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Sonic 2 LD

Discussion in 'Engineering & Reverse Engineering' started by doc eggfan, Aug 22, 2008.

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  1. Super Egg

    Super Egg

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    is it a dissasembly? if so, then probably look for a sub that has _pal, or pal. Something to that effect.
     
  2. doc eggfan

    doc eggfan

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    Nah, I'm a diehard binary jockey. Doing it all in Hex (much to Glitch's chagrin)

    I've confirmed that the correct palettes are loading, but the dynamic palettes are switched off for some reason. I've tried loading other palettes with cycling colours, but they don't work either. It's odd, because the level slot (UGZ3) had dynamic palettes for the lava originally, so I've got no idea why they aren't loading now. I'm still investigating, but I might need to start again by porting all the new stuff to a clean rom.
     
  3. infinity

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    Apparently yes there were GG flashcards, and people/groups dumped GG games at the time for use on them. But I've never spoken to anyone who actually had one of them... like GB cards they are probably long lost mostly.
     
  4. doc eggfan

    doc eggfan

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    SUCCESS! We're back in business.

    It turns out that the cycling palettes are related to the ring art pointers ($22DC) for some reason. Since the ring art for act 2 and 3 are the same, when I pointed them both to Act 2, the palettes started cycling again. Huzzah!

    Interestingly, I'm not sure if this has been mentioned before, but the rom architecture theoretically has space for 10 zones with 3 acts each. There's the 7 complete zones, plus a duplicate SEZ, and then the other two slots are occupied by the intro/title screen, and good/bad endings.
     
  5. Well if thats true then...

    Sonic 2 GG = 10 zones x 3 acts each = 30 Acts total

    Sonic 2 = 7 zones x 2 acts each + 3 Acts (Metropolis) + 3 Acts (Sky Chase, Wing Fortress, and Death Egg) = 20 Acts total.

    You've got 10 Acts to spare. :D
     
  6. doc eggfan

    doc eggfan

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    Can someone provide a bitmap of the numbers 3, 4, and 5 in the Gaslight font (ie sonic 2 title cards) at 27 pixels high?

    I stayed up til 3am finishing Act 2 last night. Now I'm too tired to start on act 3 (boss zone).
     
  7. nineko

    nineko

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    [​IMG]
     
  8. doc eggfan

    doc eggfan

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    Thanks

    [​IMG]
    Woohoo!

    [​IMG]
    D'oh!

    I'm pretty sure it's the sprite pointers. Hopefully that fixes the issue.
     
  9. doc eggfan

    doc eggfan

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    Ok, what am I missing?

    I'm trying to recreate UGZ Act 3 in SHZ Act 1's level slot and it's not working.

    I even went to a clean rom, changed the pointers for

    Level Tilesets: $79FB
    Palettes: $7CAD
    Attributes: $55E5
    Ring Art: $22DC
    Sprite Layouts: $78135

    and...

    [​IMG]

    What am I forgetting? I'm pretty sure I didn't have any trouble like this last time.

    *switches on Glitchlight*

    EDIT: It's something to do with the start position of sonic. Anyone got an address for the pointers/table array of start positions?
     
  10. doc eggfan

    doc eggfan

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    $5401 - Sonic Start Position (and level size/camera limits?)

    Oh yeah, who's the man?
     
  11. Endri

    Endri

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    That means you won't run on level size limits anymore?

    Awesome!

    Now you can replicate the S2 level layouts with more accuracy, using more S2LD blocks.

    Let me ask something. The data type is, one byte for Sonic's starting X position, one byte for Sonic's starting Y position, one byte for max level X (probably in blocks) and one byte for max level Y (probably in blocks as well)? Or are the data in 4 bits (and therefore two bytes for the whole thing)? I'm just curious.
     
  12. doc eggfan

    doc eggfan

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    There's actually 8 bytes. Haven't quite sussed it all out.

    I think there still might be size limitations. I think if you make a level wider, you have to make it shorter to compensate. I'm not sure though, it gets really complicated.
     
  13. Glitch

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    The tileset is good. The mappings are good. Looks like your level layout pointer is off. The 45 degree ramp mapping is at index 0, so that block of ramps would correspond to a run of zero bytes.

    <a href="http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FSonic+2+SMS+Disassembly%2Fsrc%2Flevel_layout_initial_positions.asm" target="_blank">*nudge* *nudge* *disassembly* *wink* *wink*</a>
     
  14. doc eggfan

    doc eggfan

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    No the level layout was fine, it was just starting with a camera position and start position in an undefined level width below the defined layout.

    You the man.
    I did look on the site, but I was clearly looking in the wrong spot.

    Are there End of level camera positions?
     
  15. Glitch

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    The end-of-level camera locking is actually performed by either the signpost object or the floating prison capsule object, depending on the act. The prison capsule object's code is <a href="http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FSonic+2+SMS+Disassembly%2Fsrc%2Fobject_logic%2Flogic_prison_capsule.asm" target="_blank">here</a> and the array with the camera coordinates is labelled "Data_PrisonCapsule_CameraPositions" (just over half way down). The signpost object logic is <a href="http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FSonic+2+SMS+Disassembly%2Fsrc%2Fobject_logic%2Flogic_signpost.asm" target="_blank">here</a> and the data array you're looking for is labelled "DATA_B31_BA42" (right at the bottom of the file).

    Edit to add: the prison capsule logic is in bank 28 and the signpost logic is in bank 31.
     
  16. doc eggfan

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    Awesome, thanks.
     
  17. doc eggfan

    doc eggfan

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    I've committed to a Sonic 2sday release. Spread the word and tell your friends.

    Special Thanks to Slingers for making the trailer (and putting up with my constant bitching)
     
  18. Did the Coconuts disappear at 0:53? O_o
     
  19. E-122-Psi

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    Awesome trailer. The gameplay actually seems a lot more fluid than the clunkier 8 bit titles (though maybe it's because I'm more used the Game Gear screen res).
     
  20. Mr Lange

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    I am in love with this project and I have a couple questions about it.

    The Genesis can use a Master System drawing mode if I remember right. Will you be using just that, or is this just 8 bit trickery with the normal 16 bit draw mode? (which 16 bit I would guess would give you more freedom which you might want)

    And, will the music be remade for the 8 bit sound chip, or will it just be the same FM chip music?
     
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