I doubt so, I think that by invalid object ID he meant an object ID for which there is no handler code at all.
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. The circled spike was what was wrong.
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.
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! 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.
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): + move.w d0,(Sound_test_sound).w andi.w #button_B_mask|button_C_mask,d1 beq.s + ; rts move.w (Sound_test_sound).w,d0 addi.w #$80,d0 bsr.w JmpTo_PlayMusic jsr SoundDriverLoad move.w (Sound_test_sound).w,d0 bsr.w JmpTo_PlayMusicS3 jsr S3_Sound_Driver lea (debug_cheat).l,a0 lea (super_sonic_cheat).l,a2 lea (Night_mode_flag).w,a1 moveq #1,d2 ; flag to tell the routine to enable the Super Sonic cheat bsr.w CheckCheats
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...
How do I fix this error: Code: Code (ASM): loc_910C: move.b d2,(Options_menu_box).w lsl.w #2,d2 move.b word_917A(pc,d2.w),d3 movea.l word_917A(pc,d2.w),a1 move.w (a1),d2 btst #2,d0 beq.s loc_9128 subq.b #1,d2 bcc.s loc_9128 move.b d3,d2 Error: Code (Text): s2.macrosetup.asm(201) s2.sounddriver.asm(2807) s2.asm(92882) PASS 2 s2.macrosetup.asm(201) > > >s2.asm(11668): error: addressing mode not allowed on 68000 > > > move.b word_917A(pc,d2.w),d3 > > >s2.asm(11668): error: addressing mode not allowed here > > > move.b word_917A(pc,d2.w),d3 > > >s2.asm(11669): error: addressing mode not allowed on 68000 > > > movea.l word_917A(pc,d2.w),a1 > > >s2.asm(11669): error: addressing mode not allowed here > > > movea.l word_917A(pc,d2.w),a1 s2.sounddriver.asm(2807) rom size is $200000 bytes (2048 kb). About $A474E bytes are padding. s2.asm(92882) 3.96 seconds assembly time 95890 lines source file 126177 lines incl. macro expansions 2 passes 4 errors 0 warnings Press any key to continue . . . The reason I'm getting this error is because I added something in this code: Code (ASM): loc_9146: move.w d2,(a1) cmpi.b #2,(Options_menu_box).w bne.s return_9178 andi.w #$30,d0 beq.s return_9178 move.w (Sound_test_sound).w,d0 addi.w #$80,d0 bsr.w JmpTo_PlayMusic move.w (Sound_test_sound).w,d0 bsr.w JmpTo_PlayMusicS3 lea (level_select_cheat).l,a0 lea (byte_97B7).l,a2 lea (Level_select_flag).w,a1 moveq #0,d2 bsr.w loc_9746 Thanks! Never mind! Problem solved!
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.
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.)
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.
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?
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.