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Basic Questions & Answers thread

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

  1. FeliciaVal

    FeliciaVal

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    ok, thank you very much MarkeyJester, I'll try doing that
     
  2. FraGag

    FraGag

    Tech Member
    SNASM68K.EXE is a 16-bit application, and 64-bit editions of Windows cannot run 16-bit applications because they don't have the 16-bit subsystem. ASM68K.EXE (well, the version available on the wiki, which comes from the Psy-Q's Saturn development kit if I'm not mistaken) is a 32-bit application, so it runs on 32-bit and 64-bit editions of Windows. You could still run SNASM68K in DOSBox though, if you really need it.
     
  3. FeliciaVal

    FeliciaVal

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    ...orz, I swear to god this thing hates me T_T I was trying to implement some abilities to my hack (spindash and lightdash to be exact), and for some odd reason, when I modify the asm and I try to build the rom I get this:

    [​IMG]
    in this image I wasn't running the two dissasemblies at the same time, I just copy pasted the screencap in top of the other and forgot to center it >_<

    And this with ASM68k version:

    [​IMG]

    In the non-ASM68k version I get a s1built.bin of 1KB filesize, and in the ASM68k version I get a 0KB one.

    Can someone help me on this? :( This time I'm using the other computer that has 32-bit Windows XP
     
  4. Hanoch

    Hanoch

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    Is the asm68k version a downloaded disassembly or a modified snasm68k? If it's modified, did you rename snasm68k to ASM68K just like that? You need to download the actual assembler, I'm sure it's on the wiki somewhere.
     
  5. FeliciaVal

    FeliciaVal

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    I downloaded them both from the wiki and I didn't rename anything
     
  6. Selbi

    Selbi

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    Sonic ERaZor
    Try putting your disassembly to a shorter location. From what I can read you are at:
    C:\Documents and Settings\feli\Dekstop\Sonic_1_(Split_and_Text_by_Hivebrain)

    Try putting it directly in C:\ instead and rename the Hacking folder to a shorter name as well, like:
    C:\S1H
    (Short for Sonic 1 Hacking).
     
  7. FeliciaVal

    FeliciaVal

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    I tried doing it and didn't work either :(
     
  8. In the rare event that CMD might be damaged (It happened to me once, CMD could not do a single thing)


    Try running a few commands from CMD, like copy a file to C: or something to see if it's damaged.
     
  9. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    Are you sure you're running off the ASM68K one and not the SNASM68K one? You should only be using one of those.

    I'm going to go fix Qjimbo's tutorial to link to the ASM68K one since this seems to be a recurring problem.
     
  10. FeliciaVal

    FeliciaVal

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    I'm not sure if it's damaged or not :( I re-downloaded both files 3 times and still I get the same problem, I even did what selbi told me to do (run in c:\ directly) but I get the same...

    Andlabs: I tried running both of them, first one then the other to see which one worked (not the two at the same time actually, the first screenshot is messed because I copied and pasted wrongly) and none worked :( I downloaded directly the files from the wiki and extracted them, so I don't know what could be happening, im not running on 64 bit anymore, im using the other computer with 32 bit...
     
  11. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
  12. FeliciaVal

    FeliciaVal

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    mmm...that version is kinda confusing...yes, It builds a bin of 512kb when I run the build.bat, meanwhile the others as far as I know built a bin of 1024kb, so im not really sure O.o does that matters?
    But yes, this at least allows me to build the rom, with the others I couldn't, now I guess I'll try to try to mess around with the asm to test if it works properly or not

    Edit: ahh nevermind ._. this is kinda confusing...after reading the tutorial of spindash again, I noticed that there are some missing files on that dissassembly...so im not sure how to work on this dissasembly or how to make it work properly, im sorry for giving so much trouble :(

    EDIT: good news! A friend of mine sent me a file called something like s1comb.asm and I placed it on the dissasembly folder and magically it works now! or at least I think so, I tried splitting and putting a rom back together and didn't have problems, I'll have to go deeper when edditing the asm but for now I think it works :) just wanted to let ya know xD
     
  13. Selbi

    Selbi

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    So basically I tried to make my own options menu:
    [​IMG]
    + - (I swear for the love of god that this is not based off Megamix. Seriously, I noticed just after I finished it)  

    Anyway, this thing works when it comes to the different switches. The only thing left is the switching between the textes (from ON to OFF). I'm kinda lost what the best idea for doing this is. I know that making different textes (entire textes with everything in them) is possible and possibly pretty easy, but that would result far more than 30 different files and would be pretty dumb to do.

    So, what would be the "smartest" idea to proceed?
     
  14. Hanoch

    Hanoch

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    You could do something similiar to the sound test, by making 5 different items that load in each positions, and if line X is selected, and left/right is pressed, change item Y to off/on.
     
  15. randomselect

    randomselect

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    I have a little problem, not really a question.
    I followed the guide on how to add a new zone to Sonic 1 here: SCHG_How-to:Add_a_new_zone_in_Sonic_1
    (I used the non-SVN version of the guide)And I successfully implemented a 7th zone. But I have a palette issue which I can't seem to fix.

    When I leave the Pallet Pointers.asm like this:
    Code (ASM):
    1.  
    2.         dc.l Pal_Ending
    3.     dc.w $FB00
    4.     dc.w $1F
    5.         dc.l Menu_Palette; pallet address
    6.     dc.w $FB00  ; RAM address
    7.     dc.w $1F    ; (pallet length / 2) - 1
    8.         dc.l Pal_ABZ
    9.     dc.w $FB20
    10.     dc.w $17
    The zone turns out like this:
    [​IMG]

    When I switch their positions in the code as seen below, the Zone's palette gets restored but...
    Code (ASM):
    1.  
    2.        dc.l Pal_Ending
    3.     dc.w $FB00
    4.     dc.w $1F
    5.         dc.l Pal_ABZ
    6.     dc.w $FB20
    7.     dc.w $17
    8.     dc.l Menu_Palette; pallet address
    9.     dc.w $FB00  ; RAM address
    10.     dc.w $1F    ; (pallet length / 2) - 1
    The level select ends up like this:
    [​IMG]

    Editing the palettes manually doesn't do anything. Can anyone offer some help?
     
  16. FraGag

    FraGag

    Tech Member
    Tell your level select to load the correct palette; that is, before the jump to LoadPal/LoadPal2, increase the palette index by 1 (and again every time you add a zone).
     
  17. randomselect

    randomselect

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    Alrighty, I got it. I'll keep it in mind if I add any more zones. Thanks.
     
  18. GT Koopa

    GT Koopa

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    Flicky Turncoat DX, T.L.W.S. Vs M.G.W.
  19. Spanner

    Spanner

    The Tool Member
    It's a wiki, so you can do it yourself if you have further information. Another thing which would be good is the Subroutine Equivalency Table, which would help those using the Sonic 1 SVN disassembly, as older labels are not referenced, making things a headache.
     
  20. FeliciaVal

    FeliciaVal

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    I need some help again...
    I read again the tutorial for SonMapEd, I followed all the steps, and when I build my rom I get this:

    [​IMG]


    And this is what I made in SonMapEd with my little kitten:

    [​IMG]

    Any help will be much appreciated cuz no matter what I do (adding skills or not) it always end up that way and I'm following the tutorial...maybe can someone tell me what am I doing wrong?