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Sonic the Hedgehog 1 No-Name Presented by: Ritz Crackers and Team No-Name - Now with GEMS inside

#46 User is offline BetaX 

Posted 29 August 2010 - 11:30 AM

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QUOTE (theocas @ Aug 29 2010, 11:20 AM)
QUOTE (BetaX @ Aug 29 2010, 09:06 AM)


Yeah, did anyone else notice that when you the homing attack to the left in the beginning of the act, you warp to the end of the level.

Whoa. How the hell did that happen? I think I'll look into it when I get some moar time.



Same thing with Gens/GS.
It can also happen at the beginning where you start the game before act 1.
Other then that, I like this hack. smile.png

#47 User is offline theocas 

Posted 29 August 2010 - 11:46 AM

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QUOTE (BetaX @ Aug 29 2010, 09:30 AM)
QUOTE (theocas @ Aug 29 2010, 11:20 AM)
QUOTE (BetaX @ Aug 29 2010, 09:06 AM)


Yeah, did anyone else notice that when you the homing attack to the left in the beginning of the act, you warp to the end of the level.

Whoa. How the hell did that happen? I think I'll look into it when I get some moar time.



Same thing with Gens/GS.
It can also happen at the beginning where you start the game before act 1.
Other then that, I like this hack. smile.png

Thanks, but I have NO idea whatsoever causes this. I did add a few branches to
Syntax Highlighted Code: ASM
 
jsr Sonic_LevelBound
in the routine to move Sonic during a Jumpdash, but then he doesn't move very far, if at the side of the level or not.

#48 User is offline DigitalDuck 

Posted 29 August 2010 - 11:54 AM

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I can't find it on the wiki, but this is the same bug that happens when you do an incomplete port of the spindash to Sonic 1 - spindashing at the very start of the level sends you to the end. If you know how to fix that, then you should be able to fix this in the same way.

#49 User is offline minichapman 

Posted 29 August 2010 - 07:34 PM

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I'll be honest, I wasn't too keen on this hack but now with its improvements I must say I'm very impressed.

This hack has a lot of potential!

#50 User is offline theocas 

Posted 02 September 2010 - 08:55 AM

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QUOTE (minichapman @ Aug 29 2010, 05:34 PM)
I'll be honest, I wasn't too keen on this hack but now with its improvements I must say I'm very impressed.

This hack has a lot of potential!

Thanks, and now I have a bit of an interesting list of changes until the next release for you Retro-goers (is that what I should call you v.png )
First of all, a new zone called Booster Blast will be added. It is a very fast zone filled with Speed Boosters, blah blah blah. Here's what I posted a while ago:
QUOTE (theocas @ Aug 30 2010, 07:15 PM)
Eggman found out badniks were worthless, so he built speed boosters from junk in his backyard, each differing in size, due to his budget being low, and him only being able to afford smaller motors. He builds them, and litters an entire zone with them in hope of defeating Sonic. Due to Eggman's failure, some speed boosters actually propel Sonic in the correct direction, but some simply require him to pass it. The giant boosters are only seldom seen, due to Eggman not having enough money to afford many strong motors.

I know, shit story, but it's all I can come up with. Feel free to suggest other stories.

Also, we got our 'new Hub' to work, which will replace the existing one in GHZ. Thanks to Marc we solved a stupid PLC issue. Also, LZ 4 will likely be cut from SBZ, and it will simply go SBZ 1 -> SBZ 2 -> Final.

We did fix a few bugs as well, and you can expect this release in a few days, if not sooner, as I will likely be gone over the weekend.

#51 User is online Arctides 

Posted 03 September 2010 - 02:40 AM

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Unfortunately, being a mac user, I only have Genesis Plus as an emulator.
And the rom you uploaded doesn't seem to be working with it. All I get is a black screen.

#52 User is offline dsrb 

Posted 03 September 2010 - 04:23 AM

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What about Kega Fusion? It's another 'big name' emulator, perhaps more so.

#53 User is offline theocas 

Posted 03 September 2010 - 09:51 AM

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QUOTE (Arctides @ Sep 3 2010, 12:40 AM)
Unfortunately, being a mac user, I only have Genesis Plus as an emulator.
And the rom you uploaded doesn't seem to be working with it. All I get is a black screen.

Oh yeah, the ROM's need to be padded. I have omitted that from the build process as it took quite a long time. I'm also a Mac user and made this entire hack on it :P (Wine FTW!)
I use Kega Fusion, works like a charm.

#54 User is offline theocas 

Posted 08 September 2010 - 08:49 AM

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I might as well tell you what's been going on lately - I still need to define solidity for most of Booster Blast Zone, but once I finish that I'll do a release.
As some people browsing the Basic Q&A topic, I'm trying to go dual sound-driver, with GEMS being used for some stuff, and SMPS for others. It works pretty good, except it hangs AFTER playing a GEMS song, but the song of course stays playing. Seemed to me as if the stack pointer screws up. And that crash doesn't happen on Gens/GS so I can't debug it. :<

#55 User is offline King 

Posted 08 September 2010 - 10:46 AM

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I really like how this hack is progressing! Keep up the good work! smile.png

P.S. You don't need Wine for Kega on Mac as there is already a native Kega Fusion build for Mac OS X.
This post has been edited by King: 08 September 2010 - 10:46 AM

#56 User is offline dsrb 

Posted 08 September 2010 - 01:00 PM

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I presume theocas uses Wine for hacking utilities, not emulation. That said, the Mac OS X port of Fusion was very welcome indeed.

#57 User is offline Mercury 

Posted 08 September 2010 - 01:40 PM

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QUOTE (theocas @ Aug 29 2010, 04:46 PM)
QUOTE (BetaX @ Aug 29 2010, 09:30 AM)
QUOTE (theocas @ Aug 29 2010, 11:20 AM)
QUOTE (BetaX @ Aug 29 2010, 09:06 AM)


Yeah, did anyone else notice that when you the homing attack to the left in the beginning of the act, you warp to the end of the level.

Whoa. How the hell did that happen? I think I'll look into it when I get some moar time.



Same thing with Gens/GS.
It can also happen at the beginning where you start the game before act 1.
Other then that, I like this hack. smile.png

Thanks, but I have NO idea whatsoever causes this. I did add a few branches to
Syntax Highlighted Code: ASM
 
jsr Sonic_LevelBound
in the routine to move Sonic during a Jumpdash, but then he doesn't move very far, if at the side of the level or not.

I know it's been over a week since this was mentioned, but this is how you can fix it, and some related bugs. (this is for the SVN disasm, so you'll have to translate for whatever one you're using). The scroll delay from the Spindash and Homing Attack causes a few conflicts in Sonic 1. Don't mind the way the following is written; it's copy pasta from a guide I'm writing.

We need to clear the scroll delay when Sonic hits springs, too. Do this by opening "_incObj\41 Springs.asm" and finding "Spring_Flipped:" Add this line right before it plays the sfx:

Syntax Highlighted Code: ASM
move.b	#0,($FFFFC904).w	;clear horiz scroll delay


We also need to clear the scroll delay when Sonic dies, so that when he respawns the screen won't go crazy. Add the same line after the label "Sonic_Death:" in "_incObj\Sonic (part 2).asm".

Also, if Sonic Spindashes at Level Start or respawning at a Lamp Post, he can screw up the camera. To fix this, open "_inc\LevelSizeLoad & BgScrollSpeed (JP1).asm" and "_inc\LevelSizeLoad & BgScrollSpeed.asm" and add these lines after the label "LevSz_SkipStartPos:" in both of them.

Syntax Highlighted Code: ASM
 
clr.w (v_trackpos).w ; reset Sonic's position tracking index
lea (v_tracksonic).w,a2 ; load the tracking array into a2
moveq #63,d2 ; begin a 64-step loop
@looppoint:
move.w d1,(a2)+ ; fill in X
move.w d0,(a2)+ ; fill in Y
dbf d2,@looppoint ; loop
 


That fix seems like it removes the need for the fix with "Sonic_Death:" but I want to have both to be sure.

Another problem is with the fans in SLZ. We have to clear the scroll delay when Sonic is blown by them, otherwise bad things can happen. Open "_incObj\5D Fan.asm" and, after these lines:

Syntax Highlighted Code: ASM
 
@movesonic:
add.w d0,obX(a1) ; push Sonic away from the fan
 


add this one:

Syntax Highlighted Code: ASM
 
move.b #0,($FFFFC904).w ;clear horiz scroll delay
 


Hope it helps!





#58 User is offline theocas 

Posted 08 September 2010 - 05:55 PM

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QUOTE (Mercury @ Sep 8 2010, 11:40 AM)
QUOTE (theocas @ Aug 29 2010, 04:46 PM)
QUOTE (BetaX @ Aug 29 2010, 09:30 AM)
QUOTE (theocas @ Aug 29 2010, 11:20 AM)
QUOTE (BetaX @ Aug 29 2010, 09:06 AM)


Yeah, did anyone else notice that when you the homing attack to the left in the beginning of the act, you warp to the end of the level.

Whoa. How the hell did that happen? I think I'll look into it when I get some moar time.



Same thing with Gens/GS.
It can also happen at the beginning where you start the game before act 1.
Other then that, I like this hack. smile.png

Thanks, but I have NO idea whatsoever causes this. I did add a few branches to
Syntax Highlighted Code: ASM
 
jsr Sonic_LevelBound
in the routine to move Sonic during a Jumpdash, but then he doesn't move very far, if at the side of the level or not.

I know it's been over a week since this was mentioned, but this is how you can fix it, and some related bugs. (this is for the SVN disasm, so you'll have to translate for whatever one you're using). The scroll delay from the Spindash and Homing Attack causes a few conflicts in Sonic 1. Don't mind the way the following is written; it's copy pasta from a guide I'm writing.

We need to clear the scroll delay when Sonic hits springs, too. Do this by opening "_incObj\41 Springs.asm" and finding "Spring_Flipped:" Add this line right before it plays the sfx:

Syntax Highlighted Code: ASM
move.b	#0,($FFFFC904).w	;clear horiz scroll delay


We also need to clear the scroll delay when Sonic dies, so that when he respawns the screen won't go crazy. Add the same line after the label "Sonic_Death:" in "_incObj\Sonic (part 2).asm".

Also, if Sonic Spindashes at Level Start or respawning at a Lamp Post, he can screw up the camera. To fix this, open "_inc\LevelSizeLoad & BgScrollSpeed (JP1).asm" and "_inc\LevelSizeLoad & BgScrollSpeed.asm" and add these lines after the label "LevSz_SkipStartPos:" in both of them.

Syntax Highlighted Code: ASM
 
clr.w (v_trackpos).w ; reset Sonic's position tracking index
lea (v_tracksonic).w,a2 ; load the tracking array into a2
moveq #63,d2 ; begin a 64-step loop
@looppoint:
move.w d1,(a2)+ ; fill in X
move.w d0,(a2)+ ; fill in Y
dbf d2,@looppoint ; loop
 


That fix seems like it removes the need for the fix with "Sonic_Death:" but I want to have both to be sure.

Another problem is with the fans in SLZ. We have to clear the scroll delay when Sonic is blown by them, otherwise bad things can happen. Open "_incObj\5D Fan.asm" and, after these lines:

Syntax Highlighted Code: ASM
 
@movesonic:
add.w d0,obX(a1) ; push Sonic away from the fan
 


add this one:

Syntax Highlighted Code: ASM
 
move.b #0,($FFFFC904).w ;clear horiz scroll delay
 


Hope it helps!

Thanks for the help! I'll be going to implement this later today. And yes, I do use Wine for hacking, and a Native Fusion port as an emu.
Anyways guys, once I get this working, I'll likely be releasing something, and GEMS will be in the hack, but I'll make all it's methods rts for the time being.
QUOTE (Mercury @ Sep 8 2010, 11:40 AM)
Also, if Sonic Spindashes at Level Start or respawning at a Lamp Post, he can screw up the camera. To fix this, open "_inc\LevelSizeLoad & BgScrollSpeed (JP1).asm" and "_inc\LevelSizeLoad & BgScrollSpeed.asm" and add these lines after the label "LevSz_SkipStartPos:" in both of them.

Syntax Highlighted Code: ASM
 
clr.w (v_trackpos).w ; reset Sonic's position tracking index
lea (v_tracksonic).w,a2 ; load the tracking array into a2
moveq #63,d2 ; begin a 64-step loop
@looppoint:
move.w d1,(a2)+ ; fill in X
move.w d0,(a2)+ ; fill in Y
dbf d2,@looppoint ; loop
 


That fix seems like it removes the need for the fix with "Sonic_Death:" but I want to have both to be sure.

I can't seem to find it anywhere in the 2007 disasm, but I'll keep looking. What does the surrounding code look like, so I can search for that code?


QUOTE (King @ Sep 8 2010, 08:46 AM)
I really like how this hack is progressing! Keep up the good work! smile.png

P.S. You don't need Wine for Kega on Mac as there is already a native Kega Fusion build for Mac OS X.

Thanks!
This post has been edited by theocas: 08 September 2010 - 06:23 PM

#59 User is offline theocas 

Posted 09 September 2010 - 08:43 AM

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Meh, I think it's that time again! Release Time!
Anyways, here is the latest build of No-Name, no padding once more, and there were some layout fixes, giant rings hidden in more levels, bugfixes and the like.

Edit: Before I forget, special thanks go out to Selbi for the Extended Camera, much appreciated.
This post has been edited by theocas: 09 September 2010 - 08:49 AM

#60 User is offline Mercury 

Posted 09 September 2010 - 07:48 PM

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QUOTE (theocas @ Sep 8 2010, 11:55 PM)
QUOTE (Mercury @ Sep 8 2010, 11:40 AM)
Also, if Sonic Spindashes at Level Start or respawning at a Lamp Post, he can screw up the camera. To fix this, open "_inc\LevelSizeLoad & BgScrollSpeed (JP1).asm" and "_inc\LevelSizeLoad & BgScrollSpeed.asm" and add these lines after the label "LevSz_SkipStartPos:" in both of them.

Syntax Highlighted Code: ASM
 
clr.w (v_trackpos).w ; reset Sonic's position tracking index
lea (v_tracksonic).w,a2 ; load the tracking array into a2
moveq #63,d2 ; begin a 64-step loop
@looppoint:
move.w d1,(a2)+ ; fill in X
move.w d0,(a2)+ ; fill in Y
dbf d2,@looppoint ; loop
 


That fix seems like it removes the need for the fix with "Sonic_Death:" but I want to have both to be sure.

I can't seem to find it anywhere in the 2007 disasm, but I'll keep looking. What does the surrounding code look like, so I can search for that code?


Here it is:

Syntax Highlighted Code: ASM
 
LevSz_SonicPos:
moveq #0,d1
move.w (a1)+,d1
move.w d1,(v_player+obX).w ; set Sonic's position on x-axis
moveq #0,d0
move.w (a1),d0
move.w d0,(v_player+obY).w ; set Sonic's position on y-axis
 
SetScreen:
LevSz_SkipStartPos:
subi.w #160,d1 ; is Sonic more than 160px from left edge?
bcc.s SetScr_WithinLeft ; if yes, branch
moveq #0,d1
 
SetScr_WithinLeft:
move.w (v_limitright2).w,d2
cmp.w d2,d1 ; is Sonic inside the right edge?
bcs.s SetScr_WithinRight ; if yes, branch
move.w d2,d1
 


You can check out the whole file here on the SVN.



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