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Sonic 2 Split Disassembly

#106 User is offline MainMemory 

Posted 04 May 2013 - 12:52 PM

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So, I've just made some modifications to the disassembly that would give users the option to use macros for the title card mappings, allowing them to simply type the level's name as a string.
However, these macros cannot exactly duplicate the original mappings, and it makes editing other parts of the mappings a bit difficult, so I thought I would get your opinions before I commit it.
Here's a diff file for the latest revision b33615dd25a9 of the disassembly.
Just to be clear, the original mappings are still there, and are enabled by default, so chkbitperfect.bat still returns no differences.

Edit: should mention it requires SpritePiece.asm from the MapMacros branch in order to build.
This post has been edited by MainMemory: 04 May 2013 - 01:05 PM

#107 User is offline Caverns 4 

Posted 07 May 2013 - 01:05 PM

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As long as the original mappings are allowed to be used I don't see a problem with it.

Though there is one part that bothers me.

Quote

However, these macros cannot exactly duplicate the original mappings, and it makes editing other parts of the mappings a bit difficult, so I thought I would get your opinions before I commit it.


Can we see a comparison image of the original and the Macro version? depending on how that impacts the appearance, I may well be against it.

#108 User is offline MainMemory 

Posted 08 May 2013 - 03:40 PM

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Posted ImagePosted Image

#109 User is offline MoDule 

Posted 09 May 2013 - 11:37 AM

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I'm not sure if it's in line with the project's philosophy to include something that can make the build non-bit-perfect, even if it's optional. I could be wrong, though.
The feature does sound useful, so why not turn it into a guide, instead?

#110 User is offline MainMemory 

Posted 09 May 2013 - 01:14 PM

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At that point, I might as well just keep pointing people to Sonic 2 Text Code Generator.

#111 User is offline Caverns 4 

Posted 13 May 2013 - 12:19 PM

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View PostMainMemory, on 09 May 2013 - 01:14 PM, said:

At that point, I might as well just keep pointing people to Sonic 2 Text Code Generator.


I dunno, I actually think it looks alright; the alignment issue isn't that bad. Maybe it could be tweaked slightly to fix it? Either way, I think it's fine, I'd use it.

While the end result isn't "bit perfect" to Sonic 2, neither is a complete hack, and that's what this ASM is geared to, hacking.

#112 User is offline KingofHarts 

Posted 13 May 2013 - 01:23 PM

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View PostCaverns 4, on 13 May 2013 - 12:19 PM, said:

While the end result isn't "bit perfect" to Sonic 2, neither is a complete hack, and that's what this ASM is geared to, hacking.


That is well and good, but one of the main goals towards this ASM is also retaining a bit-perfect build.

#113 User is offline MainMemory 

Posted 13 May 2013 - 03:19 PM

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There are already options in the disassembly that aren't bit-perfect: optimizing 0(aN) to (aN), extending the water table to encompass all zones, disabling the checksum check...

#114 User is offline MoDule 

Posted 13 May 2013 - 06:03 PM

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Oh, I forgot about that. In that case, I'd say, go for it.

#115 User is offline KingofHarts 

Posted 14 May 2013 - 12:58 AM

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Then there should be no issue with making your macro an optional addition, then. I suppose?
I'd personally prefer to use something like this over the original method...
This post has been edited by KingofHarts: 14 May 2013 - 12:59 AM

#116 User is online Aerosol 

Posted 14 May 2013 - 10:29 PM

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How hard would the mappings be to tweak afterwards, anyhow?

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