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Group:
Tech Member: Tech Members
Active Posts:
21 (0.01 per day)
Most Active In:
Engineering & Reverse Engineering (8 posts)
Joined:
24-August 04
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899
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User is offline Jul 21 2009 05:04 AM
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My Information

Member Title:
Team Classic
Age:
31 years old
Birthday:
March 25, 1984
Gender:
Male Male
Location:
São Bernardo do Campo - SP - BRASIL
Interests:
Sonic series<br />GTA series<br />Tomb Raider series<br />CPS-2 crossover series (aka Marvel vs Capcom and others)<br />Anything you can put into an hex editor and make wonders =P

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Posts I've Made

  1. In Topic: Chaos Worlds

    01 November 2006 - 01:05 PM

    Yeah, I remember that, you showed me some screens some time ago over MSN. I'll play this for sure! :)

    So how's the actual progress? And since I know shit about Mario hacking, what are you exactly able to do with SMW (new musics, whatever)?
  2. In Topic: Sonic 3d Beta dumped

    24 October 2006 - 10:28 AM

    Something interesting at 3F0000.

    I googled for PSY-Q with several combinations of words (Sega, program, Genesis), and finally found this.

    With further googling, the supposed tool used for compilation of a PSY-Q assembly or whatever can be found here (very bottom of the page, link seems to be broken, unfortunatelly).
  3. In Topic: Extending Level IDs...

    07 October 2006 - 09:45 AM

    Heh, I was trying to accomplish what you're doing, ThunderSpeed, and I began with object layout. I replaced the whole offset index loading, as they have the fucking FFFF limit for all data, with 32-bit pointers. Below is the code I used (code from S1 june'05):
    OPL_Main:			; XREF: OPL_Index
    		addq.b	#2,($FFFFF76C).w
    ;		move.w	($FFFFFE10).w,d0
    ;		lsl.b	#6,d0
    ;		lsr.w	#4,d0
    ;		lea	(ObjPos_Index).l,a0
    ;		movea.l	a0,a1
    ;		adda.w	(a0,d0.w),a0
    ;--- object layout work begin / reference: http://www.ticalc.org/pub/text/68k/68kguide.txt
    		clr.w	d0
    		move.b	($FFFFFE10).w,d0
    		mulu.w #32,d0
    		move.w	d0,($FFFFFF00).w
    		clr.w	d0
    		move.b	($FFFFFE11).w,d0
    		mulu.w	#8,d0
    		add.w	($FFFFFF00).w,d0
    		move.l	(ObjLayoutPointersMAIN).l,a0
    		movea.l	0(a0,d0.w),a0
    ;--- object layout work end
    


    Then, at EOF, I put this:
    ObjLayoutPointersMAIN:
    		dc.l	ObjLayoutPointers
    ObjLayoutPointers:	dc.l ObjPos_GHZ1, ObjPos_Null
    		dc.l ObjPos_GHZ2, ObjPos_Null
    		dc.l ObjPos_GHZ3, ObjPos_Null
    		dc.l ObjPos_GHZ1, ObjPos_Null
    		dc.l ObjPos_LZ1, ObjPos_Null
    		dc.l ObjPos_LZ2, ObjPos_Null
    		dc.l ObjPos_LZ3, ObjPos_Null
    		dc.l ObjPos_SBZ3, ObjPos_Null
    		dc.l ObjPos_MZ1, ObjPos_Null
    		dc.l ObjPos_MZ2, ObjPos_Null
    		dc.l ObjPos_MZ3, ObjPos_Null
    		dc.l ObjPos_MZ1, ObjPos_Null
    		dc.l ObjPos_SLZ1, ObjPos_Null
    		dc.l ObjPos_SLZ2, ObjPos_Null
    		dc.l ObjPos_SLZ3, ObjPos_Null
    		dc.l ObjPos_SLZ1, ObjPos_Null
    		dc.l ObjPos_SYZ1, ObjPos_Null
    		dc.l ObjPos_SYZ2, ObjPos_Null
    		dc.l ObjPos_SYZ3, ObjPos_Null
    		dc.l ObjPos_SYZ1, ObjPos_Null
    		dc.l ObjPos_SBZ1, ObjPos_Null
    		dc.l ObjPos_SBZ2, ObjPos_Null
    		dc.l ObjPos_FZ, ObjPos_Null
    		dc.l ObjPos_SBZ1, ObjPos_Null
    		dc.l ObjPos_End, ObjPos_Null
    		dc.l ObjPos_End, ObjPos_Null
    		dc.l ObjPos_End, ObjPos_Null
    		dc.l ObjPos_End, ObjPos_Null
    		dc.l ObjPos_LZ1pf1, ObjPos_LZ1pf2
    		dc.l ObjPos_LZ2pf1, ObjPos_LZ2pf2
    		dc.l ObjPos_LZ3pf1, ObjPos_LZ3pf2
    		dc.l ObjPos_LZ1pf1, ObjPos_LZ1pf2
    		dc.l ObjPos_SBZ1pf1, ObjPos_SBZ1pf2
    		dc.l ObjPos_SBZ1pf3, ObjPos_SBZ1pf4
    		dc.l ObjPos_SBZ1pf5, ObjPos_SBZ1pf6
    		dc.l ObjPos_SBZ1pf1, ObjPos_SBZ1pf2
    		dc.b $FF, $FF, 0, 0, 0,	0
    


    Aside from OPL_Main, ObjPos_Index is referenced at two more places, but I hadn't messed with them yet. I'll check out other sections later.

    Note: just for the record, I checked out Sonic 3's code first. This is how it looks like:
    ROM:00019D24 loc_0_19D24:						   ; CODE XREF: ROM:00019D12j
    ROM:00019D24				 move.w  ($FFFFFE10).w,d0
    ROM:00019D28				 ror.b   #1,d0
    ROM:00019D2A				 lsr.w   #5,d0
    ROM:00019D2C				 lea	 (unk_0_5E0D8).l,a0
    ROM:00019D32				 movea.l (a0,d0.w),a0
    
  4. In Topic: Sonic Moutain

    04 September 2006 - 07:52 PM

    ddrmaxromance, on Sep 2 2006, 12:14 AM, said:

    2. I also recommend uploading your screenshots to Imageshack.  The HTML loading times for me are slow with the page you're using.

    And I recommend uploading your screenshots to wherever the hell as long as they aren't BMP.
  5. In Topic: S2 Level Select

    15 August 2006 - 06:49 PM

    Yeah, I've done it too. Two years ago, I'm sure. :P

    Someone should gather all info about changing S2 level select into one topic. You know, you're supposed to change ASM in order to make your new entry to be highlighted and such.

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