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Basic Questions & Answers thread

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

  1. Aeronaut

    Aeronaut

    Member
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    Dirt Under Your Bed Zone
    Sonic: Parallel Lines
    NICE.. Thx a lot. May I give you some credit?

    Works fine so far, but I didn't test the bosses.
    Do you know a way to make this work in special stage, too?

    But thanks..
     
  2. filmzombie

    filmzombie

    The real spindash... Member
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    England- The Land of Tea
    Sonic Synthesis
    Hey guys.

    So far I've edited... well a reasonable amount of level layouts.

    But given I've gotton so bored of fixing bugs, I decided to venture into the scary realm of art editing...

    ...only to be so disapointed to discover just how easy it is after all this time of elluding me.


    Anyway, I've toyed with nearly all of the levels in Sonic 2. Some of the colour changes I find quite decent, others need tuning.

    Just one question- I've probably just missed it but its quite essential.


    How do you change each level's base background colour using the tile editor? Is it possible or do you have to go by another means of achieving it?
     
  3. FraGag

    FraGag

    Tech Member
    The first colour of the third palette line (marked with a T in SonED2) will be used as the background colour.
     
  4. filmzombie

    filmzombie

    The real spindash... Member
    155
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    England- The Land of Tea
    Sonic Synthesis
    Ah, cheers, excellent! :colbert:

    I wasn't aware the T squares could be selected. Thanks very much.
     
  5. Hitaxas

    Hitaxas

    Retro 80's themed Twitch streamer ( on hiatus) Member
    Those 'T' squares can also be used as an eraser color, when editing tiles.
     
  6. Polygon Jim

    Polygon Jim

    Eternal Tech Member
    0
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    across town from Hinchy
    All the bitches.

    You do the same exact thing in Vista... Vista isn't differnt in the way you place DLL files and such.
     
  7. FraGag

    FraGag

    Tech Member
    The only problem in Vista is that you must run regsvr32.exe as an administrator, or the libraries won't register. The easiest way to do this is to put the files in system32 then to open the command prompt as an administrator and run these commands:
    Code (Text):
    1. regsvr32 msvbvm50.dll
    2. regsvr32 mscomctl.ocx
    3. regsvr32 mscomct2.ocx
     
  8. Polygon Jim

    Polygon Jim

    Eternal Tech Member
    0
    3
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    across town from Hinchy
    All the bitches.
    I never had to do that, I just put them right in system32.
     
  9. Azu

    Azu

    I must be stupid. Member
    Quick question. Is there any program that can rip the tiles from Knuckles Choatix? I just want to get the test level.
     
  10. muteKi

    muteKi

    Fuck it Member
    7,852
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    Hm, there isn't as easy a way to dump the 32X VRam like with the genesis VDP. You could always, in Gens, for example, just select to debug 32X VDP and then take a screenshot.

    Not sure if it's advanced beyond this, since that was at least the state of things many years ago.


    Actually, come to think of it, there's a Chaotix sprite editor out there, but I'm not sure what export functionality it has; I haven't used it in a while and I vaguely recall it being iffy to use (it tended to crash IIRC).
     
  11. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
    6,718
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    being an asshole =P
    Azu: do you want the level layout tiles or the sprite graphics? Because level layout is done using the MD VDP tilemap layers so I guess these still are easily ripeable.
     
  12. Azu

    Azu

    I must be stupid. Member
    I basically want the level tiles.
    That Chaotic Art programs seems grab the sprites, not the tiles.
     
  13. muteKi

    muteKi

    Fuck it Member
    7,852
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    Ah, I misread that post for some reason. Yeah, that's easily done with KMod or a similar VRAM-dumping emulator.
     
  14. [​IMG]


    I need help with that. The title card loads like that, then turns yellow like it's supposed to be, then the level loads. No heavy ASM work has been done, except editing level size, and sonic start location. Anyone know why it does that?
     
  15. Hitaxas

    Hitaxas

    Retro 80's themed Twitch streamer ( on hiatus) Member
  16. Alriightyman

    Alriightyman

    I am back... from the dead! Tech Member
    357
    11
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    Somewhere in hot, death Florida
    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
  17. FraGag

    FraGag

    Tech Member
    Argh, it's my fault again...
    Loading the palette in SonED2 will cause it to lose a line. However, the new disassembly uses macros for the palette stuff, so I guess it causes a conflict.

    I've updated the disassembly on the SVN. Hopefully, this should fix the problems.
     
  18. If you updated s2.asm what parts do I need to update? I'd hate to start over (lotsa labelling for S2R specific things)
     
  19. FraGag

    FraGag

    Tech Member
    If you have TortoiseSVN, you can use TortoiseMerge to see and merge the differences. The only differences are around the palette stuff (lines 3515 to 3563 inclusively). If you didn't change anything in that area, you can simply replace it with what's in the updated version.

    Also, the SonicAndTails.bin palette has been split in 2 files. If you've edited it, keep your own version; SonED2 has already reduced it to a single palette line if you have that problem. However, you must grab SonicAndTails2.bin, or the build will fail.