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.
Ok so here's my problem. I'm trying to add some collision to this 256x256 chunk I've made: Of course it doesn't work though but the odd thing is that it works some places And here's what happens everywhere else: 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)
<!--quoteo(post=201001:date=Jun 17 2008, 07:13 PM:name=Joaki)--><div class='quotetop'>QUOTE (Joaki @ Jun 17 2008, 07:13 PM) EDIT: I wait to have been more explanatory [/quote] The locations will be, but still the problem persists. I have tried it often, but nothing...
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.
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...
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.
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.
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?
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
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.
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
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.
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?
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.
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): MusicIndex: dc.l Music81, Music82 dc.l Music83, Music84 dc.l Music85, Music86 dc.l Music87, Music88 dc.l Music89, Music8A dc.l Music8B, Music8C dc.l Music8D, Music8E dc.l Music8F, Music90 dc.l Music91, Music92 dc.l Music93, Music94 dc.l Music95, Music96 dc.l Music97, Music98 dc.l Music99, Music9A dc.l Music9B, Music9C dc.l Music9D, Music9E dc.l Music9F And load the respective BIN files by doing Code (Text): MusicXX: incbin sound\musicXX.bin 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
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-???
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. 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?