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Engineering & Reverse Engineering (19 posts)
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02-January 07
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User is offline Feb 20 2009 11:17 PM
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My Information

Member Title:
Void where prohibited
Age:
103 years old
Birthday:
December 24, 1909
Gender:
Male Male
Interests:
On the profile form there are two spots for gender... maybe I should set them both different for lols?

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Website:
Website  http://

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  1. Nonsensical Errors when editing Sonic 1 ASM and Recompiling

    20 January 2007 - 01:56 AM

    I recently found a thread here about using SRAM, so I decided I'd try to do some simple incorporations of SRAM into sonic1. My first tests worked well - simple things to make sure it worked - I made it so if you did the level select code once, it would from then on make you start with 17 lives - proved I got the SRAM working right.

    Next I tried to make it at the end of every act (in the Obj3A_NextLevel: section) save what level you were on, the number of lives, and an extra number that was always the same (#117) so when the game tried to load it could check for that number to make sure there was really a save and it didn't try to load nonsense.
    And I also added some code in the PlayLevel: section to check if #117 was in the memory, then it would load the lives and level number into the RAM. (Currently I haven't set up an option to allow choosing of a save-slot, or playing a new-game - I'm just trying to get this to work right now)

    But whenever I try to compile, I get errors such as "s1comb.asm(3547) : Error 15030 : Cannot fit value 88 into signed byte". If I go to that line, it's just in the middle of the sounds part - where there's a lot of incbin commands. Nothing I touched.

    And oddly, if I comment out two or three commands, the thing will compile fine, and work exactly as should (except for whatever I commented out - IE I commented the lines that clear how many emeralds the player has on start).

    The ASM file is at - http://am49.frih.net/sonic/sonic1.asm - it's based from the 2005 S1 Disassembly. All of the changes are in the header (to enable SRAM), under PlayLevel:, and Obj3A_NextLevel:. There are a few comment changes and organization changes also, but nothing else that affects the compiled form.

    Anyone help with my problem?

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