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Basic Questions & Answers thread

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

  1. Pyrochrome

    Pyrochrome

    Member
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    Where do I go for general assistance with a romhack? Is there a Discord server? I'm trying to implement new moves like a double jump and it's not quite working.

    edit: and also, how does Sonic 1 handle pointers to walking/running sprites when Sonic is tilted?
     
  2. Sonic Retro's discord server has a channel for hacking discussion. You can also use the search feature on this site to look at others' forum posts and see how they solved problems. Sonic Stuff Research Group is another forum site to look at if you can't find something here. Hope this helps.
     
  3. Cokie

    Cokie

    C. Okie Member
    71
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    The Obj_SOZGhosts object in SOZ2 in SK is absolute coordinates and is offscreen the entire time, according to the render flags. It sets it coordinates as 0x120 0xA0 ( X AND Y ) . It seems to be a parent object that is not displayed and is kind of a "dummy" in the sense that it creates children by

    loc_8F108:
    lea ChildObjDat_8F674(pc),a2
    jmp (CreateChild6_Simple).l

    where:
    ChildObjDat_8F674:
    dc.w 0
    dc.l loc_8F11E

    note loc_8F11E is a part of Obj_SOZGhostsobject

    What is the Obj_SOZGhostsobject then if it is a non seen parent object that isn't really a ghost but rather seems to be a spawner of the ghost and have code that controls it. Is this a common theme in sonic 1 2 3 knuckes engines to have the object name be a dummy that spawns?

    Why have the Obj_SOZGhosts object be at this particular coordinate point mentioned above. And why bother making it absolute? And why bother making it offscreen if there is no sprite? I am missing some fundamentals of parent child creation in sonic games i believe.

    Also the ghosts being made by CreateChild6_Simple take upon the Obj_SOZGhosts x and y and by default are absolute while the ghosts float left and right while they are small and only change to playfield coordinates when they move diagonally and then disappear and come back to the top are absolute only to repeat back the cycle. Any clue why?

    Here is a video of what is going on. I wrote a script to show the objects base slot in object ram, its object code , its coord system type ( absolute / playfield ), if its on scree and its x and y

     
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  4. Tried to put in a custom song for the HPZ entry in the music index, got this error that I cannot figure out for the life of me. I tried to use the +20h on its inclusion to the index like the 1up/credits/drowning track and the include asm path, still doesn't work. How do I fix this?
    [​IMG]
     
  5. BenoitRen

    BenoitRen

    Member
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    The error seems pretty self-explanatory to me. Your new song is too big for the decompression buffer. It even gives you a solution: add it uncompressed.
     
  6. The problem is that I can't figure out how to add it uncompressed. Last time I've checked, I couldn't find anything on adding uncompressed songs.