I've been trying to figure this out on my own for a few days now, but I'm really stumped. I want to change the pointers in a S3K rom to use the Sonic 3 music for things like knuckle's theme/act 1 boss/etc., but for the life of me, it doesn't seem like any hex edit I do changes anything. Can someone help me out please? EDIT:Ok, I think I understand what I have to do, I have to get the S3 act 1 boss theme back into soundtest by changing a pointer, now if I could only find that pointer
All right, I've successfully ported the sound into the game. It actually plays just fine, except it's really fast and high pitched. I guess there's something I need to do with the sound driver or whatever. Still, it's cool that I got it in. That means I'm on the right track.
I'm using the method of telling the Project file to load both the 8x8GHZ files. How do I get rid of the [X] Tiles that aren't ment to be where they are? I've worked on blocks that haven't been affected, but now I'm basically needing those tiles fixed.
First of all, my eyes are burning from the palette! Second, you cant remove these tiles, they are used for the ghz flowers and waterfalls. Edit: But if you would still like to remove them, choose a blank tile and open the blocks you want to remove, then draw the tile to that block.
See, you're doing it wrong. You need to uncompress the two 8x8ghz files, merge them via hex editor, and recompress. It sounds tedious - but it's so that you can edit the level and shit. Oh, and another thing. That level looks strikingly familiar to MarkeyJester's GHZ...?
Ignore the checkerblocks, those are temporary until I free up more room to add in the proper earth. Also, I had read somewhere you could tell the project files to load up both. My bad.
Get a Sonic 06 iso, find the tools that no one will give out, because they are hoarded, and rip things. That's pretty much it.
Need help with the slow camera in Sonic 1. As you all know, it's responsible for some bizarre death glitches (like the infamous S-tunnel bug). Well, I know it's possible to make it so that touching the bottom of the screen doesn't kill you unless it also happens to be the bottom of the level (I've seen it in many other hacks before), but that's not actually what I want. I made my own half-assed fix, but it was very limiting, so I decided to take it out and do a new one. What I did before was take the GHZ 1 DSR code and change it from Code (Text): Resize_GHZ1: move.w #$300,($FFFFF726).w; set lower y-boundary cmpi.w #$1780,($FFFFF700).w; has the camera reached $1780 on x-axis? bcs.s locret_6E08; if not, branch move.w #$400,($FFFFF726).w; set lower y-boundary locret_6E08: rts to Code (Text): Resize_GHZ1: move.w #$300,($FFFFF726).w; set lower y-boundary cmpi.w #$1000,($FFFFF700).w; has the camera reached $1000 on x-axis? bcs.s locret_6E08 ; if not, branch move.w #$400,($FFFFF726).w; set lower y-boundary cmpi.w #$1780,($FFFFF700).w; has the camera reached $1780 on x-axis? bcs.s locret_6E08; if not, branch move.w #$400,($FFFFF726).w; set lower y-boundary locret_6E08: rts (or something like that. I already deleted it. I don't remember.) Clearly, all this does is it tells the game to scroll downward sooner in the level. It doesn't actually fix the slow camera. I looked around and saw three subroutines that might be what I'm looking for: scrollhoriz, scrollhoriz2, and scrollvertical. I'm not sure if those are what I want or not, but it's my best guess. Suppose I want to make the camera keep up with you at all times. No matter how fast you're going, you're still in the dead center of the screen at all times (with the exception of being on the outer limits of a level, of course). How do I go about making this happen?
OK, I am trying to edit the title screen for SSD (This is an S2 hack, remember when answering my question. =P) , but my efforts haven't really worked all too well. It seems that if I try to add a sprite to the title that is too huge, the screen's palette gets thrown out of wack (honestly, it's not all that big though >_>). How could I edit the title screen without this error popping up?
I had a similar problem in S2 before. I don't remember how I fixed it, but I think it had something to do with using too many pieces in a frame of the mappings.
What? His palette looks fine. Purple and green go very well together, imo. If you merge the 8x8ghz.bin files, it should all be fine... but the flowers? Unfortunately, you can't fix those squares.
Having too many pieces (the real "sprites" on the Genesis) will cause the sprite attribute table buffer to spill over the palette data, which comes right after in RAM: $F800-$FA7F: Sprite attribute table buffer. $FA80-$FAFF: Unused (although due to the way Sonic 2's BuildSprites is designed, it is possible for the sprite attribute table buffer to spill over into this area) $FB00-$FB7F: Palette. SCHG:Sonic_2/RAM Editing As for the flowers in GHZ, since they are animated, they are loaded in a different way and SonED2 can't show the art properly.
If you have a lot of small adjacent pieces, you can try putting them together to lower the number of sprites, even if it requires you to duplicate tiles in VRAM (assuming there is still some free space in VRAM). If that doesn't work, you'll have to put your stuff on plane A or B, if they are unused. If they are used... then I think you ARE out of luck, sorry. :P
I didn't mean for you to downsize the art, but arrange the 8x8 tiles so that you can use the least amount of mapping chucks in each frame. So you can use the biggest chucks possible (I think the biggest size is 4x4 tiles, but I don't remember for sure).
Okay, well I found out how to fix the S-tunnel glitch (the right way), but like I said, just making the game know the difference between the bottom of the screen and a pit isn't what I'm after. I want to make the camera lock on to Sonic, so that he's always in the dead center of the screen, no matter how fast he's moving. I'm hoping this will fix certain other things, like the graphical/collision bugs that occur when you're moving faster than the camera.