Sonic Advance Hacking Just a general Sonic Advance hacking thread.
#16
Posted 18 November 2014 - 12:23 AM
I'll look into that. In the meantime, I've got a ROM Map of sorts in the works... consisting of data both in the SCHG, along with new data I've got figured out. I think I'll get as much of that done as I possibly can before worrying too much about RAM
#17
Posted 18 November 2014 - 02:56 AM
#18
Posted 18 November 2014 - 10:22 AM
E-122-Psi, on 18 November 2014 - 02:56 AM, said:
That one is true, but I meant mainly the speed and acceleration stats. Contrary to belief, Sonic isn't the fastest character, all three have exactly the same handling.
THANK YOU... I'm so sick of people trying to tell me that Knuckles is supposedly slower than Sonic and Tails... ugh. In S3K Competition, YES. He is... otherwise, no.
#19
Posted 18 November 2014 - 10:30 AM
KingofHarts, on 18 November 2014 - 10:22 AM, said:
E-122-Psi, on 18 November 2014 - 02:56 AM, said:
That one is true, but I meant mainly the speed and acceleration stats. Contrary to belief, Sonic isn't the fastest character, all three have exactly the same handling.
THANK YOU... I'm so sick of people trying to tell me that Knuckles is supposedly slower than Sonic and Tails... ugh. In S3K Competition, YES. He is... otherwise, no.
In S3K Competition he uses the EXACT SAME STATS as Sonic. No really, that's why he uses the insta shield sound and doesn't have glide or climb, his 2P code branches into Sonic's.
This post has been edited by E-122-Psi: 18 November 2014 - 10:32 AM
#20
Posted 18 November 2014 - 02:09 PM
His code is identical, yes... But there are 3 separate tables for speed vales that all 3 characters use IIRC.
#21
Posted 20 November 2014 - 07:43 AM
Demonic722, on 13 October 2014 - 04:01 PM, said:
0803CEAE 4819 ldr r0,=0x03005050 ;@Always play with Tails ? 0 : 1 (no : yes) 0803CEB0 7800 ldrb r0,[r0] ;@Load a byte 0803CEB2 0600 lsl r0,r0,#0x18 ;@r0 << 0x18 0803CEB4 1600 asr r0,r0,#0x18 ;@r0 >> 0x18 (cancels the lsl) 0803CEB6 2800 cmp r0,#0x0 ;@If you aren't playing with tails (didn't enable the code UP/RIGHT/DOWN/RIGHT/L/RIGHT/R/RIGHT/A) 0803CEB8 D00C beq #0x0803CED4 ;@Goto 0x0803CED4 (change to nop) 0803CEBA 2000 mov r0,#0x0 ;@r0 = 0x0 0803CEBC 5628 ldsb r0,[r5,r0] ;@Load a character (0x03005084) 0803CEBE 2800 cmp r0,#0x0 ;@If you're not Sonic 0803CEC0 D108 bne #0x0803CED4 ;@You can't play with Tails (change to nop)
I'm curious as to how you uncovered the code (Obviously disassembling it I know... but how you found the code in itself), The emulator I'm using (VBA Re-recording) doesn't seem to have any form of ROM instruction tracing... like one of the Genesis emulators has, and its disassemble function is... well, crap.
Unless I'm mistaken this is THUMB, and not ARM. Is all of the game in THUMB? or is the code a combination of both?
Also it would seem that the instructions are byte swapped... Pardon my ignorance as I'm not quite that familiar with GBA disassembly as I'd like to be, but is all of the code typically byte swapped?
#22
Posted 20 November 2014 - 12:53 PM
Most GBA code is THUMB because the cart data bus is 16 bits, and it operates in little-endian, yes.
#23
Posted 24 November 2014 - 07:50 PM
KingofHarts, on 20 November 2014 - 07:43 AM, said:
I'm curious as to how you uncovered the code (Obviously disassembling it I know... but how you found the code in itself), The emulator I'm using (VBA Re-recording) doesn't seem to have any form of ROM instruction tracing... like one of the Genesis emulators has, and its disassemble function is... well, crap.
I don't use VBA for debugging, I use NO$GBA Debugger. It lacks a trace logging feature so you will have to manually trace the code yourself. Basically, I set a breakpoint read on 0x03005050. This address determines whether or not the in-game button combination has been activated. After that, I let the game run and studied the code I've posted in my first post.
Does anyone know how to properly enable the continue screen after a game over? I've read something about it being Chao related, but I am unsure. I ask because I've stumbled upon this code:
Enable Continue After Game Over EEBB6160 70B4E3E6 65DA389A 09D8882C FFB95C38 DC98874C 65DA389A 09D8882C
It works for normal deaths and when the timer reaches 9:59:99. Here's a video: https://www.youtube....h?v=VTqEG8hvuTE
I ended up creating this code as well:
Timer Doesn't Kill You [Note] 7D34FB8A AC943D37 5B5DDED8 FCCDC183 Note: Your player doesn't die when the timer reaches 9:59:99.
Video: https://www.youtube....h?v=yTbBxrkaavQ
#25
Posted 24 November 2014 - 07:59 PM
I was unaware of the continue screen until I made the code since I never really do much with the Chao. Here's where I've read that information: http://sonic.wikia.com/wiki/Continue
This post has been edited by Demonic722: 24 November 2014 - 08:00 PM
#26
Posted 24 November 2014 - 10:10 PM
....Why is this confusing? Of course Sonic Advance has Continue and continue screen. You get them by collecting the little Chaos(plural of chao) in the Special Stage. It's pretty devoid, but it has a basic countdown like the classics and a "Continue" plastered on the screen. People seriously didn't know about this?
Edit: Seems typing on my phone is next to impossible.
Edit: Seems typing on my phone is next to impossible.
This post has been edited by Super Egg: 25 November 2014 - 01:18 AM
#28
Posted 23 March 2015 - 03:39 PM
Spanish:
Ojala hagan un hack de Sonic Advance 1 en donde se pueda jugar con Cream.
English:
Would make a hack of Sonic Advance 1 where you can play with Cream.
Ojala hagan un hack de Sonic Advance 1 en donde se pueda jugar con Cream.
English:
Would make a hack of Sonic Advance 1 where you can play with Cream.

06