Ah crap. I'm having some real trouble trying to figure out xm4smps. :| Voices are the things that are getting me. I'm not sure what file I should be loading (I'm guessing I'm looking for the filetype 'SMPS raw voices'). Now, opening a Sonic 1 ROM gives me ~20970 voices (I'm guessing ididitrong), and opening psgX.bin from my SVN disassembly gives me none whatsoever. I then went to the filetype 'Rip from SMPS Z80 song' and opened z80_1.bin, which froze it. Erk. Y'see, theres no decent tutorial on how to use the bugger, so I'm absolutely clueless. I'll think about writing one after I figure it out. Help is appreciated.
It would if you'd work with $10(a0) and $12(a0) (velocity). But because the code you got there moves the object's position absolutley with 8(a0), you don't need that.
Sorry for double posting, but got a little question: I started to do some IDA stuff and wanted to disassemble a simple ROM. So far, everything works fine, but there's something that bothers me, how can I transform this: Code (ASM): dc.l $FFFE00 dc.l loc_206 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 dc.l sub_200 .... Into something like this: Code (ASM): dc.l $FFFE00, loc_206, sub_200, sub_200 dc.l sub_200, sub_200, sub_200, sub_200 dc.l sub_200, sub_200, sub_200, sub_200 dc.l sub_200, sub_200, sub_200, sub_200 dc.l sub_200, sub_200, sub_200, sub_200 ... Of course it's not necesary or something, but it is a lot nicer and takes less lines this way.
I usually turn stuff like that into arrays. Press * on the numpad and make sure to mess with the settings to get the exact layout.
I did that and it works pretty good so far. However, now he transformed every label name into a hexadecimal offset (e.g. sub_200 became $200). Is there anything I need to take care off? EDIT: Just need to press O on the line.
Ripping sound effect from Gens roms? Any tool that will let me do that? Or will have to disassemble the rom? It's Mega Bomberman by the way.
I have a question regarding the super/hyper flag in S3K. It says on the wiki, to set the hyper flag, set the address with the value 7. I thought flags are only set with either a 0 or 1, since in binary format 0/1 means off/on. Also, I set the flag with the value #-1, and it worked. I didn't really know where to post this, but would this be correct?
If you're referring to porting it to SMPS format for Sonic games, then firstly, there are no tools are far as I know, and Mega Bomberman uses a different sound driver from what I know, so porting it will no doubt be difficult, let alone the fact that you'd need to find the locations for these sound effects. I think it's referring to what bit is to be set, like "the 7th bit", setting the 7th bit (10000000) clearing the 7th bit (00000000), of course I know almost nothing of S3&K's coding, so apologies if this is not the information you were looking for.
What Sonic hacks do you guys recommend? Doesn't have to be a specific Sonic game, as long as its not 3D Blast/Flickie's island.
Actually it said set bit #7, like MJ said. I've changed the wording to be clearer. Additionally, flags only need to be either 0 or 1 if they occupy just a single bit. The Super/Hyper flag occupies a whole byte and so can take any value between 0 and $FF.
Was editing more zones in S2, and I've run into a problem. ARZ has been not functioning for a while, I thought it was PLC related, but I've pinpointed the location because of this problem. When the zone is loaded (either via previous act or LS) the screen goes back, and it goes into an infinite loop of blackness. The reason, is Level_ClrRam: from my investigating. That's where the water is added. Removing water from said levels makes it load properly. Is there some kind of bug with this code making it bugger up RAM when water is in a level and with other conditions? (Data shift I'm assuming) How can I prevent this from happening?
If you mean which is best to hack, I'd say Sonic 1 for the ease and sheer amount of information on it, or Sonic 2 for the increased amount of things you can do with it if you know how.
No, no, I meant like, which Sonic romhacks. Like Megamix and such. I didn't know where else to ask and didn't think the question was new topic worthy.
These, these, and these. For "big" hacks, try Sonic: The One Ring, Sonic Megamix, S1@SAGE2010, Robotnik's Revenge, Sonic 2 Retro Remix, Sonic 2 XL, and S3K: The Challenges. And of course, Tails, Knuckles, and Amy in Sonic 1. But basically, all of them.