A few problems with compiling my ROM. I'm a noob when it comes to this kind of thing, any help would be appreciated! I've spent the last two hours going through the wiki and internet, no help.
Not defined means the game doesn't know what this is. In your case, something asks for SonicAni_Push, but that doesn't exist—It's probably named something else.
Sorry but I have another quick question... ^ I totally forgot how to fix that... I know it has something to do with the animations... But I forgot how to fix it though... Can someone help me on this one? Thanks ^^ P.S. Also don't mind his palletes... I fixed that already... I just need to fix his animations... And make the animations load to their proper place... Edit: Also don't mind the life icon... I'll fix that later...
Go to SAnim_Do2 and replace with: Code (ASM): moveq #0,d1 move.b $1B(a0),d1 ; load current frame number move.b 1(a1,d1.w),d0 ; read sprite number from script cmpi.b #$F0,d0 bcc.s SAnim_End_FF ; if animation is complete, branch Not sure what it does, but it pretty much fixes this. If that wont work, get the animation script from the S3K ASM file I think its called AniKnux or AniKnuckles.
I would recommend against offering advice on fixing a problem if you don't understand the problem or the solution. It's pretty obvious that your animations are broken; from what I can see I suspect you're using too many or too few frames for the running animations, which are handled slightly differently in Sonic 1 to the other animations. Check out the code at SAnim_WalkRun. (If Hanoch's code and advice are anything to go by, you're also using animations in the wrong format; you should rewrite them to use Sonic 1's format, which isn't difficult. Reading Sonic_Animate will inform you on what Sonic 1 expects, but I'll see what I can do to help by documenting the format on the wiki in a more readable form.)
Its not just the running animations... Its basically everything... Jumping, spin dash, rolling, standing, etc. Some suggested to me that I load all the files of Knuckles in SonMapED and move his sprites around so they are like the Sonic 1 format... It probably will work... But I remember I was able to load it all without moving all the sprites around... God if I can only remember how...
If you want the stuff to be properly ripped from S3K... Code (ASM): SK_ArtUnc_Knux: equ $1200E0 SK_Map_Knuckles: equ $14A8D6 SK_PLC_Knuckles: equ $14BD0A
Its alright I got it working... But I have another problem... When I loaded up the palletes for Knuckles it came out perfect... The thing is that when you beat an act for example... Beating Act 1 and going into Act 2... In Act 2 for some reason Knuckles uses Sonic's pallete instead of his... Someone told me it may be because I use Dynamic Palletes... I don't know... Any Ideas on how to fix this?
Got it working! One more problem: Whenever I spindash and release, after a few seconds it plays the end flagpost spin sound over and over, then randomly stops for a few more seconds, then repeats. Any tips on how to remove it?
While I have sadly no idea how to fix it, I can tell you what's going on there: The waterfall sound object in GHZ plays the wrong sound. I once had the problem as well, but that was years ago. Doing the part with the spindash sound in the tutorial again and checking for anything wrong might help you.
The error occurs from adding the spindash sound into the game. I can't fully follow the wiki. This is what I've done: Code (Text): ; --------------------------------------------------------------------------- Sound_D1toDF: tst.b $27(a6) bne.w loc_722C6 tst.b 4(a6) bne.w loc_722C6 tst.b $24(a6) bne.w loc_722C6 movea.l (Go_SoundIndex).l,a0 sub.b #$A1,d7 bra SoundEffects_Common Sound_A0toCF: ; XREF: Sound_ChkValue tst.b $27(a6) bne.w loc_722C6 tst.b 4(a6) bne.w loc_722C6 tst.b $24(a6) bne.w loc_722C6 cmpi.b #$B5,d7 ; is ring sound effect played? bne.s Sound_notB5; if not, branch tst.b $2B(a6) bne.s loc_721EE move.b #$CE,d7 ; play ring sound in left speaker loc_721EE: bchg #0,$2B(a6); change speaker Sound_notB5: cmpi.b #$A7,d7 ; is "pushing" sound played? bne.s Sound_notA7; if not, branch tst.b $2C(a6) bne.w locret_722C4 move.b #$80,$2C(a6) Sound_notA7: movea.l (Go_SoundIndex).l,a0 subi.b #$A0,d7 SoundEffects_Common: lsl.w #2,d7 movea.l (a0,d7.w),a3 movea.l a3,a1 moveq #0,d1 move.w (a1)+,d1 add.l a3,d1 move.b (a1)+,d5 move.b (a1)+,d7 subq.b #1,d7 moveq #$30,d6 loc_72228: moveq #0,d3 move.b 1(a1),d3 move.b d3,d4 bmi.s loc_72244 subq.w #2,d3 lsl.w #2,d3 lea dword_722CC(pc),a5 movea.l (a5,d3.w),a5 bset #2,(a5) bra.s loc_7226E ; ===========================================================================
It seems like you missed some steps in that part, like trashing unnecesary things. Due to lack of motivation, I'll just c/p the code how it should look in the end: Code (ASM): Sound_D1toDF: tst.b $27(a6) bne.w loc_722C6 tst.b 4(a6) bne.w loc_722C6 tst.b $24(a6) bne.w loc_722C6 movea.l (Go_SoundIndex).l,a0 sub.b #$A1,d7 bra SoundEffects_Common Sound_A0toCF: ; XREF: Sound_ChkValue tst.b $27(a6) bne.w loc_722C6 tst.b 4(a6) bne.w loc_722C6 tst.b $24(a6) bne.w loc_722C6 cmpi.b #$B5,d7 ; is ring sound effect played? bne.s Sound_notB5 ; if not, branch tst.b $2B(a6) bne.s loc_721EE move.b #$CE,d7 ; play ring sound in left speaker loc_721EE: bchg #0,$2B(a6) ; change speaker Sound_notB5: cmpi.b #$A7,d7 ; is "pushing" sound played? bne.s Sound_notA7 ; if not, branch tst.b $2C(a6) bne.w locret_722C4 move.b #$80,$2C(a6) Sound_notA7: movea.l (Go_SoundIndex).l,a0 subi.b #$A0,d7 SoundEffects_Common: lsl.w #2,d7 movea.l (a0,d7.w),a3 movea.l a3,a1 moveq #0,d1 move.w (a1)+,d1 add.l a3,d1 move.b (a1)+,d5 move.b (a1)+,d7 subq.b #1,d7 moveq #$30,d6 loc_72228: moveq #0,d3 move.b 1(a1),d3 move.b d3,d4 bmi.s loc_72244 subq.w #2,d3 lsl.w #2,d3 lea dword_722CC(pc),a5 movea.l (a5,d3.w),a5 bset #2,(a5) bra.s loc_7226E I don't guaranty that it'll work, but since your code had mistakes anyway, I that it will.
Go to SoundD0Index and it should look like this: Code (ASM): SoundD0Index: dc.l SoundD0 and before that, add a pointer to SoundD1 like this: Code (ASM): dc.l SoundD1 That should fix it.
I know there are more important things that I SHOULD ask that I am having trouble with, but here goes anyway. In the Port the REV01 Background Effects tutorial, the "?" always show up as a question mark diamond no matter what computer I am on, Mac or away PC. I say this because whenever I try to port them, the "?" get in the way, as in they cause an error message. Find and Replace doesn't help as there seems to be too many variations. Must be symbols on higher computers, right? Since it is only in the ";comment text" anyway, would it be easier to fix the guide so those don't come up? I would even set aside time to do it myself if given the ok.
Done. I also prettified the text by getting rid of the AAAAAAAAAAA and UUUUUUUUUU. All of them were caused by IDA Pro living in the year 1990 with regard to character sets.
While we are talking about deformation: With just 2 lines in the deformaton code, I got GHZ using the LZ Deformation code, and it seems like anything works fine (I mean the waving and stuff). However, since it get's told to use LZ's instead of GHZ's deformation, the background is not constantly fixed to the screen, like the normal GHZ does. Since I don't get like anything of the deformation code, I don't know how to do it, but I don't think it'll be "too" hard. Any ideas?