Basic Questions & Answers thread

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

  1. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    As far as I'm aware, the only tool that can generate a sprite sheet image is my own SpriteSheetGen from the SonLVL tool set. There's also a related SpritePlotter.NET program for converting a sprite sheet into art+mappings.

    SonMapEd does not allow direct editing of graphics, Flex 2 does however.

    I'm not sure what .bin files you're talking about. If you mean tiles, you can just use the command prompt like "copy /b file1.bin+file2.bin newfile.bin" assuming the files are uncompressed.
     
  2. Blue Spikeball

    Blue Spikeball

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    I mean importing or loading the sprite and art files from the S&K Disassembler package so that I can edit them. They all have the .bin extension, and most of the art is compressed in Enigma or Kosinski format.
     
  3. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    You need to create a project, add an object, then change the settings to point to the proper art and mapping files.
     
  4. lil-g-gamegenuis

    lil-g-gamegenuis

    GO! GO! GO! GO! GO! GO! Member
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    olathe, ks
    Practicing to make better SMPS
    Not sure if this is simple enough to go here, but I'll ask anyway.
    How would I go about exporting the collisions from Sonic Generations?
    I've been using SonicGLVL to export stage models, and I can view the collisions within the program, however I'm unable to find a way to export just the collisions.
    For example, this is what the collisions look like below. If I could export this as a model or anything else, that would be perfect. [​IMG]
     
  5. Rlan

    Rlan

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    Question: What's the best Megadrive emulator out there now for screen capture and sprite extraction?

    I've got various versions of Demul like Gens+ and GensKMod, but they just don't do what I need. None of them use OpenGL, and on my Windows 10 64-bit machine they kind of run poorly. Switching between 60fps and stuttering every 10 seconds. Since it's not OpenGL, this also means Fraps doesn't work with it at all.

    Kega Fusion is alright for general capture, but doesn't have any of the features like turning off layers like the others do. I also need to run it in 2x pixel mode, as 1x pixels makes the whole thing a blurry mess. If I'm going to mess with sprites, I need guaranteed 1:1 accuracy!

    Anything worth suggesting?
     
  6. DigitalDuck

    DigitalDuck

    Arriving four years late. Member
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    TurBoa, S1RL
    You realise that Gens (along with other emulators) has its own screenshot function and AVI capture, right? You shouldn't be using Fraps with an emulator at all.
     
  7. Rlan

    Rlan

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    Sure, but it's not great if it's dropping frames all the time on my system. I just use fraps since I use it across Demul, SSF and Dolphin and would prefer to put all the files in one spot :)
     
  8. lil-g-gamegenuis

    lil-g-gamegenuis

    GO! GO! GO! GO! GO! GO! Member
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    olathe, ks
    Practicing to make better SMPS
    You could use Regen or BizHawk. IIRC they both have screenshots that are exactly 1:1. Another thing you could do, if you want to make sure you have exact sprites, is to dump the vram and manually piece the sprite pieces together. I'd try to always go for the first option.
     
  9. GreggSalt

    GreggSalt

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    Hi. I'm making a Sonic 1 ROM hack using the Git Disassembly, and I just need to know about a thing or two that I can't seem to be able to do.

    1. I can't seem to find the mappings for the emblem on the title screen. Does anybody know the filename of the mappings?

    2. I can't find the value that controls Sonic's actual jump height in Sonic_JumpHeight, just the value that controls the spring bounce height.
     
  10. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    The filename for the title screen emblem mappings is tilemaps/Title Screen.bin. It's plane mappings, so you'll have to use something like PlanEd (project files for which are included in the disassembly) or SoniPlane to edit them.

    Sonic_JumpHeight is responsible for reducing Sonic's upward speed if you release the jump button, his initial jump speed (which determines how high he jumps) is set in Sonic_Jump.
     
  11. GreggSalt

    GreggSalt

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    Thanks for the info, MainMemory. It'll be going to good use.
     
  12. Chainspike

    Chainspike

    Stealing rings since 1994 Member
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    Death Egg Zone
    S3C Delta
    Hello, I am wondering if anyone knows how to find the offsets of zone graphics, zone collisions, zone palettes, and zone tile mappings in Sonic 3C 0408. I suppose palettes could be found using Hivepal, but this seems like an un-efficient way of searching for them. Help is greatly appreciated!
     
  13. Fred

    Fred

    Taking a break Oldbie
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    Just use IDA to disassemble the ROM, then look for the equivalent of LevelLoadBlock and PalPoint. Have I taught you nothing? :v:
     
  14. Chainspike

    Chainspike

    Stealing rings since 1994 Member
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    Is there another way that doesn't require deep pockets? :(/>
     
  15. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Sure, you can pirate IDA. :v:
     
  16. Chainspike

    Chainspike

    Stealing rings since 1994 Member
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    Death Egg Zone
    S3C Delta
    I think I figured out everything I needed to know, thanks! :ssh:
     
  17. lil-g-gamegenuis

    lil-g-gamegenuis

    GO! GO! GO! GO! GO! GO! Member
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    olathe, ks
    Practicing to make better SMPS
    I'm still trying to figure out how to extract the collisions from a Sonic Generations stage. I think I've found the file for it but i don't know what to do with it. (More details on my post on the previous page)
     
  18. Campbellsonic

    Campbellsonic

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    This might be something obvious that I'm missing, but I can't find an easy way to check if Sonic just landed on the ground or a solid object on a given frame. Sonic_ResetOnFloor is called when he lands on level terrain, but not when he lands on a solid object. Obj01_Hurt does a thing using Sonic's status bitfield to check when he lands, but it doesn't seem to work for his main control routine.

    This is Sonic 2 GitHub btw.
     
  19. AURORA☆FIELDS

    AURORA☆FIELDS

    The cute one here Tech Member
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    AMPS
    You could just add checks in ResetOnFloor and SolidObject routine (whatever its called in S2 git anyway, I do not remember)
     
  20. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    I'm pretty sure it does call Sonic_ResetOnFloor_Part2 when Sonic lands on a solid object.