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4331 (1.05 per day)
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Engineering & Reverse Engineering (315 posts)
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20-March 04
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User is offline Jul 12 2012 01:57 AM
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My Information

Age:
26 years old
Birthday:
June 30, 1989
Gender:
Male Male
Location:
Teesside, UK

Previous Fields

Project:
Reintergration
National Flag:
uk

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Topics I've Started

  1. HPZ Horrors

    07 October 2004 - 12:41 PM

    I have started to make a hack. Hock and Shorror. So I thought I'd start with EHZ, made that, went on to HPz and ported it using the latest edition of the beautiful ESE. I love you Esrael.

    So I wanted to restore the wave effects and whatnot. I followed the simple instructions on the archived topic, and it didn't work. It made all the graphics garbled (8x8, 16x16 and 128x128) and Sonic sinks through half of it.

    This is a shame because it taintes ESE. What's the solution to this connundrum?
  2. Sonic Mega Collection

    07 October 2004 - 11:24 AM

    Is it just me or is Sonic 1 in the mega collection a bit sluggish? The music sounds a slight bit slower and Sonics speed seems to be slower aswell. Also, I think the sound quallity differs slightly from that what you can choose from Gens. Another thing is that Sonic seems to have lower gravity. This is all in Sonic 1, I've only just got the NGC game and I haven't tried anything else yet.

    EDIT: Also, the spikes bug is still in there. Land once, loose rings, land twice, die.

    Either Atari screwed up and Sonic Team could be arsed correcting them on these things, or it is just me.
  3. Beginners Tutorials

    12 September 2004 - 12:39 PM

    Tutorial One: Pallet hacking.

    This is a tutorial on Pallet editing with hex. I have written this tutorial because some newbies to the community might want to have a greater understanding of hex, or to build up their skill in hex editing.

    Before people ask "Wouldn't this be redundant? There are pallet editing programs..." I am aware of that. I'm sure this could be handy to some people, and after all I do believe that a people like me shouldn't be dependant on programs instead of doing the manual work. :P

    In this tutorial, I will be giving a complete explination of how to change pallets, and I will do this with two examples with the offsets to these examples.


    Example ONE: Sonic's pallet. (Or Tela Titulo in ESE II.)


    Sonic's pallet colours are located at various offsets in the ROM. The image below shows a picture containing the pallet and the hex codes for the specific colours:

    Posted Image

    The numbers on the pallet colours are for me to use when writing these offsets. And these offsets are:

    1) 0133EC
    2) 0133EE
    3) 0133F0
    4) 0133F2
    5) 0133F4
    6) 0133F6
    7) 0133F8
    8) 0133FA
    9) 0133FC
    10) 0133FE
    11) 013400
    12) 013402
    13) 013404
    14) 013406
    15) 013408
    16) 01340A

    So basicaly, if you go to 0133EEC in a hex editor (And if anyone isn't sure of what to use, I reccomend Hex Workshop by Breakpoint Software.) And you will see that the numbers and letter at 0133EEC is 0E20. To change that, just write over it with the colour you want to use. (I will get on to that later.)

    Example TWO: Spectial Stage One.
    Again, the colour information is located at various places in the ROM, and I have made another picture for you all to show the offsets and hex for the colours.

    Posted Image

    The offsets in this pallet are:

    1) 0031C2
    2) 0031C4
    3) 0031C6
    4) 0031C8
    5) 0031CA
    6) 0031CC
    7) 0031CE
    8) 0031CF
    9) 0031D0
    10) 0031D2
    11) 0031D4
    12) 0031D6
    13) 0031D8
    14) 0031DA
    15) 0031DC
    16) 0031DE

    Notice that they all go up in 2's. I don't know why they do, but I think it's worth noting.

    Now that you have a decent example of two pallets, I'll write out a few more without detail so that anyone who reads this can do some of the work theirselves.

    Metropolis Zone: Pallet starts at 002AE2. Since it has four lines of 16 colours on any pallet editor, some may get confused on which colour is at 002AE, so it's worth noting that the offsets for each colour go across, not down. Here's a rather poorly made picture to show what I mean.

    Posted Image

    Now, this is the part where I make less explinations but more pictures. The hex values of colours in the genesis are set out like this, 0BGR, which means that there is a 0 before ever colour in a pallet, ammount of Blue, ammount of Green, and then the ammount of Red.
    Since you (being anyone who does this) are working in Hex, it's impossible to see what colour 0888 is (although I have heard of some hex editors that do that). So here's a picture of every colour in the Genny.

    Ok, so maybe every colour in the Genny is a bit mutch for me to do. 1536 colours! So here's a picture of the main Red Green Blue values (Another note: All colour values go up in two. You'll see what I mean in the picture) :

    Posted Image

    Further notes: I have tried finding a website that lists all 1536 combinations, but I have failed. If anyone could post a link, it would be very usefull! :)

    I hope this is of use to anyone. If I have made a mistake or left anything out that I haven't done intentionaly, please tell me! :(
  4. snasm68k assembler

    01 September 2004 - 11:14 AM

    Does anybody know a working mirror that has the snasm68k assembler? The link on the archived topic is broken.
  5. SonED Tile Sonic 2 Beta Final Aargh :(

    27 August 2004 - 05:35 AM

    Posted Image

    Here is a screenshot. It is a loverly screenshot indeed and if I could, I would run off to the little white wedding chapple in Vegas to marry it. But this hurts.

    To produce this screenshot, I loaded everything from a S2F savestate with an S2B ROM. The screenshot is my desired result in the game. Unfortunately, I cannot write the level layout, 8X8 tiles, 16x16 blocks nor other measurments. Ladies and quibblemen I am stood here today to ask-- no, to beg for your help on importing sutch data into Sonic 2 Beta.

    Plz help I am lonely without my sonic omg lol.

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