If you want to promote Sonic Retro, you could always put it in the credits somehow, so only those worthy will know.
The screen is, from my view, a nice reward for the technical elite at Retro. It basically says "Hey, these are our best hackers, and if you want to do something like this, you can come here." If any idiot could make a bad palette hack with the Retro screen, how do you think that would represent our community? It's all about presentation.
I do agree that there are a of hacks that shouldn't be used to represent the community, but what about those who aren't tech members that still make great hacks. For example, Markey Jester made a great art hack with some different technical things added to it which I think would be a great representation of what someone could do who's researched off a websited like retro and worked hard. Again, it's to the decision of whoever made it to release, but I'm just saying there are hacks out there that would represent retro greatly with no tech member status.
Ok I didnt realsie that.... theres only one thing for it then I will have to learn off you all and aspire to become as good as the likes of the comunity masters such as Tweaker and Stealth !!! Anyway I have started to create layouts for my hack now and was wondering if anybody with any skill in art editing would like to contribute? Anybody who helps me in my current project will be fully credited for there work. Once again thank you all for your help and advice.
<!--quoteo(post=238665:date=Oct 28 2008, 05:10 PM:name=SOTI)--><div class='quotetop'>QUOTE (SOTI @ Oct 28 2008, 05:10 PM)
Here's a little something, with experience of working with Markey (however the experience was short lived =P) he actually made it (The Splash Screen), hell, I got tons of S1Regen roms. But the thing is, I found out it was for Techies only, and well, meh. You can kinda see where it went after that.
If he made his own splash screen, then we're not stopping him from using it. Hell, he should probably a tech member himself, with some of the stuff he's done!
Does anyone know where the mappings are for Sonic and Tails on the Title Screen in Xenowhirl's 2007 Sonic 2 disassembly? I can't seem to find them.
I think they are in the art/nemesis folder as a file called sonic and tails from title screen.bin if not I am sorry but I am a learner
Actually, that's the artwork. I'm looking for the mappings, which are what put the sprites together. Thanks for helping though. EDIT: I found it. It's under obj0E, which is the stars at the title screen.
Hi. I'm doing some ASM edits in a Sonic 1 ROM, but I got a problem with the spindash. The first thing I done was convert the Hivebrain's disassembly to ASM68K. Then I start adding the spindash following the How-To that I found here. When I finish the "Directly copying the object code" part, I run build.bat but it give me 5 errors: As you can see, it says that the symbols are not defined. But the strange thing is that I didn't touched that labels. I found that Joaki also had that problem, but his solution didn't work for me. Thanks in advance!
When converting to ASM68k, did you convert the include directives to ASM68k form as well? Perhaps try directly downloading an ASM68k-converted version from Disassemblies to see if it gives you the same error?
Can you force Sonic not to load on a level in Sonic 2? I know you can disable Tails in some levels, with Code (Text): cmpi.b #"level here",(Current_Zone).w beq.s return_44BC But can you do the same to Sonic? EDIT: Sort of got it to work.... Except the collision is messed up and it doesn't restart the level when you die.
Another question. How do I change the Text on the title screen? I mean the 1 Player, 2 Player VS, and Options. It isn't jsut text I can edit in the ASM like the options screen is it?
Perfect, now it's working! Thanks a lot. That guide in the wiki is pretty useless if there one version already converted...
Is it possible to add a new object to Sonic 1? It's not useless. Say you worked really hard on a hack that uses SNASM68k, not knowing about the ASM68k version. You find out about ASM68k and want to use that... But wait! Won't that mean you'll have to start over? Not if you convert your SNASM68K to ASM68k. =P
Or $19 Also, adding a new object in Sonic 1 is as simple as adding a new entry in the file "Object Pointer.asm" within the folder _inc. The new object must necessarily follow the order of the list. For example, the last object is the $8C, so that a new object must have the ID $8D.