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Two quick questions, and then a release UPDATED 10/01/2006

#1 User is offline Cinossu 

  Posted 25 December 2005 - 07:22 PM

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UPDATE. See latest post in this thread. Down there. *points*

---

.. right, these are very quick questions, and after is the release my rom hack to show the world in its current state.

What is the address in RAM used to store whether Sonic is underwater or not? Or is Sonic's Y-position checked with the current water height for that?

And the other, where are the definitions for the Corkscrew 360-degree spin animation? They aren't in the regular set of animation definitions, and I can't find them anywhere. (The frame numbers are 5F to 6A)

---

Enough questions, here be the rom hack. What's changed? Well..

- Sonic has extra running animation, ala Sonic CD.
- Super Peel Out is added! Up and a button when standing to use it. (There is no charge period as such, so you can let go straight after you press it and you'll release.)
- A negative ring. Nowhere in the levels, but it's on Emerald Hill Zone's debug list and any other that had only the normal Ring and Monitor previously. What does it do? Well, take a guess. ;P
- Hidden Palace and Wood Zone are added. Yes, I know they're in almost every single hack now, but I wanted it. :P Super Sonic has a palette underwater in it now, though. Wood Zone is more incomplete than anything, as the tiles will show.
- The beginnings of "multiple characters", with one frame for the other two semi-complete. You choose on the options screen.
- To become Super Sonic you HAVE to press a button in the air now, it isn't automatic. (Did this annoy anyone else?)
- Random palettes and art are different, including Sonic and Tails's palette, the title screen palette, the special stage palettes (including the results screen), the HUD, the title card and a few other things.

Known bugs are to do with the Super Sonic animation frames, Oil Ocean's collision map, and when you get hit "mid-charge" in the SPO you still shoot off. They will be fixed. :P

The cheats have been changed to 01 02 for level select, 03 04 for debug, and 05 06 for 7 emeralds (just to make it easier for testing :P)

Right, here's the rom then..

Posted Image
http://cinos.gunsha.com/s2built.zip
Included is a savestate on the level select with debug and Super Sonic enabled already. The checksum is probably bad, and I doubt this'd run on the real hardware in the state it is right now, but I'll get around to sorting that later.
This post has been edited by Cinossu: 09 January 2006 - 10:22 PM

#2 User is offline Rika Chou 

Posted 25 December 2005 - 08:01 PM

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Ohhh...

NICE!!

I love it so far! If only I knew how to do stuff like that.

Two ideas similar to ones I had....Sonic 1 pallet used for Sonic, and the silver rings. (although mine were worth 5 rings) Where did you find VRAM space for the extra ring graphics?

#3 User is offline Cinossu 

Posted 25 December 2005 - 08:11 PM

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After the invincibility stars, there's a space where there are letters from the "Sonic & Miles Prower In" screen. I put them in there. I know that this space is used by other stuff in a lot of levels, but I'll cross that bridge when I come to it.
This post has been edited by Cinossu: 25 December 2005 - 08:13 PM

#4 User is offline Heran Bago 

Posted 25 December 2005 - 09:14 PM

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#5 User is offline StephenUK 

Posted 25 December 2005 - 09:38 PM

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There's a byte in Sonic's SST (can't remember which one) which is set when Sonic's underwater. This affects speed underwater as well as the drown counter.

#6 User is offline Cinossu 

Posted 25 December 2005 - 09:43 PM

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StephenUK, on Dec 25 2005, 09:38 PM, said:

There's a byte in Sonic's SST (can't remember which one) which is set when Sonic's underwater. This affects speed underwater as well as the drown counter.

Ah, thanks. I'll look into it.

EDIT: Also, does anybody know if there's a quick and easy way to make an object pushable? Or would it just be easier to nick and alter code from Sonic 1?
This post has been edited by Cinossu: 25 December 2005 - 09:45 PM

#7 User is offline LOst 

Posted 25 December 2005 - 11:17 PM

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Cinossu, on Dec 26 2005, 05:43 AM, said:

EDIT: Also, does anybody know if there's a quick and easy way to make an object pushable? Or would it just be easier to nick and alter code from Sonic 1?

Nick it from Sonic 1's MZ pushable block

#8 User is offline Aurochs 

Posted 30 December 2005 - 07:31 PM

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Damn, I was gonna do this... eventually... Oh well.

Quote

What is the address in RAM used to store whether Sonic is underwater or not? Or is Sonic's Y-position checked with the current water height for that?

Byte $22, bit 6 of his status array is set if Sonic is underwater. This seems to be updated every frame.

#9 User is offline drx 

Posted 30 December 2005 - 07:38 PM

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Actually, it's a bitfield, not array *runs*

#10 User is offline Aurochs 

Posted 30 December 2005 - 07:41 PM

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drx, on Dec 30 2005, 08:38 PM, said:

Actually, it's a bitfield, not array *runs*

Roffle. I was referring to his entry in the OST (which is an array). =P

#11 User is offline StephenUK 

Posted 31 December 2005 - 10:42 AM

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Aurochs, on Dec 31 2005, 12:41 AM, said:

drx, on Dec 30 2005, 08:38 PM, said:

Actually, it's a bitfield, not array *runs*

Roffle. I was referring to his entry in the OST (which is an array). =P

I think you mean SST, unless Sonic is about to burst into song when the game reads that data.

#12 User is offline Sonic 65 

Posted 31 December 2005 - 10:54 AM

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XDDD

#13 User is offline Quickman 

Posted 31 December 2005 - 11:06 AM

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The difference between a sprite and an object is generally negligible. =P

#14 User is offline Aurochs 

Posted 31 December 2005 - 03:12 PM

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Quick Man, on Dec 31 2005, 12:06 PM, said:

The difference between a sprite and an object is generally negligible. =P

Umm... no. A sprite is a block of no more than sixteen cells that the VDP can manipulate easily. An object is code that controls one or more sprites and defines its interaction with the game environment.
This post has been edited by Aurochs: 31 December 2005 - 03:13 PM

#15 User is offline Hivebrain 

Posted 31 December 2005 - 07:46 PM

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Aurochs, on Dec 31 2005, 08:12 PM, said:

Quick Man, on Dec 31 2005, 12:06 PM, said:

The difference between a sprite and an object is generally negligible. =P

Umm... no. A sprite is a block of no more than sixteen cells that the VDP can manipulate easily. An object is code that controls one or more sprites and defines its interaction with the game environment.

More different than that even. An object is code that changes RAM values. A sprite is a small movable image.

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