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Basic Questions & Answers thread

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

  1. nineko

    nineko

    I am the Holy Cat Tech Member
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    Assuming that you typed it wrong, if you want I can send you MSCOMCT2.OCX and see if that helps. But on your profile I couldn't see an AIM handle so I wouldn't know how to send that file to you. And I can't upload it here in the public. I'll send you a PM, I guess.
     
  2. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
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    btw, when you DO get it it's a bugger to actually get Windows 7 64bit to see it - I figured out how for my VB6 apps though for someone on IRC who then buggered off without listening, so to ensure my time wasn't completely wasted, here's how you register a file:
     
  3. GT Koopa

    GT Koopa

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    Flicky Turncoat DX, T.L.W.S. Vs M.G.W.
    IT WORKED. THANK YOU BOTH.

    It would be nice if Gimp could be fixed the same way...but I doubt it would work that way.

    Edit: Gimp works now. Why? I don't know.

    Edit 2: Of all things, the BUILD programs aren't working. FFFFF. I can use the mac build programs for now, but it is inconvenient and would slow things down switching back and forth with a flash drive inbetween computers. What do I have to do to fix this again?
     
  4. Selbi

    Selbi

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    Assuming you hack with the ASM68k version of S1, just click build.bat. But maybe, you've used the infamous SNASM68k version, which does NOT work on any 64-bit OS (and I hoped I marked the text on the Disassemblies page big enough). If that's so, and you don't want to start with what you have done so far again, check this thing out. Otherwise, just dowload a new split of the ASM68k fix.
    If you are working with S2, there should be no problem, since it's using the AS version (which is the only one for S2 AFAIK).
     
  5. Hanoch

    Hanoch

    Also known as TheKnock, Birashot Member
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    I am trying to load Obj8F in a level (its a pathswapper I ported) but instead it loads Obj0F. How do I fix this? Modifying objectload causes some object to fuck up.
     
  6. GT Koopa

    GT Koopa

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    Ok. The Sonic 2 problem was a VERY OLD issue I forgot (asw file gets deleted everytime on the school computers) which was fixed easily once I remembered.

    Sonic 1 I tried to convert but midway through the tutorial (when everything should work) the build screen goes by ok and looks normal, but it just doesn't build anything. Doing the extra stuff on the end ruined everything, I guess I will try the other option, as I didn't get real far in any hacks anyway.
     
  7. Hanoch

    Hanoch

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    You cant compile without an assembler. Get ASM68K disassembly and get the ASM68K.exe file.
     
  8. FeliciaVal

    FeliciaVal

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    I have a problem again with my custom sprite in Sonic 1 hack. When I put my character in underwater enviroments such as Labyrinth zone the colours are messed up on my character...can someone tell me how to fix this? thank you
     
  9. Selbi

    Selbi

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    Excactly. Download the ASM68k version, copy the file ASM68K.EXE to your regular split and it should work. The two disassembliers are slightly different. (Direct link here)
     
  10. E-122-Psi

    E-122-Psi

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    The pallettes for your character in and out of water are separate, look for Sonic's underwater pallettes, I think they're labelled sonulbz and sonusbz3 or something similar and open them in MapEd with your character, now just edit the colors as you wish.
     
  11. Ell678

    Ell678

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    Thought I might as well ask this...

    In Alt, objects keep disappearing. This only seems to happen in Marble Zone - most commonly with the falling weights after the first checkpoint. One of the weights loses all of the chain links. This also causes problems like monitors disappearing and the like. I thought it was an issue with the amount of objects on the map...but other layouts I have have considerably more. It's not a serious issue as it isn't a constant problem, but if anyone knows, much appreciated :)
     
  12. FeliciaVal

    FeliciaVal

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    ok thank you. still I can't figure how to fix the badniks, I tried doing what you told me before but couldn't understand it very well...I have a flashing pink robotnik and weird badniks xD as well as the special stage, she turned black and red for some reason lol
     
  13. MarkeyJester

    MarkeyJester

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    Nor can you compile with an assembler, you "assemble" with an assembler and "compile" with a compiler =P

    But no, on a serious note, your problem with Object 8F is not the game system itself, but the object list to SonED 2, stealth has designed it in a genius way that you can modify (to a degree) how SonED 2 functions, and has left documents which will explain everything for you. Check them out.
     
  14. E-122-Psi

    E-122-Psi

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    The special stage pallette is separate like the underwater ones, as is the continue pallette and good ending.

    For badniks just load their tiles in SonMapEd with the character pallette, go to file and export the sprite and recolor. However you can only use the colors your character has so there is little you can do except switch the colors around here and there unless you figure out how to reassign pallettes.
     
  15. FeliciaVal

    FeliciaVal

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    I see, thought so >< well I'll tell my friend to fix for me then, thank you again for all your wonderful help, I owe you tons
     
  16. E-122-Psi

    E-122-Psi

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    No prob. Don't worry pallette problems are existant in many hacks.

    Oh dear, it seems you've used up your trial posts. Hope you get approved. :)
     
  17. Hanoch

    Hanoch

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    In the object file itself, it says $8F but it loads obj0F instead. And I edited s1obj.lst to include up to $FF object, and I defined objects 80-8F, ported the path swapper details from sonic 2's file (but not the sprites) and it still loads the title screen menu object.
    Also, I noticed rings are object A5 and not 25, why is that? And how complicated will it be to change sonic 1's rings engine to sonic 2's (including soned's ring placement)
     
  18. FeliciaVal

    FeliciaVal

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    it seems I am a member now :D yay!
     
  19. E-122-Psi

    E-122-Psi

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    Yay, welcome aboard. :)
     
  20. My guess is that you have too many objects loaded in RAM, which may or may not have something to do with how many objects you have in your level. Sonic 1 can only store 128 objects in memory at a time. Usually, objects will unload themselves when they leave the range in which the objects manager will load them, but if you edited some objects, they may not unload themselves properly. You can also try inspecting RAM to determine if a particular object ID is filling up the object RAM; you can use this watchlist for Gens Rerecording (Tools > RAM Watch) to quickly see what objects are loaded (here's an equivalent watchlist for Sonic 2, for those who are interested).