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Porting music from S2Beta into S2Final Is it possible? And if so, tell me how!

#16 User is offline Qjimbo 

  Posted 06 April 2004 - 07:58 PM

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Quick Man, on Apr 6 2004, 05:28 PM, said:

Hivebrain already told you what you need to do.

Yeah you are right, I was just depairing a little :ph34r:
I'm not now however as I found out the Hex Editor I was using was causing the trouble (HHD Hex Editor), so I'm now using Hex Workshop (as reccomended by .hack//zero), which has given me a new result! The music in Sonic 2 Final is now from the BETA! Horay!
(Originally every level was corrupt and the music was the same - HHD Hex Editor is NOT recommended <_<)
Anyhow I now have to fix these broken graphics thingies! :D

#17 User is offline .hack//zero 

Posted 06 April 2004 - 08:06 PM

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QJimbo, on Apr 6 2004, 07:58 PM, said:

Quick Man, on Apr 6 2004, 05:28 PM, said:

Hivebrain already told you what you need to do.

Yeah you are right, I was just depairing a little :ph34r:
I'm not now however as I found out the Hex Editor I was using was causing the trouble (HHD Hex Editor), so I'm now using Hex Workshop (as reccomended by .hack//zero), which has given me a new result! The music in Sonic 2 Final is now from the BETA! Horay!
(Originally every level was corrupt and the music was the same - HHD Hex Editor is NOT recommended <_<)
Anyhow I now have to fix these broken graphics thingies! :D

Copy the data
and
change the pointers

*thinking*

If it worked for him, I should do this too.

#18 User is offline Qjimbo 

Posted 06 April 2004 - 08:09 PM

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.hack//zero, on Apr 6 2004, 08:06 PM, said:

Copy the data
and
change the pointers

*thinking*

If it worked for him, I should do this too.

Go for it :D
Though I haven't done the pointers bit yet, so EHZ crashes on loading :P

#19 User is offline .hack//zero 

Posted 06 April 2004 - 08:11 PM

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QJimbo, on Apr 6 2004, 08:09 PM, said:

.hack//zero, on Apr 6 2004, 08:06 PM, said:

Copy the data
and
change the pointers

*thinking*

If it worked for him, I should do this too.

Go for it :D
Though I haven't done the pointers bit yet, so EHZ crashes on loading :P

Does Hill Top Zone work?

#20 User is offline Qjimbo 

Posted 06 April 2004 - 08:17 PM

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.hack//zero, on Apr 6 2004, 08:11 PM, said:

Does Hill Top Zone work?

I just tried it now and it gives a nice purple screen of death. ;)

#21 User is offline .hack//zero 

Posted 06 April 2004 - 08:21 PM

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QJimbo, on Apr 6 2004, 08:17 PM, said:

.hack//zero, on Apr 6 2004, 08:11 PM, said:

Does Hill Top Zone work?

I just tried it now and it gives a nice purple screen of death. ;)

Paste the data at the end of the rom and change the pointers. That should fix the screen of death.

#22 User is offline Qjimbo 

Posted 06 April 2004 - 08:39 PM

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.hack//zero, on Apr 6 2004, 08:21 PM, said:

Paste the data at the end of the rom and change the pointers. That should fix the screen of death.

So to fix the pointers I just go through all the overwritten pointers mentioned in Nemesis' hacking guide (pointers between 0EC000 and 0FFFFF), and copy the original data from Sonic 2 over the top?
Also, just to take this entry as an example...

Quote

F0160 - Fireball from EHZ - Art compression 20 blocks

According to Saxman's guide in Sega's 4-bit format each byte represents 2 pixels, so 20 8x8 tiles would be <opens calculator out of lazyness> (20x16)/2=160bytes, however it says it's compressed so I'm a little worried about how many bytes these are.

EDIT: ARGH! Not 16! 8x8=64! (20x64)/2=640bytes
This post has been edited by QJimbo: 06 April 2004 - 08:44 PM

#23 User is offline Quickman 

Posted 06 April 2004 - 09:03 PM

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The start point for the compressed data would be the same if it were uncompressed. So just overwrite with the correct pointers and they'll be fine.
This post has been edited by Quick Man: 06 April 2004 - 09:05 PM

#24 User is offline Qjimbo 

Posted 06 April 2004 - 09:16 PM

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Quick Man, on Apr 6 2004, 09:03 PM, said:

The start point for the compressed data would be the same if it were uncompressed. So just overwrite with the correct pointers and they'll be fine.

Well....ehm... I tried a somewhat Brute force approach...
I copied all the data between F0160 and F1E06 to the ROM and it worked!! <dances>
However the intro tune is totally garbled :D (though all the other music is still intact!)
Still, at least this proves I'm doing something right, though I'm not looking forward to replacing each individual bit of art for a proper version.
This post has been edited by QJimbo: 06 April 2004 - 09:19 PM

#25 User is offline Quickman 

Posted 06 April 2004 - 09:39 PM

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Now you just need to copy the section from the S2B ROM which was overwritten by S2F music data and paste it over the correct section.

#26 User is offline Qjimbo 

Posted 06 April 2004 - 09:44 PM

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Quick Man, on Apr 6 2004, 09:39 PM, said:

Now you just need to copy the section from the S2B ROM which was overwritten by S2F music data and paste it over the correct section.

Yeah I could do, but I was thinking more of just doing it properly, by correcting each bit of art that was overwritten by the Sonic 2 beta music by taking data from Sonic 2 final, rather than working backwards. But I'm way too tired to do that now.
This post has been edited by QJimbo: 06 April 2004 - 09:45 PM

#27 User is offline Quickman 

Posted 06 April 2004 - 09:46 PM

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But you've overwritten some music data from the beta with the corresponding data from the final. You want to fix that.

#28 User is offline Qjimbo 

Posted 06 April 2004 - 09:48 PM

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Quick Man, on Apr 6 2004, 09:46 PM, said:

But you've overwritten some music data from the beta with the corresponding data from the final. You want to fix that.

Well I saved that to a "test" file, I knew I was just blagging by copying a big generic chunk of data. I'll work with the version which just had the music section ported.

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