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Tech Member: Tech Members
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659 (0.24 per day)
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Engineering & Reverse Engineering (359 posts)
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09-January 08
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User is offline Jul 17 2015 07:50 PM
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My Information

Age:
24 years old
Birthday:
November 6, 1990
Gender:
Male Male
Location:
Québec, Canada

Previous Fields

Project:
an assembler
National Flag:
ca
Wiki edits:
6
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Posts I've Made

  1. In Topic: Sonic Heroes Prototype ADX files

    20 May 2015 - 07:53 PM

    Here you go. (7-Zip archive)
  2. In Topic: Get Blue Spheres?

    03 March 2015 - 11:27 PM

    Spoiler
  3. In Topic: Basic Questions & Answers thread

    19 November 2014 - 10:32 PM

    View PostArtmeierCompanies, on 19 November 2014 - 05:43 PM, said:

    Alright, I found the problem and is fixed. Apparently, it WAS an issue with the sprite table and the palettes. All I had to do is move the palette line RAM addresses away from the sprite table RAM and I just extended the sprite table.

    Now you just have more garbage in your sprite table. The size of the sprite table is more than enough for the Genesis's limit of 80 sprites on screen. BuildSprites just doesn't check for overflow. It's not normal that you would need to enlarge the sprite table.
  4. In Topic: Basic Questions & Answers thread

    18 November 2014 - 10:24 PM

    View PostArtmeierCompanies, on 18 November 2014 - 03:55 PM, said:

    For now, I'm using the S2 Super Sonic stars, so the mappings are in S2 format. Whenever I do change/remove the line, the stars do display, but they're at the top of the screen.

    OK. Now, does frame 6 exist in the mappings?

    		move.b	#6,mapping_frame(a0)
    
    


    When I first read the code, I thought it was always overwritten, but I read the code again and now I see that the frame is indeed used when the object appears initially. If the mappings have less than 6 frames (which is the case with the original obj7E mappings), frame 6 will be garbage. By moving the object offscreen initially, the bug is avoided; since frame 6 is only used once, when the object initially appears, it doesn't occur when you scroll the camera to make the object visible after it's been loaded for a while.
  5. In Topic: Basic Questions & Answers thread

    17 November 2014 - 09:42 PM

    View PostArtmeierCompanies, on 16 November 2014 - 09:22 PM, said:

    When I tried porting the Hyper Sonic stars into Sonic 2, it works fine (what I mean by that is that it loads and doesn't crash the game), but there's a problem. Whenever the object is loaded, it fucks up the palette.

    Posted Image

    The line that makes this happen is:

    add.w	(MainCharacter+y_pos).w,d3
    

    I know that because when I change it, the palette stays normal. What on earth is going on? I ripped the code straight from S3K (with some adjustments of course).


    Maybe the sprite mappings for the stars are corrupted/invalid? If you changed that line, the stars might not be visible, because they would be off screen, and therefore the sprite mappings wouldn't be used (can you confirm that the stars didn't show up when you touched that line?). The normal level palette is located right after the sprite table, so if the sprite table overflows (because there are too many sprites, which can be caused by broken mappings), sprite data will be written to the palette.

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