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Basic Questions & Answers thread

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

  1. Inferno

    Inferno

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    Sonic 1 Definitive
    SonMapED isn't really used for plane mappings (aka, the mapping type for the title screen logo in Sonic 1). There are other programs for this which I will now list for you:
    PlaneED (outdated, similarly to SonMapED): http://info.sonicretro.org/PlaneEd
    Captain PlaneED (updated PlaneED): https://forums.sonicretro.org/index.php?threads/captain-planeed.35372/
    SonPLN (part of the SonLVL suite): http://sonicresearch.org/community/index.php?threads/sonpln.5734/
    DON'T try to decompress the file if you are using the above tools, they will load the Enigma-compressed mappings. This is likely where you went wrong with PlaneED, or you failed to use it properly (don't blame you, OG PlaneED is cumbersome at times).
     
  2. Rufus_Iskv

    Rufus_Iskv

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    Thank you for replying, but that isn't what I wanted to do. I didn't want to edit mappings for the title screen, I wanted to change how distinct tiles look (draw something on the logo, basically), for which I need a decompressed mapping file, so I wouldn't have to edit each tile one-by-one. Is there a way I can get a regular mapping file for the title screen?
     
  3. Inferno

    Inferno

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    No, as far as I know, there is no way. You'll have to go about it with plane mappings.
     
  4. E-122-Psi

    E-122-Psi

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    Okay, has anyone here experience fixing the vertical scrolling for Hidden Palace? I wanna get the slope working properly.
     
  5. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    I did something like that in Knuckles' Emerald Hunt. What I did was when you reach the section with the wrapping, you turn off water and set the camera Y bounds to -$100 and $800, then when you leave, set everything back to normal. This code goes under LevEvents_HPZ:
    Code (Text):
    1.  
    2.     cmpi.w   #$1900,(Camera_X_pos).w
    3.    blo.s   +
    4.    cmpi.w   #$1C00,(Camera_X_pos).w
    5.    bhs.s   +
    6.    move.w   #-$100,(Camera_Min_Y_pos).w
    7.    move.w   #$800,(Camera_Max_Y_pos).w
    8.    move.w   #$800,(Camera_Max_Y_pos_now).w
    9.    move.b   #0,(Water_flag).w
    10.    andi.w   #$3FF,(Camera_BG_Y_pos).w
    11.    rts
    12. +
    13.    clr.w   (Camera_Min_Y_pos).w
    14.    move.w   #$720,(Camera_Max_Y_pos).w
    15.    move.w   #$720,(Camera_Max_Y_pos_now).w
    16.    move.b   #1,(Water_flag).w
    There's also an issue with the background scrolling not accommodating vertical wrapping, which required the whole routine to be rewritten:
    Code (Text):
    1.  
    2. SwScrl_HPZ:
    3.    move.w   (Camera_X_pos_diff).w,d4
    4.    ext.l   d4
    5.    asl.l   #6,d4
    6.    moveq   #2,d6
    7.    bsr.w   SetHorizScrollFlagsBG
    8.    move.w   (Camera_Y_pos_diff).w,d5
    9.    ext.l   d5
    10.    asl.l   #7,d5
    11.    moveq   #6,d6
    12.    bsr.w   SetVertiScrollFlagsBG
    13.    move.w   (Camera_BG_Y_pos).w,(Vscroll_Factor_BG).w
    14.    lea   (TempArray_LayerDef).w,a1
    15.    move.w   (Camera_X_pos).w,d2
    16.    neg.w   d2
    17.    move.w   d2,d0
    18.    asr.w   #1,d0
    19.  
    20.    move.w   #7,d1
    21. -   move.w   d0,(a1)+
    22.    dbf   d1,-
    23.  
    24.    move.w   d2,d0
    25.    asr.w   #3,d0
    26.    sub.w   d2,d0
    27.    ext.l   d0
    28.    asl.l   #3,d0
    29.    divs.w   #8,d0
    30.    ext.l   d0
    31.    asl.l   #4,d0
    32.    asl.l   #8,d0
    33.    moveq   #0,d3
    34.    move.w   d2,d3
    35.    asr.w   #1,d3
    36.    lea   (TempArray_LayerDef+$60).w,a2
    37.    swap   d3
    38.    add.l   d0,d3
    39.    swap   d3
    40.    move.w   d3,(a1)+
    41.    move.w   d3,(a1)+
    42.    move.w   d3,(a1)+
    43.    move.w   d3,-(a2)
    44.    move.w   d3,-(a2)
    45.    move.w   d3,-(a2)
    46.    swap   d3
    47.    add.l   d0,d3
    48.    swap   d3
    49.    move.w   d3,(a1)+
    50.    move.w   d3,(a1)+
    51.    move.w   d3,-(a2)
    52.    move.w   d3,-(a2)
    53.    swap   d3
    54.    add.l   d0,d3
    55.    swap   d3
    56.    move.w   d3,(a1)+
    57.    move.w   d3,-(a2)
    58.    swap   d3
    59.    add.l   d0,d3
    60.    swap   d3
    61.    move.w   d3,(a1)+
    62.    move.w   d3,-(a2)
    63.    move.w   (Camera_BG_X_pos).w,d0
    64.    neg.w   d0
    65.  
    66.    move.w   #$19,d1
    67. -   move.w   d0,(a1)+
    68.    dbf   d1,-
    69.  
    70.    adda.w   #$E,a1
    71.    move.w   d2,d0
    72.    asr.w   #1,d0
    73.  
    74.    move.w   #$17,d1
    75. -   move.w   d0,(a1)+
    76.    dbf   d1,-
    77.  
    78.    moveq   #$7E,d3
    79.    lea   (TempArray_LayerDef).w,a2
    80.    move.w   (Camera_BG_Y_pos).w,d4
    81.    move.w   d4,d2
    82.    lsr.w   #3,d4
    83.    and.w   d3,d4
    84.    lea   (Horiz_Scroll_Buf).w,a1
    85.    move.w   #bytesToXcnt(Horiz_Scroll_Buf_End-Horiz_Scroll_Buf,$40),d1
    86.    move.w   #((Horiz_Scroll_Buf_End-Horiz_Scroll_Buf)/4)-$10,d5
    87.    move.w   (Camera_X_pos).w,d0
    88.    neg.w   d0
    89.    swap   d0
    90.    andi.w   #$F,d2
    91.    add.w   d2,d5
    92.    add.w   d2,d2
    93.    move.w   (a2,d4.w),d0
    94.    addq.w   #2,d4
    95.    and.w   d3,d4
    96.    jmp   +(pc,d2.w)
    97. ;----------------------------------------------------------------------------
    98.  
    99. -   subi.w   #$10,d5
    100.    move.w   (a2,d4.w),d0
    101.    addq.w   #2,d4
    102.    and.w   d3,d4
    103.  
    104. +   rept 16
    105.    move.l   d0,(a1)+
    106.     endm
    107.    dbf   d1,-
    108.  
    109.    subq.w   #1,d5
    110.    bcs.s   +
    111.    move.w   (a2,d4.w),d0
    112. -   move.l   d0,(a1)+
    113.    dbf   d5,-
    114. +
    115.    rts
     
  6. E-122-Psi

    E-122-Psi

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    What's BytesToXcnt? I can translate the others to raw entries for the Xenowhirl edit but I this seems to be new.
     
  7. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    Like bytesToLcnt/bytesToWcnt, but it divides by a second parameter ($40) instead of 2 or 4.
     
  8. E-122-Psi

    E-122-Psi

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    Okay, but how would I code that in for the Xenowhirl asm?
     
  9. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    ((Horiz_Scroll_Buf_End-Horiz_Scroll_Buf)/$40)-1
     
  10. E-122-Psi

    E-122-Psi

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    Still not recognised. I tried it's byte equivalent in Xenowhirl with (($400-Horiz_Scroll_Buf)/$40)-1 but it just froze the game upon loading the level.
     
  11. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    If $400 is the size of the buffer, then just put $3F in.
     
  12. E-122-Psi

    E-122-Psi

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    Still just freezes the game. Hold on, is this right?

    Code (Text):
    1.  
    2. ; ===========================================================================
    3. ; unused...
    4. ; loc_CBA0:
    5. SwScrl_HPZ:
    6.    move.w   ($FFFFEEB0).w,d4
    7.    ext.l   d4
    8.    asl.l   #6,d4
    9.    moveq   #2,d6
    10.    bsr.w   sub_D904
    11.    move.w   ($FFFFEEB2).w,d5
    12.    ext.l   d5
    13.    asl.l   #7,d5
    14.    moveq   #6,d6
    15.    bsr.w   sub_D938
    16.    move.w   ($FFFFEE0C).w,($FFFFF618).w
    17.    lea   ($FFFFA800).w,a1
    18.    move.w   (Camera_X_pos).w,d2
    19.    neg.w   d2
    20.    move.w   d2,d0
    21.    asr.w   #1,d0
    22.  
    23.    move.w   #7,d1
    24. -   move.w   d0,(a1)+
    25.    dbf   d1,-
    26.  
    27.    move.w   d2,d0
    28.    asr.w   #3,d0
    29.    sub.w   d2,d0
    30.    ext.l   d0
    31.    asl.l   #3,d0
    32.    divs.w   #8,d0
    33.    ext.l   d0
    34.    asl.l   #4,d0
    35.    asl.l   #8,d0
    36.    moveq   #0,d3
    37.    move.w   d2,d3
    38.    asr.w   #1,d3
    39.    lea   ($FFFFA860).w,a2
    40.    swap   d3
    41.    add.l   d0,d3
    42.    swap   d3
    43.    move.w   d3,(a1)+
    44.    move.w   d3,(a1)+
    45.    move.w   d3,(a1)+
    46.    move.w   d3,-(a2)
    47.    move.w   d3,-(a2)
    48.    move.w   d3,-(a2)
    49.    swap   d3
    50.    add.l   d0,d3
    51.    swap   d3
    52.    move.w   d3,(a1)+
    53.    move.w   d3,(a1)+
    54.    move.w   d3,-(a2)
    55.    move.w   d3,-(a2)
    56.    swap   d3
    57.    add.l   d0,d3
    58.    swap   d3
    59.    move.w   d3,(a1)+
    60.    move.w   d3,-(a2)
    61.    swap   d3
    62.    add.l   d0,d3
    63.    swap   d3
    64.    move.w   d3,(a1)+
    65.    move.w   d3,-(a2)
    66.    move.w   ($FFFFEE08).w,d0
    67.    neg.w   d0
    68.  
    69.    move.w   #$19,d1
    70. -   move.w   d0,(a1)+
    71.    dbf   d1,-
    72.  
    73.    adda.w   #$E,a1
    74.    move.w   d2,d0
    75.    asr.w   #1,d0
    76.  
    77.    move.w   #$17,d1
    78. -   move.w   d0,(a1)+
    79.    dbf   d1,-
    80.  
    81.    moveq   #$7E,d3
    82.    lea   ($FFFFA800).w,a2
    83.    move.w   ($FFFFEE0C).w,d4
    84.    move.w   d4,d2
    85.    lsr.w   #3,d4
    86.    and.w   d3,d4
    87.    lea   (Horiz_Scroll_Buf).w,a1
    88.    move.w   #(($3F-Horiz_Scroll_Buf)/$40)-1,d1
    89.    move.w   #(($3F-Horiz_Scroll_Buf)/4)-$10,d5
    90.    move.w   (Camera_X_pos).w,d0
    91.    neg.w   d0
    92.    swap   d0
    93.    andi.w   #$F,d2
    94.    add.w   d2,d5
    95.    add.w   d2,d2
    96.    move.w   (a2,d4.w),d0
    97.    addq.w   #2,d4
    98.    and.w   d3,d4
    99.    jmp   +(pc,d2.w)
    100. ;----------------------------------------------------------------------------
    101.  
    102. -   subi.w   #$10,d5
    103.    move.w   (a2,d4.w),d0
    104.    addq.w   #2,d4
    105.    and.w   d3,d4
    106.  
    107. +   rept 16
    108.    move.l   d0,(a1)+
    109.     endm
    110.    dbf   d1,-
    111.  
    112.    subq.w   #1,d5
    113.    bcs.s   +
    114.    move.w   (a2,d4.w),d0
    115. -   move.l   d0,(a1)+
    116.    dbf   d5,-
    117. +
    118.    rts
    119. ; ===========================================================================
    120. ; loc_CC66:
    121. SwScrl_OOZ:
    122.     move.w    ($FFFFEEB0).w,d0
    123.     ext.l    d0
     
  13. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    No, just replace Horiz_Scroll_Buf_End-Horiz_Scroll_Buf with $400 on both lines. I actually missed the second one there.
     
  14. E-122-Psi

    E-122-Psi

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    I think that got it working. Thanx. :D

    The background seems to cut off in places where it transitions, though since this is similar to a previous issue when going to far in the level, I take it it's a case of adding background chunks in plane B to loop it properly.
     
  15. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    Yeah, I just filled the whole plane with copies of the background in SonLVL.
     
  16. AppleSauce

    AppleSauce

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    Hey guys, me again. You know how in Sonic Mania, when you go down a slope or round a loop, the sprites rotate real smoothly? I'm trying to replicate this in a hack, so is there a way I could replace separate tilted sprites with real-time rotation in game?
     
  17. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Extremely unlikely. The amount of processing power required to smoothly rotate sprites and convert them back into tiles is way too much for the CPU to also run the rest of the game.
     
  18. AppleSauce

    AppleSauce

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    You're probably right. Come to think O it, there's a tool called Rotsprite, which allows you to rotate sprites accurately. So, if I just create enough rotational sprites to make it seem smooth, that should be enough for Mania quality stuff.
     
  19. AppleSauce

    AppleSauce

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    Second question from me in a single fucking week: Remember that old engine Saxman made? The Boom Engine? Yeah, I wanna use that again, but the download link for the SonED2 files is gone. Anybody still got them files?
     
  20. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Why?