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Basic Questions & Answers thread

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

  1. Cinossu

    Cinossu

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    Sonic the Hedgehog Extended Edition
    I recommend HivePal, if you're using a split disassembly. You can find it at the Sonic_Hacking_Utilities page of the wiki.


    http://scaa.sonicretro.org


    The best way I've found is to take a VRAM dump from an emulator, and move all the data previous to where "SCOR RINGS TIME" is to the end, and load that instead. I don't know about SonMapEd with this, but it works nicely in LOst Library.
     
  2. Dark Sonic

    Dark Sonic

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    Working on my art!
    Ok so here's my problem. I'm trying to add some collision to this 256x256 chunk I've made:
    [​IMG]
    Of course it doesn't work though but the odd thing is that it works some places
    [​IMG]
    [​IMG]

    And here's what happens everywhere else:
    [​IMG]
    [​IMG]

    How do I fix this? Also how do I get rid of the rotating palette (Also how to I port the Casino Night rotating palette from Sonic 2 to Sonic 1)

    By the way, layout and stuff is temporary. I'm just testing how porting Casino Night over Spring Yard Zone will work out (I hate SYZ)
     
  3. Joaki

    Joaki

    AKA BombJack93 Member
  4. Tweaker

    Tweaker

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    OH, I think I know the problem! Did you touch the animation scripts at all? If you changed the names of them or replaced them with the animations from another Sonic game, the labels will not be the same, and therefore the game cannot build without those labels defined.
     
  5. Joaki

    Joaki

    AKA BombJack93 Member
    I do not believe it, only I modified other elements separated from this one. Though I distrust much what I did, for what here I put my dissassembly:
    http://www.fileden.com/files/2008/6/17/1963595/sonic1.asm
    Though I doubt much that has changed something, but the truth, I do not know it...
     
  6. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    making cool music no one gives a shit about
    Ok, total retard question here. How do I compile my Sonic 1 Split Dissasembly? I'm using Hivebrain's 2005 dissasembly. I'm completely new to these things, so any help would be appreciated.
     
  7. Tweaker

    Tweaker

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    Double click "build.bat," assuming you've already split a ROM.

    If you have, and it still gives you shit, create a blank file called "s1comb.asm" and try again. That should take care of it.
     
  8. LordOfSquad

    LordOfSquad

    bobs over baghdad Member
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    making cool music no one gives a shit about
    Excellent! Works like a charm. Many thanks!
     
  9. Hey, I have another question which may seem "HEY ADMIN PLEASE BAN ME"ish (inside joke), but, ok, here it is.

    When I try putting compressed art into my Sonic 1 hack, using TSDC, it won't work. Anyone have a guide?
     
  10. iojnekns

    iojnekns

    trouble keeps you runnin' faster Member
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    Your strip of top solid collision is set to use the wrong height map. Changing it is covered here.

    The whitened blocks should be reading angle FF
     
  11. To Joaki, as I said before, ESE ASM Edit, to the best of my knowledge, doesn't support Hive's external include program. You're going to either have to use the disassembly with an ordinary text editor and compile it with build.bat, or else convert the disassembly for use with ASM68k - this page covers how.
     
  12. Dark Sonic

    Dark Sonic

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    Working on my art!
    Thank you now the collision works. Rotating pallet still is in the way though
     
  13. Ollie

    Ollie

    DIGGY DIGGY HOLE Member
    I'm guessing you are using a Split Disassembly, you could check out this guide, just so that you can check where you actually went wrong and how to fix it.

    Basic Art Editing
     
  14. SteelBrush

    SteelBrush

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    Tramadol, Tamazepam and finding a reason to exist.
    I feel that this is a rather stupid question but I can't seem to find an answer to it.

    Is there a way of manually dumping (not ripping) sprites, level tiles and backgrounds, so they can then be edited in another program? For example taking the GHZ bachground editing it in Illustrator then re-inserting it into the rom.
     
  15. Scarred Sun

    Scarred Sun

    Be who you needed when you were younger Administrator
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    Welp, this.
    Damizean's Level Ripper may be of interest to you.
     
  16. Peruant

    Peruant

    Just dropping in through gaps Member
    I accidently told ya to disregard my post , so here's my question

    How do I add more music slots to the game so that each other level has something different playing? And I'm trying to find the music pointers of Shinobi 3 since it's not listed in the Music Hacking Guide. Any guess on what pointer it is?
     
  17. HighFrictionZone

    HighFrictionZone

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    If you get a disassembly and split open a sonic 1 rom, it's pretty easy to find the tiles for everything.
    /artunc/ contains all the uncompressed shit (Sonic, the HUD, some other misc graphics).
    /artnem/ contains the level 8x8 tiles, among other things, presumably in the nemesis compression (I don't know for sure, but that's what I'm guessing based on the fact they load as garbage in TLP, and the fact that "nem" is in the name)
    /artnem_u/ contains the uncompressed version of the above. You can edit these in Tile Layer Pro.

    I think there might be a few other folders, but generally, these are what you're after. The palettes are probably stored in the folder labeled /pallet, so if you want to edit the colors, you'd have to figure that out (though if you're using SonEd2, you can probably edit them the same way you can edit level art, if I ever figure that out, I'll let you know.)

    Assuming you set the disassembly up right (SCHG_How-to:Set_up_a_Sonic_1_split_disassembly for tips), saving the edited art back where it was and double clicking build.bat should produce s1built.bin - Sonic 1, but with your art!

    Assuming that you're using Sonic 1, this is a step-by-step guide that ends up doing most of the work for you (songs not included). No idea about Sonic 2, though I would imagine that it wouldn't be too hard to port it if one really applied themselves.
     
  18. nineko

    nineko

    I am the Holy Cat Tech Member
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    You can easily get song slots up to $9F in Sonic 1 without the need of heavy modifications of your code. Just extend the music index so it looks like
    Code (Text):
    1. MusicIndex: dc.l Music81, Music82
    2.         dc.l Music83, Music84
    3.         dc.l Music85, Music86
    4.         dc.l Music87, Music88
    5.         dc.l Music89, Music8A
    6.         dc.l Music8B, Music8C
    7.         dc.l Music8D, Music8E
    8.         dc.l Music8F, Music90
    9.         dc.l Music91, Music92
    10.         dc.l Music93, Music94
    11.         dc.l Music95, Music96
    12.         dc.l Music97, Music98
    13.         dc.l Music99, Music9A
    14.         dc.l Music9B, Music9C
    15.         dc.l Music9D, Music9E
    16.         dc.l Music9F
    And load the respective BIN files by doing
    Code (Text):
    1. MusicXX:    incbin  sound\musicXX.bin
    2.         even
    Those songs won't play in the sound test because it's hardcoded to a lower value, but they would play just fine if used in game.

    To add even more songs, in the slots from $E5 to $FF, you have to do something more.

    Also
    http://forums.sonicretro.org/index.php?showtopic=9625
     
  19. SteelBrush

    SteelBrush

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    To an extent SonED2 exports tiles, I'll experiment and see if it's workable. My concern is over format, I will transfer the files over to a mac for editing. PC-SonED2-PCX-MAC-???
     
  20. Peruant

    Peruant

    Just dropping in through gaps Member
    Alright cool. You two definitely simplified that for me. I'm pretty sure I won't need as much slots just yet since this is still new to me. :rolleyes:

    Just two more things: Is there a tool that is able to find the music pointers or do I have to look them up myself through ASM ?

    And how am I able to get the songs in their .bin files?