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Basic Questions & Answers thread

Discussion in 'Engineering & Reverse Engineering' started by Tweaker, May 29, 2008.

  1. Thorn

    Thorn

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    ^ In Sonic 1 and 2, most objects will act just by being within a certain distance of the camera's x boundaries, regardless of the y position. You might be able to get away without checking y position at all if you insert your code in the correct place. If not, just run a check against the camera's x position and the camera's x position plus $140 (320).
     
  2. Andlabs

    Andlabs

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    In regard to my problem above, here are the data files. If someone can help me get this to at least load without it crashing so I can definitely confirm my intuition about whether or not these really are the 16x16 and 128x128 block mappings for Botanic Base 1, we can know a little bit more about Chaotix. Thanks!

    Or, if it is possible, can I get these on SonED without using an object table or object positioning information (as I know neither format — yet)? I tried just removing the relevant lines but it complained about a missing bb1_8x8.bin.se or something to that regard.
     
  3. Quickman

    Quickman

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    Can't you just copy the object data from another level? You're not editing it, so you don't really care what objects get displayed.
     
  4. Selbi

    Selbi

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    Well, just removing the entire check would do my thing with the specific object like everywhere (my object is a ring btw). So I tried that thing you said and that worked. Thanks. :)
     
  5. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    [​IMG]
    While the level layout isn't in Sonic 2 format, this at least tells me that these are 16x16 and 128x128 mappings. Thanks! I'll put the full list of mappings on the SCHG later today when I have more time.
     
  6. MainMemory

    MainMemory

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    I need to replace the clock with something like the ring counter (reads from $F7C4). How difficult would this be, and could I copy the code from the Ring counter?

    I also need to disable time overs (but have the time keep counting).
     
  7. SR212787

    SR212787

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    Hey guys...

    I have ESE2 and Soned2. Was using ESE2 but it crashed alot, so now using Soned2. ESE2 edits everything like title cards and level order and such. Soned2 does not. I can't find any program that edits title cards and level order that will take a Soned2 reassembley, only unedited copys of the game. I am editing sonic 2 and have my levels layed out. I need to edit the title cards. What do I do?

    Also ESE2 does not take Soned2 files and Soned2 does not take ESE2 files. they are incompatiable.
     
  8. Selbi

    Selbi

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  9. SR212787

    SR212787

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    Thanks but I need something for Sonic 2. That is for Sonic 1. I tried it anyway though, didn't work.
     
  10. nineko

    nineko

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    I don't know how the files are split in the Sonic 2 disassembly, but if it's anything like Sonic 1 you could just edit the title cards and the level order in a clean Sonic 2 rom with ESE, then split it in another folder, and replace the relevant files into your main disassembly. I did this with my title cards, but my hack is a Sonic 1 hack.
     
  11. SR212787

    SR212787

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    I tried that. The only thing that will copy over from ESE2 into Soned2 is the object layout, nothing else. I edited the title card of EHZ1 in ESE2, saved then split it and opened it in Soned2, saved it then reasemmbled and the title card still said emerald hill.
     
  12. Andlabs

    Andlabs

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    Did you save this new ROM under a different filename? It has to be named sonic2.bin or whatever the original was called, as split.bat will only take that file.
     


  13. http://info.sonicretro.org/SCHG:Sonic_2/Te...Title_Card_Text
     
  14. SR212787

    SR212787

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    andlabs:

    Yeah. Which what I have read and what works for me is to anme the file s2.bin then dissasemble. But yeah I did that and when I open the game there is no change.

    irixion:

    Can I do that in the .asm file or do I have to hex edit? Cuz hex editing goes over my head ^_^
     
  15. SMTP

    SMTP

    Tech Member
    The title cards are just simply mappings, either use SonMapED to edit them or do it in the disasm at MapUnc_147BA.
     
  16. Thorn

    Thorn

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    @SR212787: Title cards in Sonic 2 are a royal pain at first but are easy once you learn them. You'll want to have an understanding of SonMapEd, available on the Wiki. It's also different depending on which version of the disassembly you're using. The Wiki covers this using hex values as Irixion posted, but there are ways that add a little more text to help out.

    2007 Version: You'll want to follow the steps outlined here -- it describes the entire process, but I'll say it here too. The part you're interested in from that link is at the very bottom of that codebox, where you see things like Title_M and the like. Note that Z, O, N, and E are always included by default. You'll want to replace the relevant level's data with the letters you need for your new zone name. Proceed to "Both" below.

    SVN Version, or the version on the forums with the S2Beta levels reinserted: Search for "TitleCardLetters_EHZ:". Type your level name or just the letters you need in the relevant spot (duplicate letters aren't considered, so either way works).

    Both: Build the game. Load the game up in an emulator that can dump VRAM, like Gens KMod or DebuGens (again, get these from the Wiki) -- the title card will look garbled. Perform a VRAM dump of the title card, and load up the VRAM in SonMapEd as uncompressed graphics. Also load the mappings for the title card font, and a palette so that you can see. Thumb through the sprites on-screen to the one that looks to be the exact same garbled mess as you just saw in-game. Simply delete this and use the letters in VRAM that you entered into the ASM file to make new text, and be sure to set the foreground flag so that it all shows up. Save it, build it, test it, and tinker with the positioning until it's perfect.

    That all sounds long, but it's about 10 minutes once you get the hang of it.
     
  17. SR212787

    SR212787

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    So go to the .asm file in it at MapUnc_147BA and follow the title card chart in the sonic 2/text editing tutorial? OKAY, I will go try it!

    @Thorn

    OKAY, I will try that too. Thanks I am using xenowhirls diss BTW
     
  18. c1owd

    c1owd

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    Hey again I have another question...

    I have the Sonic 2 Level Select on Sonic 1 and I was wondering how can you change the BG of the Level Select? I've tried a couple of times and all I get is crap... Any ideas?
     
  19. Selbi

    Selbi

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    In your hacking folder, go to Data\menu. You got all your stuff here. The file endings are the type of the file:
    • .eni = Enigma
    • .nem = Nemesis
    • .pal = Palette
    • .dat = Uncompressed
    What you want is probably soncmils.dat and menu.pal (second palette row). Just open them in SonMapEd (remember to select "All files" on the open dialog).
     
  20. c1owd

    c1owd

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    Oh well.. Thats not what I was exactly talking about... I should have been a bit more specific...

    I mean change the BG of the entire S2 Level Select to an entirely different BG for example: Sonic 3 - 2 Player Screen. I've tried fiddling around with ImaGenesis to find someway to import the files but every time I replace the file all I get is crap... =P