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Basic Questions & Answers thread

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

  1. Would Blank Monitors be counted as an invalid Object ID?
     
  2. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    I doubt so, I think that by invalid object ID he meant an object ID for which there is no handler code at all.
     
  3. Then no, I don't have any object with an invald Object ID. :psyduck:
     
  4. Emerald Spirit

    Emerald Spirit

    Newfound Potential Member
    Oh, all right. Shouldn't be too hard. I hope.
     
  5. I figured out what was making Marble Garden Zone not work.
    Turns out... it was an Invald Item ID, but I forgot that I even put a spike in a wall, so I never reliezed it.
    [​IMG] The circled spike was what was wrong.
     
  6. Shoemanbundy

    Shoemanbundy

    Researcher
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    I just want to point out that the latest s1 dasm svn on the site always says it's corrupted. I try to use Hive's which used to work, but for some odd reason suddenly doesn't anymore for me :/

    Edit: Now the svn verison suddenly works..what the hell? It wasn't working a few days ago no matter how many times I dled it, and was doing the same today until just a minute ago. Weird.
     
  7. I'm back again, with yet another fun error. But its not in the built Sonic 1 hack directly.

    I'm sure anyone whos added a Spindash to sonic 1 has read this so it should go quickly. I've added the line move.b #0,$39(a0) so the file s1comb.asm through both notepad and ConTEXT, built the rom, but when I play the S1build, the error is still there! And (heres the best part), when I go to where move.b #0,$39(a0) should be, its gone! :argh:
    Anyone like to explain whats going on or how to fix it?

    Edit: Ignore this post, I reset the computer and its keeping the line now.
     
  8. Dracula

    Dracula

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    I'm trying to add this code that allow me to pick the sound driver by enter the sound test sound to *00*. I thought I had it working but it was an error or something I did wrong in the code:

    Code (Text):
    1. +
    2.            move.w     d0,(Sound_test_sound).w
    3.            andi.w     #button_B_mask|button_C_mask,d1
    4.            beq.s       +   ; rts
    5.            move.w     (Sound_test_sound).w,d0
    6.            addi.w     #$80,d0
    7.            bsr.w       JmpTo_PlayMusic
    8.            jsr           SoundDriverLoad
    9.            move.w    (Sound_test_sound).w,d0
    10.            bsr.w       JmpTo_PlayMusicS3
    11.            jsr           S3_Sound_Driver
    12.            lea          (debug_cheat).l,a0
    13.            lea          (super_sonic_cheat).l,a2
    14.            lea          (Night_mode_flag).w,a1
    15.            moveq     #1,d2   ; flag to tell the routine to enable the Super Sonic cheat
    16.            bsr.w       CheckCheats
     
  9. SMTP

    SMTP

    Tech Member
    As far as I can tell by looking at that code, its doing the exact same thing no matter what happens...

    Your missing a branch if the sound test number is NOT $00...
     
  10. Dracula

    Dracula

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    Now I understand! Thanks!

    OMG! I did it!
     
  11. Dracula

    Dracula

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    How do I fix this error:

    Code:
    Code (ASM):
    1. loc_910C:
    2.     move.b  d2,(Options_menu_box).w
    3.     lsl.w   #2,d2
    4.     move.b  word_917A(pc,d2.w),d3
    5.     movea.l word_917A(pc,d2.w),a1
    6.     move.w  (a1),d2
    7.     btst    #2,d0
    8.     beq.s   loc_9128
    9.     subq.b  #1,d2
    10.     bcc.s   loc_9128
    11.     move.b  d3,d2
    Error:
    Code (Text):
    1. s2.macrosetup.asm(201)
    2. s2.sounddriver.asm(2807)
    3. s2.asm(92882)
    4. PASS 2
    5. s2.macrosetup.asm(201)
    6. > > >s2.asm(11668): error: addressing mode not allowed on 68000
    7. > > >   move.b  word_917A(pc,d2.w),d3
    8. > > >s2.asm(11668): error: addressing mode not allowed here
    9. > > >   move.b  word_917A(pc,d2.w),d3
    10. > > >s2.asm(11669): error: addressing mode not allowed on 68000
    11. > > >   movea.l word_917A(pc,d2.w),a1
    12. > > >s2.asm(11669): error: addressing mode not allowed here
    13. > > >   movea.l word_917A(pc,d2.w),a1
    14. s2.sounddriver.asm(2807)
    15. rom size is $200000 bytes (2048 kb). About $A474E bytes are padding.
    16. s2.asm(92882)
    17.  
    18. 3.96 seconds assembly time
    19.  
    20.   95890 lines source file
    21.  126177 lines incl. macro expansions
    22.       2 passes
    23.       4 errors
    24.       0 warnings
    25. Press any key to continue . . .
    The reason I'm getting this error is because I added something in this code:
    Code (ASM):
    1. loc_9146:
    2.     move.w  d2,(a1)
    3.     cmpi.b  #2,(Options_menu_box).w
    4.     bne.s   return_9178
    5.     andi.w  #$30,d0
    6.     beq.s   return_9178
    7.     move.w  (Sound_test_sound).w,d0
    8.     addi.w  #$80,d0
    9.     bsr.w   JmpTo_PlayMusic
    10.     move.w  (Sound_test_sound).w,d0
    11.     bsr.w   JmpTo_PlayMusicS3
    12.     lea (level_select_cheat).l,a0
    13.     lea (byte_97B7).l,a2
    14.     lea (Level_select_flag).w,a1
    15.     moveq   #0,d2
    16.     bsr.w   loc_9746
    Thanks!

    Never mind! Problem solved!
     
  12. Tongara

    Tongara

    Fuck YOU! Banned
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    Odd question here...
    How would I add a line to the bottom of the Level Select in Sonic 1 that would allow me to select between characters, in the way it's done in the s3&k level select? Thanks.
     
  13. D.A. Garden

    D.A. Garden

    Sonic CD's Sound Test Member
    Would someone mind changing the guide on the wiki to fix this.

    http://forums.sonicretro.org/index.php?s=&...st&p=331127

    If you spindash at the start of a level really quickly, you warp to the end. This only works after you've completed an act or died before trying this from start up.

    Thing is, I've changed the part of the guide to fix this, twice, but have gone to take a look a few days later and it's been changed back. Many (but not all) hacks that have the spindash ported have the same problem.
    (If this is in the wrong place, feel free to move it.)
     
  14. Tongara

    Tongara

    Fuck YOU! Banned
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    Please someone help.
    I need to program a projectile for my main character. He has claws. I want to make it so that when you press C, he fires out one of his claws at an enemy, and he plays a certain animation where his claw grows back after it hits an enemy or goes off screen. I've no idea how to do this. This is for Sonic 1.
     
  15. Selbi

    Selbi

    The Euphonic Mess Member
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    I can't believe I'm wasting another trial member post, but I have to ask:

    At some points the camera in GHZ 3 changes the boundary bottom. How can I edit that?
     
  16. Malevolence

    Malevolence

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    The area of code you're looking for is located here: Resize_GHZ3:
     
  17. Hivebrain

    Hivebrain

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    No.

    It's the routine labelled DLE_GHZ3 in "_inc\DynamicLevelEvents.asm".
     
  18. Spanner

    Spanner

    The Tool Member
    Not everyone uses the Sonic 1 SVN disassembly.
     
  19. roxahris

    roxahris

    Everyone's a hypocrite. Take my word for it. Member
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    But everyone should. :v:

    Is there anything that shows you the difference between two files?
     
  20. I haven't used it in awhile, but back when I played with some mods for Civilization 4 I swore by DiffMerge. I've gone through several reformats since I last installed it, but back in the day I got tons of use out of it.