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Random Disassembly questions Guess it counts as General discussion...

#1 User is offline KingofHarts 

Posted 11 April 2012 - 10:22 AM

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I am learning how to hack, and edit the Genesis games, and have found that SYZ has two layout files for its background. One is the standard SYZ bg file, which has a pattern that is 7 tiles in length. It looks like this:

3f 3d 3e 3f 3d 3d 3e
3b 41 3c 41 3b 3c 3c
If you don't know know what it looks like, or don't understand, go place these tiles in this order in the background layer of SYZ on SonLVL.

Now, the JP1 version is much simpler, using a pattern that utilizes only 2 rows of 2 alternating tiles:
3f 3e
41 3b

EDIT: The whole pattern in the file is much longer, I simply put the length of the pattern before it repeats itself.

I have constructed both into images to see them for myself...I personally don't see a real difference of one over the other, but I think the first one would be better, not as repetitive.
The second one is much simpler.

So, which one do you all like to see? Or does it really matter? AND if I chose to use the JP1, could I clear the unused tiles to save any space? Or would it not save any space at all?

Just curious... I am also curious as to what people would like to see in my fangame (Where I know I can omit things completely to save space, easily.)
This post has been edited by KingofHarts: 05 May 2012 - 06:29 AM

#2 User is offline dsrb 

Posted 11 April 2012 - 10:28 AM

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View PostKingofHarts, on 11 April 2012 - 10:22 AM, said:

I have constructed both into images to see them for myself...I personally don't see a real difference of one over the other, but I think the first one would be better, not as repetitive.
The second one is much simpler.
Well, can we see these images? It's not very easy to make a decision without some kind of reference.

This could be quite interesting, as I wasn't aware of any region-specific differences besides those in REV01. Also, perhaps this should be in E&RE or FD.

#3 User is offline KingofHarts 

Posted 11 April 2012 - 10:33 AM

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OK here they are. The white in the image is where the purple background color appears in game. It is taken out when saved to PNG by SonLVL, and I didn't bother putting it back in, out of laziness.

HERE IS THE LONGER ONE THAT APPEARS IN THE US VERSION:
Posted Image

HERE IS THE SHORTER SIMPLER ONE SEEN IN THE JP1 REVISION:
Posted Image

ALSO I didn't want to post this in E&RE as I wasn't sure if it was really worthy as being there. It's only discussing appearance differences... I thought it'd be better suited here.

If not, maybe an admin or someone can move it to one of the two forums instead.
This post has been edited by KingofHarts: 11 April 2012 - 10:55 AM

#4 User is offline KingofHarts 

Posted 11 April 2012 - 11:03 AM

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View Postdsrb, on 11 April 2012 - 10:28 AM, said:

View PostKingofHarts, on 11 April 2012 - 10:22 AM, said:

I have constructed both into images to see them for myself...I personally don't see a real difference of one over the other, but I think the first one would be better, not as repetitive.
The second one is much simpler.

This could be quite interesting, as I wasn't aware of any region-specific differences besides those in REV01.


On this note, I have found, by looking a little further into the Sonic.asm file, that there are separate Object layouts between the JP1 and US versions in some zones. I have not looked into this yet, but I'm willing to bet that its very minor.... almost negligible.

This all considered, I'm positive some people already know of this. I'm using the latest HG disassembly... It's not completely new knowledge, but I'm sure its lost on many people, so this is my reason for taking a topic to point it out... I find it a bit interesting myself. I also never knew...

EDIT: Apologies for the double post
This post has been edited by KingofHarts: 11 April 2012 - 11:04 AM

#5 User is offline MainMemory 

Posted 11 April 2012 - 11:58 AM

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View PostKingofHarts, on 11 April 2012 - 10:33 AM, said:

OK here they are. The white in the image is where the purple background color appears in game. It is taken out when saved to PNG by SonLVL, and I didn't bother putting it back in, out of laziness.

So uncheck "Transparent back (FG/BG)" before exporting.

#6 User is offline KingofHarts 

Posted 11 April 2012 - 12:40 PM

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Duly noted... Thanks for the tip:)
Anyway, what do you all think? Any preference of the two? Plus... Any ideas as to Why the JP1 revision opted to use the much simpler pattern instead of the already existing one?
This post has been edited by KingofHarts: 11 April 2012 - 12:43 PM

#7 User is offline Sik 

Posted 11 April 2012 - 02:10 PM

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SYZ in REV00 lacked any sort of detailed parallax (the entire background scrolled at the same speed). In REV01 they added more detailed parallax to the background (different parts scrolling at different speeds). Considering the shenanigans with that parallax-related bug in GHZ's background, maybe they changed the pattern to avoid having a similar issue?

#8 User is offline KingofHarts 

Posted 05 May 2012 - 06:27 AM

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Slightly unrelated to the original topic, but I REALLY didn't feel like being a noob and starting a whole 'nother topic just because of a similar subject I previously talked about. But could someone perhaps tell me why GHZ has 2 8x8 tilesets, where all others have one... and would it cause any harm/damage if I put them together into 1 .bin file?

#9 User is offline StephenUK 

Posted 05 May 2012 - 07:21 AM

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The art is split into 2 because the background art is loaded for the title screen as well. I'm sure this is the only reason for it, and people have in the past merged the 2 into a single file, although you may still need to keep a file for the title screen background art unless you are planning to use a custom background.

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