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Group:
Member: Members
Active Posts:
96 (0.05 per day)
Most Active In:
Engineering & Reverse Engineering (53 posts)
Joined:
23-April 08
Profile Views:
220
Last Active:
User is offline Apr 12 2013 05:36 PM
Currently:
Offline

My Information

Member Title:
The Island Professor
Age:
19 years old
Birthday:
November 30, 1993
Gender:
Male Male
Location:
Orkney, Scotland
Interests:
Sonic Hacking, Free running and, on occasion, magic.

Contact Information

E-mail:
Click here to e-mail me
Website:
Website  http://ecoschoolsstromness.weebly.com

Previous Fields

Project:
Sonic 1 Yarmar Edition
National Flag:
uk
Wiki edits:
4

Latest Visitors

Posts I've Made

  1. In Topic: Basic Questions & Answers thread

    08 March 2013 - 03:18 PM

    SMPS2XM might be of use to you. The song will need to be in Sonic 1 smps format, and the output will need to have the instruments filled in by you. Once you've got your XM made, you can then convert it to Midi. Other than that I can think of nothing else.
  2. In Topic: SonLVL

    01 March 2013 - 12:06 PM

    I just noticed a very minor issue with the "Add Group of Objects" feature. The rows and collumns menus refer to the wrong things: rows refers to the number of collumns and collumns refers to the number of rows.
  3. In Topic: Sonic 1 Disassembly

    03 February 2013 - 09:38 AM

    While I was fixing some problems caused by incompatibities between this disassembly and SonMapEd, I ran into a couple of errors which I think were due to mistakes in the disassembly.

    In ...\_anim\Sonic.asm there is a part labeled "id_Hang:". This is labelled "id_LZHang:" in ...\anim\Sonic (without frame IDs).asm. The difference in labelling doesn't affect a normal build, but if someone prefers not to use the frame IDs, it throws up an error when being built.

    Secondly, and I'm not 100% sure this is a mistake, but on line 17 of ...\incObj\sub ReactToItem there is a frame ID mentioned. I don't think this happens throughout the rest of the disassembly, so it seems odd that it should happen there.

    Would it be worth writing a guide or something on making this disassembly compatible with SonMapEd? Being able to use familiar tools might help uptake a bit at least.
  4. In Topic: Basic Questions & Answers thread

    03 February 2013 - 09:03 AM

    I just took a look at the file that had most of the missing references (..\_anim\sonic.asm) and found there was another file (...\_anim\sonic (without frame IDs).asm). I switched the names around, to stop it referncing the frame IDs, seeing as they're not exported by SonMapEd. That fixed 91 errors, leaving me with this:

    Spoiler


    A couple of these relate to frame IDs, which I'll be able to edit out. The remaining ones relate to subroutines which were named inside asm files included in other asm files. I'll see if I can fix that permanently, rather than quick and dirty every time I edit the mappings an DPLCs


    Right I got it to build, but came across a couple of possible problems with the Disassembly in the process. I'll put them in the main topic for that though, so they maybe get noticed by someone who can make edits to the Mercurial.
  5. In Topic: Basic Questions & Answers thread

    03 February 2013 - 06:16 AM

    Having just come back to hacking after a long beak, I decided to upgrade to the Mercurial disassembly. I attempted to use SonMapEd to remind myself of how to work it, and I saved some unmodified mappings and pattern cues for Sonic. When I attempted to build the ROM it gave this error log:

    Spoiler


    I looked a little further into the matter and found that SonMapEd seems to save mappings in a different format to how they are in this disassembly. Does anyone know a way (preferably quick) to convert the mappings saved by SonMapEd to be usable in this disassembly?

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