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Adding the ball in Sonic 1

Discussion in 'Engineering & Reverse Engineering' started by SuperBlah, Jan 31, 2004.

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  1. Is it possible to add the wrecking ball back into Sonic 1's Green Hill zone as a hazard? We know that the sprite is sorta viewable by scrolling through debug mode, but not placeable.
     
  2. Theoretically, yes. You'd probably need to copy the code from the similar ball-objects from Sonic 2, but then you'd need something to work as the switch-thing that releases the ball.
     
  3. Quickman

    Quickman

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    What you're actually seeing when you look at the ball in debug mode is the code for the ball which Robotnik swings. That child object is on the pattern load cue ansd the object debug list. It's not placeable because the code only tells it to change the patterns, and doesn't code for any kind of placement in a level.

    Nonetheless, you can easily code a new object (and I'd be more than happy to do this once LOst tells me how).
     
  4. LOst

    LOst

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    The ball is object number 19. You can place it where ever you want in the game, but the code was removed and does just a RTS "4E 75"

    And the ball at the boss is not number 19, it's 3D which is the GHZ boss. The ball will be created as a child object.
     
  5. Quickman

    Quickman

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    Ah, I see. I will now commit seppuku. *does so*
     
  6. LOst

    LOst

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    Well, you can always wait for someone to find the beta Sonic 1, and the ball will be in it
     
  7. Like Eli did? lol
     
  8. Quickman

    Quickman

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    <sarcasm> No, Eli had a version way before the ball. </sarcasm>
     
  9. LocalH

    LocalH

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    Theoretically, if one has advanced knowledge of the 68k, and the structure of the existing code, one could also rewrite the object logic from scratch. Given the other options, it's possible that this might be easier.
     
  10. *looks for a dceompiler that can decompile Genesis roms*

    *Windows crashes*

    *computer explodes*
     
  11. ICEknight

    ICEknight

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    Are you sure 3D is the GHZ boss? I remember that when I tried to use it, Robotnik would just fly away to the upper left without any attachment to attack Sonic.

    It looked more like a prototype boss that wasn't finally implemented. =\
     
  12. LOst

    LOst

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    That's because the boss object is looking for the right coordinates to drop the ball, and if they aren't there, the boss will keep going.

    Well, you're not gonna find any prototype bosses ;)
     
  13. Quickman

    Quickman

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    You mean disassembling, and there's a pinned topic with a link to the 68k disassembler.
     
  14. ICEknight

    ICEknight

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    Ah, that explains it, although it's kind of strange they used fixed coordinates, instead of relative values. Do you know where are these coordinates stored? And which values do the other boss objects have? I don't remember being able to find any other in the whole set of objects...

    This info would come in handy when hacking the boss arenas, or just experimenting with the ROM.
     
  15. LOst

    LOst

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    That's because it's easier to program a boss with fixed coordinates because it's only gonna appear one time, at one place in the game.
     
  16. Quickman

    Quickman

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    I remember these data used to be on Saxman's site but of course that's 404-compliant now.
     
  17. I disassembled the rom using the dissassembler mentioned in that topic, but I can't find the output file anywhere *DAMN DOS_Styled programs! *SHOT*
     
  18. Quickman

    Quickman

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    Then run a standard file search for the filename you saved it as.
     
  19. Mustapha

    Mustapha

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    3D 00 Green Hill boss.
    77 00 = Marble zone boss.
    73 00 = labyrinth zone boss.
     
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