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Basic Questions & Answers thread

Discussion in 'Engineering & Reverse Engineering' started by Tweaker, May 29, 2008.

  1. AndyRolo

    AndyRolo

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    Back from working abroard. Gunna get back in to hacking then i'll start working on somthing proper.
    Oh right. Well that sucks, no wonder it was so easy to use lol. What program would you recommend I use and if possible could you include a link to a post explaining how it is used pretty please?
     
  2. Spanner

    Spanner

    The Tool Member
    SonED2
    SCHG_How-to:S1_Split_Guides/Basic_Level_Editing
    Also worth reading is iojnekns' SonED2 guide which covers a lot which'll help you.
     
  3. AndyRolo

    AndyRolo

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    Back from working abroard. Gunna get back in to hacking then i'll start working on somthing proper.
    Much appreciated. =)
     
  4. SonikkuForever

    SonikkuForever

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    Thanks, it works perfectly now! Unfortunately, after editing the Chao too many times, all the Chao, eggs, etc. in the game have been deleted! I uninstalled and reinstalled both the game and the memory editor, but I'm still stuck with empty gardens. It would be nice if someone could tell me how to get the Chao back, I was having fun hacking them.
     
  5. Shoemanbundy

    Shoemanbundy

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    Where are the sprite pattern cues for Sonic in the Sonic 2 dissassembly? I'm using this dasm: Sonic 2 (Split and Text by Aurochs)

    It has its own folder in Sonic 1, but I can't find anything for Sonic 2.
     
  6. Alriightyman

    Alriightyman

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    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    Mappings/SpriteDPLC
    Should be under that folder
     
  7. Hanoch

    Hanoch

    Also known as TheKnock, Birashot Member
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    Code (ASM):
    1. cmpi.w  #$1AA0,($FFFFF700).w
    2.         bcs.s   locret_6E3A
    3.         move.w  #$2FFF,($FFFFF726).w
    4.         move.b  #$3C,($FFFFA400).w
    5.         lea     ($FFFFA400).w,a1
    6.         cmp.b   #7,(a1)
    7.         bne.s   locret_6E3A
    8.         move.b  #7,(a1)
    9.         move.b  #$B7,d0
    10.         jsr     PlaySound_Special
    11.  
    12. locret_6E3A:
    13.         rts
    I added that at the end of resize_ghz2 (So I could have that kind of effect)
    Basically, what I want to do is make sonic fall down and the game to remove chunk 3C from the level (like LZ3 does) and play the rumbling sound.
    I inserted that code but nothing happens, except that the y limits changes to $2FFF. Also, I put some rings with soned2 (under the chunks) but they wont appear in the game. I even click '0' to make them remember sprite state but nothing happend.
    Help?
     
  8. Shoemanbundy

    Shoemanbundy

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    I can't find any such folder. I looked in the txt file that shows all the directories too tha are made when splitting:
    /***********************Directories***************************/
    #dir art
    #dir art\palettes
    #dir art\nemesis
    #dir art\kozinski
    #dir art\uncompressed
    #dir mappings
    #dir mappings\16x16
    #dir mappings\128x128
    #dir mappings\sprite
    #dir mappings\special stage
    #dir mappings\misc
    #dir level
    #dir level\layout
    #dir level\objects
    #dir level\rings
    #dir sound
    #dir sound\music
    #dir sound\sound fx
    #dir sound\DAC
    #dir sound\PCM
    #dir collision
    #dir misc

    I don't see one for the patterns. Any ideas? :/
     
  9. BlackHole

    BlackHole

    You're going to need MORE than help. Member
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    How do you stop Sonic from getting hurt in lava in Sonic the Hedgehog(16-bit)'s Marble Zone, as I intend to use it for something else other than lava.
     
  10. FraGag

    FraGag

    Tech Member
    In SonED2, you should be able to see objects hidden behind the lava (press T if you can't see them clearly). Object 54 ("Invisible Harmful Area Object") is the object that harms Sonic when he falls in the lava.

    Furthermore, if you want Sonic to be able to fall through the lava, you'll have to edit the collision for the lava chunks using the Tile Editor in SonED2.
     
  11. Shoemanbundy

    Shoemanbundy

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    Here's something I don't think anyone really ever asks about.

    How can I even start anything with Sonic Mettrix? I'm at a complete loss what to do to even get anything besides the games that come with it already. One aspect of the editor I read about is the Sprite editor, yet I've yet to see a single mention of where and how you access it in the documentation. The doc for it makes no mention of the to the point where I couldn't help but assume it was a separate program that I didn't get with the rar file.

    I still need to read a lot to get how this engine works but so far it doesn't feel like there's any documentation to help someone know how to jump in to doing anything. Hopefully someone makes a how-to guide some day.
     
  12. Alriightyman

    Alriightyman

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    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    I misread your post. You are using Aurochs disassembly. I was refering to Xenowhirl's. Unfortunatly, I've never used that disassembly and am going to assume it is not split out. However if you would like to add it, then add this at the beginning of the text file under sprite:
    Code (Text):
    1. #dir mappings/spriteDPLC
    and this before Misc Mappings:

    Code (Text):
    1. /*********************Sprite Loading Cues*******************/
    2. #split 0x0714E0,0x071D8E,mappings/spriteDPLC/Sonic.bin
    3. #split 0x07446C,0x074876,mappings/spriteDPLC/Tails.bin
    4. #split 0x01E074,0x01E0F0,mappings/spriteDPLC/obj08.bin
    5. #split 0x0345FA,0x0347E0,mappings/spriteDPLC/obj09.bin
    You will also have to BINCLUDE these in the disassembly as well.
     
  13. Stealth

    Stealth

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    Sonic Mania, HCGE, Sonic Megamix, SonED2, [...]
    You access the "Sprite Editor" by pressing "2" while in the Level Editor. I seem to have forgotten to add that to the text file

    There's a problem here, though. Every time someone says that there's nothing telling anyone "how to jump in to doing anything", they never specify what they WANT to do. It's frustrating, because everything about the editing and script systems are laid out in complete detail, and if you do something Sonic-like, most of the work is already done for you in the existing scripts

    Figuring out how to "jump in" is entirely dependent on what exactly it is that you want to do, and if you know what that is, you should be able to target the sections of the documentation that you need, since they're clearly labeled, and search the current scripts for examples. If you DON'T know what you want to do, then there's nothing I or anyone else can do to help you. If you're already looking toward something big, then I won't argue that the sheer volume of text in the docs folder won't look intimidating, but it's all very necessary. There's really no way to write a unified "E02 how-to" similar to the others you'll see around here because those are targeted to very specific things, like an "art editing" or "level editing" how-to for SonED2, or a guide for manipulating sprite graphics for SonMapEd, or "how to make bosses with ASM. E02 is a larger system made up of each of those same basic things and more; there's too much there, and too much that you can do with it to make such a simplified, single tutorial

    As with any other large project, you'll just have to take it one step at a time, and in this case, for the most part, you have your choice of which step to take first. There's absolutely no way I can tell you what to do first, because I don't know what you want to do, or what you're capable of. All you can do is take an interest in one aspect of editing and screw with it for a while until you're ready to move on to something else. You should be able to plug any little thing you do into the existing game to watch it work, and you'll eventually end up with enough to start composing a new one. This would be how I would understand the phrase "jumping in", anyway
     
  14. Shoemanbundy

    Shoemanbundy

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    Thanks for the response.

    I do realize that it is dependent on what I want to do on how to exactly start off. I've just been confused exactly how this all works as I'm not used to seeing anything based on scripting mainly. I'm more used to MMF and the like where you have a GUI and it's all copy and paste graphics. What I'm looking towards doing is a game that's like Beavis and Butthead for Genesis, if it's of any interest.

    I'm going to read the guides more in depth and study what's available already and see if I can get anywhere. I'll be sure to post something here again sometime if I do truly become lost.

    Thanks again ;)
     
  15. Stealth

    Stealth

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    Sonic Mania, HCGE, Sonic Megamix, SonED2, [...]
    Never played that before, but I just checked out a video. It should be doable, but there are a few things that aren't directly covered in the existing scripts, most notably the "3D" movement. Basically what you'd do for that is never set the player to "on path" and allow up/down input to control vertical position (since effects like "gravity" are left up to the script). For jumps, you'd need to offset the Y position by a manually-controlled "height" variable, which is where script-controlled "gravity" comes in again. Normal X position should be fine for collision, but you'd need to use a manually-controlled "depth" variable in conjunction with the Y position to be able to "go around" things (just pulling this off the top of my head, if you are within "depth" range of the object, you should then be able to use the normal boundary box test..)

    You should be able to get a handle on stuff like player projectiles from the Megaman demo. They do use some "complex" positioning to keep them straight against different frames of animation, though, which may be something you wouldn't have to consider. There's also an in-game menu system there, but it isn't too terribly fancy. The Sonic menu and titlecards might better help you figure out stuff like pop-up inventory

    I'll be interested to know how this turns out. If there's anything more specific that you come across in E02 that you don't understand, I might be able to help with that
     
  16. filmzombie

    filmzombie

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    Hey Guys, remember how I said I had troubles with changing the Egg-O-Matic and spike colours in Casino Night?

    Well, I have another problem. Slightly more irritating.


    Basically- the waterfalls in Emerald Hill I wanted to change their base colour from blue to green.


    This seemed fine at first. As before the change went well, looked okay. Unfortunately, despite the fact the pallette editor detects them in the actual editor itself once again the colours reset to their default in the actual game.

    Given that I wanted to re-name the zone itself Viridian Falls, this is a bit of a bugger.

    However, what's even more perplexing is the fact that during Act 2, at the start of the zone Sonic starts within a waterfall. For a split second the colours are lime green, as they were in the editor. But then after that second, they return to the default.

    So the editor KNOWS the colour change is present. I just want to know how is the original pallette's still regenerating? I haven't split up the acts or anything. Both acts rely on the same pallette.


    A little help please? I'm stumped.
     
  17. nineko

    nineko

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    You have to edit EHZ's rotating palettes. The waterfalls don't rely on the standard palette. Well, not after the first frame after they're loaded.
     
  18. filmzombie

    filmzombie

    The real spindash... Member
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    Sonic Synthesis
    Does that involve anything technical?

    I take it then its a completely seperate issue from the Casino Night problem.
     
  19. Just edit the rotating palette. I think it's a .bin file in the palettes folder.
     
  20. SonikkuForever

    SonikkuForever

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    I'm trying to do a major hack in SADX: PC. I want to turn E102 into Silver the Hedgehog, and have him play Sonic's levels. But first, I'd like to figure out how to edit the .bin message files so that the game accepts them. (I'm trying to change what the townspeople say when you talk to them). I've tried editing the file in Notepad, then saving it, but the game crashes whenever I try to enter adventure mode. It's probably an encoding issue, but has anyone else fooled around with this before?