I just copied off what was given for both the invincibility and the speed shoes, not knowing what to take away. As for the Obj2E_Goggles part, did you mean I should have it be this Code (Text): Obj2E_Goggles: cmpi.b #8,d0; is it a goggles monitor? bra Obj2E_ChkEnd or this Code (Text): Obj2E_Goggles: bra Obj2E_ChkEnd ? For reference, heres the current form of what should happen when the 'S' Monitor is opened Code (ASM): Obj2E_ChkS: cmpi.b #7,d0 bne.s Obj2E_Goggles move.b #1,($FFFFFE2D).w ; make Sonic invincible move.w #$4B0,($FFFFD032).w ; time limit for the power-up move.b #$38,($FFFFD200).w ; load stars object ($3801) move.b #1,($FFFFD21C).w move.b #$38,($FFFFD240).w ; load stars object ($3802) move.b #2,($FFFFD25C).w move.b #$38,($FFFFD280).w ; load stars object ($3803) move.b #3,($FFFFD29C).w move.b #$38,($FFFFD2C0).w ; load stars object ($3804) move.b #4,($FFFFD2DC).w tst.b ($FFFFF7AA).w ; is boss mode on? bne.s Obj2E_ChkEnd ; if yes, branch move.w #$87,d0 move.b #1,($FFFFFE2E).w ; speed up the BG music move.w #$4B0,($FFFFD034).w ; time limit for the power-up move.w #$C00,($FFFFF760).w ; change Sonic's top speed move.w #$18,($FFFFF762).w move.w #$80,($FFFFF764).w move.w #$E2,d0 jmp (PlaySound).l ; play Speed up invincibility music (?) Edit: Changed 'S' Monitor code. No, I do not what a barrier added, I only want a combination of the 'Super Shoes' Monitor and the 'Invincivility' Monitor. I will point this out now. I am a novice when it comes to coding. Also... has anyone even found a way to solve my third question, the one for the goggles monitor making sonic act normal underwater, changing some of his sprites, and removing the effect of the goggles when sonic would take any damage?
Well let's hope you get more familiar with sonic's engine after all this then :P The second one, there's no check necessary since you aren't having the goggles monitor do anything at this point, plus it's the last monitor, so it's somewhat of a moot thing. If you were to add extra monitors however, you would need to add a cmpi.b #8,d0 followed with a bne.s NewMonitor As previously said, that Code (Text): jmp (PlaySound).l; play invincibility music prevents the code from getting any further (note I'm mentioning the invincibility music, not the speed shoes, since that's the one buried in your code) so until someone who knows better comes along and corrects me, just comment it out (put a ; at the beginning of the line) and change Code (Text): bne.s Obj2E_NoMusic to Code (Text): bne.w Obj2E_NoMusic Let me know how you get on. EDIT: Lol, edits.
It still seems to error out, after I remodified the code so that I could work on what you gave. Currently, I have this for the 'S' Monitor Code (ASM): Obj2E_ChkS: cmpi.b #7,d0 bne.s Obj2E_Goggles move.b #1,($FFFFFE2D).w ; make Sonic invincible move.w #$4B0,($FFFFD032).w ; time limit for the power-up move.b #$38,($FFFFD200).w ; load stars object ($3801) move.b #1,($FFFFD21C).w move.b #$38,($FFFFD240).w ; load stars object ($3802) move.b #2,($FFFFD25C).w move.b #$38,($FFFFD280).w ; load stars object ($3803) move.b #3,($FFFFD29C).w move.b #$38,($FFFFD2C0).w ; load stars object ($3804) move.b #4,($FFFFD2DC).w tst.b ($FFFFF7AA).w ; is boss mode on? bne.w Obj2E_NoMusic ; if yes, branch move.w #$87,d0 move.b #1,($FFFFFE2E).w ; speed up the BG music move.w #$4B0,($FFFFD034).w ; time limit for the power-up move.w #$C00,($FFFFF760).w ; change Sonic's top speed move.w #$18,($FFFFF762).w move.w #$80,($FFFFF764).w move.w #$E2,d0 jmp (PlaySound).l ; play Speed up invincibility music (?) Also, note that I put the two jmp (PlaySound).l together, since I understood what you said about the speedup being buried. (I don't think I'll edit this one... not sure how I would, but I'm getting the feeling I will...)
When I put that code into my rom I get no errors. What happens with you? EDIT: The invincibility music doesn't come on, but the music speeds up, but I'm not sure how to fix that.
Here is the exact error I get while building the rom Code (Text): bsr.w MvSonicOnPrfm s1comb.asm<21843> : Error 06054 : Branch offset <0Xffff7ffc> out of range Does this mean anything to you? Also, I don't have a seperate music set up for when the speed shoes are used. If you plan on using this, you might want to put the 'speed' part on the top.
I used these tutorials to get started on how to hack a sonic game. Not sure if thats where I had to get it, since I don't think going through all of them again will help solve anything. Also, I couldn't find MvSonicOnPrfm...
I would try opening s1comb.asm in wordpad, making sure word wrap is not ticked, then press CTRL+G and type in 21843, since that is where the error is at I'm aware that you can't post any more, so feel free to pm me or go to #retro on IRC.
When I go to build my rom, I get this error: Code (Text): C:\USERS\DAVIS\DESKTOP\SONIC 1 PROJECT\_INCOBJ\89 ENDING SEQUENCE STH.ASM(37) : Error : Branch (32790 bytes) is out of range Can someone tell me what went wrong? I didn't even mess with this object, I added some code to the Monitor ASM, that's it. (I'm pretty much trying to do what EggRoboFail is doing with his hack, only difference is that I'm using the SVN disassembly. And I'm only trying to add the effect for the 's' monitor, not the goggles monitor.)
Basically you have a branch (bxx.w) which is out of range. If it's a bra.w, change it to a jmp; if it's a bsr.w, change it to a jsr. If it's anything else (e.g. beq.w or bne.w), you have either to branch to a nearer label and have it jump to the real label, or shift the code around. This gets mentioned at least one time per month, someone should pin a "how to fix the out of range errors" guide or something. edit: a couple of relevant posts. http://forums.sonicretro.org/index.php?s=&...st&p=244474 http://forums.sonicretro.org/index.php?s=&...st&p=283229
Hey there. I'm still having that problem with SonED2 where the level doesn't show in the game. I have tried taking all objects out and still no dice. I have taken out the tiles that don't belong. There is nothing wrong with the other tiles since the same tiles work in the first act. Do I have to start over again Or is there a way anyone knows of that I can fix this?
Alright, since I'm trying to use *.WAV voices in my hack, I figured I'd use Sonic 65's PCM Driver. I followed the instructions into installing it carefully, and used the newer compiled z80 driver, along with the ASM source. Now, after fixing a few branch errors here and there, and making the songs 16000hz, I figured it'd work, except for the fact my regular DAC samples aren't working at all (wtf) and I'm getting nothing but noise! I *think* the problem lies within the fact I'm using jman's Z80 driver, modified to use with ASM (fairly easier, afterall). I could always change all references to the z80 driver to mine, allough, I'm not sure on where to turn. :S
I don't get an Error. It just does it's thing and shuts off like it's supposed to. I would just make a new one and replace that level in it? I will go try it. If I do that will I lose the tiles that I have changed? If so what else should I move?
I get levels edited with ESE fine. They disassemble, and SonED2 can read them. Depending on what you've changed, will determine what you'll want to move. If you want to keep modified tiles, move the art files as well.
I was using ESE2 and love it, but when I had trouble no one could help me and told me to use SonED2. When I tried to disassemble my ESE2 rom with SonED2, object placement and pallets transferd but the level layout did not. So what do I do to transfer what I have into a new disassemblly? I make a fresh one and split the rom, then I move the levels I have changed, art files, what else? I have changed the tiles, pallets, and level layout.