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Knuckles in Sonic 1?

#1 User is offline Puto 

Posted 26 August 2005 - 07:39 PM

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Is there any known hack where knuckles is in sonic 1? (I am not talking about simply sprite hacks, but a full knuckles port with gliding and such...)

#2 User is offline Quickman 

Posted 26 August 2005 - 07:56 PM

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Nope.

It IS possible, however. There is a Sonic 2 Knuckles object which can in theory be used in Sonic 1.

It'd be difficult work though, and not terribly interesting once it's finished. (It WOULD be somewhat impressive from a technical perspective.)

#3 User is offline The Mighty Boosh 

Posted 26 August 2005 - 08:38 PM

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I'm sure I saw a hack a while back of sonic 1, where knuckles could glide... but his gliding graphics were kinda messed up, he couldn't climb, and the way he glided was slightly different. I forget where I saw it though.

#4 User is offline Lostgame 

Posted 26 August 2005 - 08:42 PM

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I saw that too. I can't remember, it was either hivebrain or esrael that did it.

Check those web pages.

#5 User is offline Hivebrain 

Posted 26 August 2005 - 08:49 PM

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Rika_chou's hack had gliding, but the sprites were messed up. My hack had proper sprites, but no gliding or climbing.

One day someone (me/drx/MoD) will put Knuckles in Sonic 1. Until then you'll have to wait.

#6 User is offline Ultima 

Posted 27 August 2005 - 05:11 AM

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Why not me? ;___; Am I not 1337 enough? =P
This post has been edited by Ultima: 27 August 2005 - 05:11 AM

#7 User is offline Tweaker 

Posted 27 August 2005 - 01:30 PM

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Ultima, on Aug 27 2005, 06:11 AM, said:

Why not me? ;___; Am I not 1337 enough? =P

Making Tails fly is a start, but not enough yet. :P

drx is gonna handle it. He gave it a shot in Sonic XD (Which I convieniently have the source to. =P) Since he's gonna rewrite the thing, it should be perfect when it's done.

#8 User is offline drx 

Posted 27 August 2005 - 02:01 PM

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Yes. Working on it right now. To be *uber* perfect, I made a disassembly of S2K ;) Which I should release in a week or so.

#9 User is offline LocalH 

Posted 27 August 2005 - 02:17 PM

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You mean just the $300000 ROM? Or did you do a complete disasm of S&K as well? I know you didn't waste time disassembling S2 again at $200000, especially since it still uses an origin of $000000.

It ought to be possible to use this to recreate Esrael's 1MB KiS2 hack.

#10 User is offline Tweaker 

Posted 27 August 2005 - 02:21 PM

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Dude, this is drx. He'll redo it for the hell of it. =P

#11 User is offline LocalH 

Posted 27 August 2005 - 02:46 PM

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My point is, since the S2 ROM in KiS2 was shifted without relocation, it's useless to disasm it as if it was supposed to be at $200000 (relative pointers will of course shift, but absolute pointers will always break). If anything, you could take the existing S2 disasm and make the assembler treat it as if it was at $000000 to save a hell of a lot of work (does snasm even have an origin directive?). Plus, as I said, since all the code in the S2 part is unused with KiS2, there's simply no reason to even disasm it, since the work has already been done in the standalone S2 disasm.
This post has been edited by LocalH: 27 August 2005 - 02:48 PM

#12 User is offline Aurochs 

Posted 27 August 2005 - 02:52 PM

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LocalH, on Aug 27 2005, 03:46 PM, said:

(does snasm even have an origin directive?)

No, and I don't think that's necessary when you're making binary files. Remember, the origin is at $04 in the 68k family.

#13 User is offline Weird Person 

Posted 27 August 2005 - 02:58 PM

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erm... Eu sempre achei que "Sonic 1 & Knuckles" fosse vlido. Knuckles pode planar e escalar paredes. No um jogo pirata, mas ainda sim voc pode jogar com o Knuckles perfeitamente.

and hey, If Knuckles is in the "Sonic 1 & Knuckles", is there possible port its original programming to Sonic 1, but without the lock-on (and when I ask, "its possible", that's pretty obvious, but I mean if somebody alredy have done this before.)?

#14 User is offline LocalH 

Posted 27 August 2005 - 03:03 PM

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Aurochs, on Aug 27 2005, 03:52 PM, said:

LocalH, on Aug 27 2005, 03:46 PM, said:

(does snasm even have an origin directive?)

No, and I don't think that's necessary when you're making binary files. Remember, the origin is at $04 in the 68k family.

No, what I mean is not really a normal origin directive, but one that is more of an 'effective' origin, but the binary is still assembled at the required address (but it is assembled as if it were at the 'effective' origin). This would be used, for example, to include the whole S2 disasm in the KiS2 disasm, but still to have it assemble the code properly, such that the $200000-$2FFFFF range is identical to a normal Sonic 2 cart. It's not too practically important, it's only important if your goal is to assemble to an identical binary.

#15 User is offline Aurochs 

Posted 27 August 2005 - 03:10 PM

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Oh, right, and now that I think about it, ORG is a shortening of ORigGin. =P

Yeah, you were probably thinking about the ORG directive. But the same thing can also be accomplished by INCLUDEing the S2 disassembly before any code in the KiS2 disassembly.

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