Sonic and Sega Retro Message Board: Amy In Sonic 1 - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 18 Pages +
  • ◄ First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last ►
    Locked
    Locked Forum

Amy In Sonic 1 "Amy Rose is here!"

#46 User is offline E-122-Psi 

Posted 01 March 2010 - 04:13 PM

  • Posts: 1579
  • Joined: 29-December 09
  • Gender:Male
  • Wiki edits:41
QUOTE (Chilly Willy @ Mar 1 2010, 04:02 PM)
I'm playing this on real hardware via flash cart. When you do the DOWN+A attack on an enemy, you get an address error. Actually, I got one on the plain hammer attack as well. Only if you actually kill an enemy. If you just use either attack, no error. The code for the last address error was $0001B3B4$FFFFFFEB.

Probably have some "death" animation on an odd boundary. That's pretty common in hacks where emulators are used for testing.


Not sure about the first one but $FFFFFFEB is the HammerSpin's flag address, it's basically a refined version of Selbi's jump dash code.

http://sonicresearch.org/forums/index.php?showtopic=972
This post has been edited by E-122-Psi: 01 March 2010 - 04:16 PM

#47 User is offline Aquaslash 

Posted 01 March 2010 - 04:18 PM

  • Super Mega
  • Posts: 2795
  • Joined: 17-November 04
  • Gender:Male
  • Location:Hampton, VA
  • Project:The S Factor: Sonia and Silver
  • Wiki edits:1,144
I just checked my files again. Mi mistake, it's $FD.

Instead of the usual $FF, use FD and then the animation that you want to jump to.

Here's one of mine:

QUOTE
SonAni_CDSpring: dc.b $03, $4E, $4F, $50, $51, $52, $4E, $4F, $50, $51, $52, $4E, $4F, $50, $51, $52, $FD, $21


This being the CD style spring animation for Sonia. The $21 there at the end is the animation being jumped to, in this case, a falling animation.

#48 User is offline E-122-Psi 

Posted 01 March 2010 - 04:19 PM

  • Posts: 1579
  • Joined: 29-December 09
  • Gender:Male
  • Wiki edits:41
QUOTE (Aquaslash @ Mar 1 2010, 04:18 PM)
I just checked my files again. Mi mistake, it's $FD.

Instead of the usual $FF, use FD and then the animation that you want to jump to.

Here's one of mine:

QUOTE
SonAni_CDSpring: dc.b $03, $4E, $4F, $50, $51, $52, $4E, $4F, $50, $51, $52, $4E, $4F, $50, $51, $52, $FD, $21


This being the CD style spring animation for Sonia. The $21 there at the end is the animation being jumped to, in this case, a falling animation.


Ah, okay then I'll try that. Thanx.

#49 User is offline Chilly Willy 

Posted 01 March 2010 - 04:25 PM

  • Posts: 746
  • Joined: 10-April 09
  • Gender:Male
  • Project:Doom 32X
QUOTE (E-122-Psi @ Mar 1 2010, 02:13 PM)
QUOTE (Chilly Willy @ Mar 1 2010, 04:02 PM)
I'm playing this on real hardware via flash cart. When you do the DOWN+A attack on an enemy, you get an address error. Actually, I got one on the plain hammer attack as well. Only if you actually kill an enemy. If you just use either attack, no error. The code for the last address error was $0001B3B4$FFFFFFEB.

Probably have some "death" animation on an odd boundary. That's pretty common in hacks where emulators are used for testing.


Not sure about the first one but $FFFFFFEB is the HammerSpin's flag address, it's basically a refined version of Selbi's jump dash code.

http://sonicresearch.org/forums/index.php?showtopic=972


Well, that's an odd address, so double-check that you're not doing word operations on it. You might want to consider printing a bit more info on crashes so that they can be found easier. Otherwise, I really like what you've done here! It's one of the best hacks I know. smile.png

#50 User is offline FireStar 

Posted 01 March 2010 - 04:37 PM

  • The ultimate lurker
  • Posts: 20
  • Joined: 21-January 08
  • Gender:Male
  • Location:Under a rock
  • Wiki edits:1
Yuck, sendspace, use willhostforfood or Google sites as a file uploader.

On topic of the hack, I thought it was just as cool as your sally hack and pink being applied to nearly everything was hilarious. The title screen animation was good but I can't help but wonder why you didn't use an "Amy Rose in" thing above it, but I don't think you actually put that in the Sally hack. Also, were you meant to be able to stop the sega sound by pressing start? Making Amy play a bit more like her advance version would be nice, and personally I think amy should stop when she does the hammer attack when moving.

#51 User is offline E-122-Psi 

Posted 01 March 2010 - 04:58 PM

  • Posts: 1579
  • Joined: 29-December 09
  • Gender:Male
  • Wiki edits:41
QUOTE (FireStar @ Mar 1 2010, 04:37 PM)
Yuck, sendspace, use willhostforfood or Google sites as a file uploader.

On topic of the hack, I thought it was just as cool as your sally hack and pink being applied to nearly everything was hilarious. The title screen animation was good but I can't help but wonder why you didn't use an "Amy Rose in" thing above it, but I don't think you actually put that in the Sally hack. Also, were you meant to be able to stop the sega sound by pressing start? Making Amy play a bit more like her advance version would be nice, and personally I think amy should stop when she does the hammer attack when moving.


I actually have made a Amy title, I'm just not sure how to program new sprites and objects into the ROM, let alone animate them onto the title screen.

If I remember correctly the SEGA sound could always be skipped by pressing start.

I was thinking maybe of locking the +pad when she uses her hammer attack (would also solve that weird animation glitch when changing direction with it too I guess). Is that just a matter of putting in lock and unlock branches into the start and end of the coding like for say LZ sliding?

QUOTE (Chilly Willy @ Mar 1 2010, 04:25 PM)
Well, that's an odd address, so double-check that you're not doing word operations on it. You might want to consider printing a bit more info on crashes so that they can be found easier. Otherwise, I really like what you've done here! It's one of the best hacks I know. smile.png


Thanx, well I don't really have as much knowledge on memory addresses as I should do. I still need to look up VRAM addresses to fix that points sprite glitch.
This post has been edited by E-122-Psi: 01 March 2010 - 05:04 PM

#52 User is offline Chilly Willy 

Posted 01 March 2010 - 05:19 PM

  • Posts: 746
  • Joined: 10-April 09
  • Gender:Male
  • Project:Doom 32X
QUOTE (E-122-Psi @ Mar 1 2010, 02:58 PM)
Thanx, well I don't really have as much knowledge on memory addresses as I should do. I still need to look up VRAM addresses to fix that points sprite glitch.


The thing to remember with hacking Genesis games is that words and longs cannot be on odd boundaries. It's good practice to put things like ".align 2" before the start of any code, or before any data that isn't bytes. That way you KNOW it's on the proper boundary and won't generate address errors.
This post has been edited by Chilly Willy: 01 March 2010 - 05:21 PM

#53 User is offline nineko 

Posted 01 March 2010 - 05:38 PM

  • I am the Holy Cat
  • Posts: 5341
  • Joined: 17-August 06
  • Gender:Male
  • Location:italy
  • Project:I... don't even know anymore :U
  • Wiki edits:5,251
QUOTE (Chilly Willy @ Mar 1 2010, 11:19 PM)
".align 2"
Or "even", as it's often seen in the Sonic 1 disassembly. Some assemblers don't even support the align directive v.png

#54 User is offline MarkeyJester 

Posted 01 March 2010 - 06:11 PM

  • Clouded in obscurity.
  • Posts: 1595
  • Joined: 22-July 08
  • Gender:Male
  • Location:Japan
  • Wiki edits:16
OK so I found the time to play it and what can I say? Holy crap, extremely brilliant quality of executed work here, this (for a simple S1 hack) goes beyond simple with not only sprite changes, but also unique moves and a few level gimicks such as having to use the hammer to smash through walls (Which I found to be very cool and fun to do), these special gimicks with the addition to very smoothly running animation, Also not forgetting the fact that these are amy sprites which seem to be (in my eyes) hard to work with for a start, are what make this hack extraordinarily amazing.

The boss fights and the game in general was more challenging, what with having to hit them with a hammer while jumping.. OK point-blank.. You have done a brilliant job at giving life & spirit to this character, and I have the greatest respect for you because of that, keep up the fabulous work!

#55 User is offline Chilly Willy 

Posted 01 March 2010 - 06:30 PM

  • Posts: 746
  • Joined: 10-April 09
  • Gender:Male
  • Project:Doom 32X
QUOTE (nineko @ Mar 1 2010, 03:38 PM)
QUOTE (Chilly Willy @ Mar 1 2010, 11:19 PM)
".align 2"
Or "even", as it's often seen in the Sonic 1 disassembly. Some assemblers don't even support the align directive v.png


Yes, quite true. And yet others use "cnop 0,2" - it all depends on the assembler you use to assemble the code. "even" is probably most common for anything besides GAS (the assembler from GCC, which uses .align).

#56 User is offline E-122-Psi 

Posted 01 March 2010 - 07:05 PM

  • Posts: 1579
  • Joined: 29-December 09
  • Gender:Male
  • Wiki edits:41
Okay, I'll take a look at the coding things next up.

QUOTE (MarkeyJester @ Mar 1 2010, 06:11 PM)
OK so I found the time to play it and what can I say? Holy crap, extremely brilliant quality of executed work here, this (for a simple S1 hack) goes beyond simple with not only sprite changes, but also unique moves and a few level gimicks such as having to use the hammer to smash through walls (Which I found to be very cool and fun to do), these special gimicks with the addition to very smoothly running animation, Also not forgetting the fact that these are amy sprites which seem to be (in my eyes) hard to work with for a start, are what make this hack extraordinarily amazing.

The boss fights and the game in general was more challenging, what with having to hit them with a hammer while jumping.. OK point-blank.. You have done a brilliant job at giving life & spirit to this character, and I have the greatest respect for you because of that, keep up the fabulous work!


Thanx, Markey and anyone else that has given nice comments on this that I forgot to respond to.

#57 User is offline Chilly Willy 

Posted 01 March 2010 - 09:29 PM

  • Posts: 746
  • Joined: 10-April 09
  • Gender:Male
  • Project:Doom 32X
Thanks. In the meantime, I was playing it in Kega. I keep forgetting that jumping doesn't protect you against bad guys, so I kept losing rings by jumping into bad guys. smile.png

The one thing I miss is the speed dash, but that's not what this character is about. I need to relearn the game as this isn't Sonic, it's Amy. eng101.png

It's a lot of fun!

#58 User is offline E-122-Psi 

Posted 02 March 2010 - 07:11 AM

  • Posts: 1579
  • Joined: 29-December 09
  • Gender:Male
  • Wiki edits:41
QUOTE (Chilly Willy @ Mar 1 2010, 09:29 PM)
Thanks. In the meantime, I was playing it in Kega. I keep forgetting that jumping doesn't protect you against bad guys, so I kept losing rings by jumping into bad guys. smile.png

The one thing I miss is the speed dash, but that's not what this character is about. I need to relearn the game as this isn't Sonic, it's Amy. eng101.png

It's a lot of fun!


You mean the spin dash, well that wasn't in Sonic 1 anyway.

In Advance 2 and 3 she had a peel out/upward dash in place of it though. I could retool a spin dash code and implement that instead of her leap move (admitedly I thought it was more affective than the latter anyway, in Advance 1 she had weaknesses in both attack and accelleration which made her a dud in race mode).
This post has been edited by E-122-Psi: 02 March 2010 - 07:13 AM

#59 User is offline tokumaru 

Posted 02 March 2010 - 07:45 AM

  • Posts: 592
  • Joined: 17-June 07
  • Gender:Male
  • Location:Rio de Janeiro
  • Project:Platformer for the NES
QUOTE (E-122-Psi @ Mar 1 2010, 09:03 AM)
Yep, all big problems. That said I have no idea how you program new demos.

I can think of 2 ways to do it:

Program a simple ASM routine to log the pressed keys to an unused location in RAM, then play the game and once you are done you dump that RAM section to a file that you can include in the next build, where you'll also disable the logging.

The other option is to record a movie in an emulator (emulator movies are just lists of keypresses too) and code a simple script to convert the format used by the emulator to the format used by the game.

#60 User is offline E-122-Psi 

Posted 02 March 2010 - 11:39 AM

  • Posts: 1579
  • Joined: 29-December 09
  • Gender:Male
  • Wiki edits:41
QUOTE (tokumaru @ Mar 2 2010, 07:45 AM)
QUOTE (E-122-Psi @ Mar 1 2010, 09:03 AM)
Yep, all big problems. That said I have no idea how you program new demos.

I can think of 2 ways to do it:

Program a simple ASM routine to log the pressed keys to an unused location in RAM, then play the game and once you are done you dump that RAM section to a file that you can include in the next build, where you'll also disable the logging.

The other option is to record a movie in an emulator (emulator movies are just lists of keypresses too) and code a simple script to convert the format used by the emulator to the format used by the game.


..........................................

Define 'simple'.
This post has been edited by E-122-Psi: 02 March 2010 - 11:39 AM

  • 18 Pages +
  • ◄ First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users