugin for Photoshop

For the Paint.NET one, you need to rename the extensions to DDS2 so it can load them.


Thanks, I actually have that xcompress file. I had a feeling they needed to be decompressed. But I can't use paint.net because for some reason my Windows 10 pro computer doesn't support Net framework 4.7.

#6014 User is offline Overlord 

Posted 08 February 2018 - 01:51 PM

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Stop asking random questions outside of the basic help thread.

#6015 User is offline Caverns 4 

Posted 15 February 2018 - 11:12 PM

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Hey all, I'm having an, admitted kind of minor, problem I could use some advice on. I've been fidgeting with it for hours, but to no avail.

In my hack, I've been trying to give Sonic a Wall Jump, similar to Mighty in Knuckles' Chaotix. It does work, when jumping into a wall and holding the lateral direction to the wall. Sonic will cling to the wall, and start to slowly slide down until the player pressed a jump button again. Icoded it looking at Mercur'ys code from ReadySonic for Sonic 1, but I've been trying to clean it up as much as possible to work in Sonic 2.

The way I have this set up is fairly simple: There's one byte-sized OST in Sonic's memory that stores the bits of left/right input state, corresponding to the direction of the wall that Sonic touched.
If the byte is 0, then Sonic is considered not clinging. Every frame, when clinging to a wall, some code is run to ensure that Sonic stll has a wall beside him, and the player hasn't let go of the button. The code is here:

Obj01_Control_WallCheck:
		tst.b obWallJump(a0) ;If Sonic supposed to cling to a wall?
		beq.s Obj01_Control_Part2 ;If not, don't check for wall collision
	
		btst #0,status(a0) ;Check which side the wall should be on.
		bne.s +
	bsr.w CheckRightWallDist ;Touching right wall?
	cmpi.w	#16,d1
		bls.s WallJump_CheckInput ;touching right wall.
		bra.s WallJump_Terminate
+		
	bsr.w CheckLeftWallDist ; Touching left wall.
	cmpi.w	#16,d1
		bhi.s WallJump_Terminate ;Stop if there's no left wall.
		
WallJump_CheckInput:
	move.b	(Ctrl_1_Held_Logical).w,d0	; get jpad
	and.b	obWallJump(a0),d0	; compare jpad to stored L,R button states
	andi.b	#button_left_mask|button_right_mask,d0	; keep just L and R state
	bne.s	Obj01_Control_Part2		; if still held, branch
		
WallJump_Terminate:
		move.b	#0,obWallJump(a0)	; clear wall jump flag and button states
		move.b	#AniIDSonAni_Roll,Anim(a0) ; use "jumping" animation	

Obj01_Control_Part2:


I also have this in the collision for objects, and seems to satisfy the requirments for initiating contact with a wall:

loc_19AB6:
	cmpi.b #ObjID_Sonic,id(a1)
	bne.s +
	move.l	a0,-(sp)
	movea.l	a1,a0
	bsr.w	WallJump
	movea.l	(sp)+,a0
+


And this on Obj01_MdAir/MdJump for slowing the player's fall:

	jsr	(ObjectFall).w
	
	tst.b	obWallJump(a0)
	beq.s	NoWallSlide
		subi.w	#$30,Y_Vel(a0)
		bra.s	+
	
NoWallSlide:
	btst	#bit_inWater,status(a0)	; is Sonic underwater?
	beq.s	+		; if not, branch
	subi.w	#$28,y_vel(a0)	; reduce gravity by $28 ($38-$28=$10)
+



The problem here, is that while clinging to normal level walls works, for some reason, object walls only work in one direction.
If anyone knows what's wrong, or has any ideas to further optimize the code, I'd appreciate it.

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