Is there any known hack where knuckles is in sonic 1? (I am not talking about simply sprite hacks, but a full knuckles port with gliding and such...)
Nope. It IS possible, however. There is a Sonic 2 Knuckles object which can in theory be used in Sonic 1. It'd be difficult work though, and not terribly interesting once it's finished. (It WOULD be somewhat impressive from a technical perspective.)
I'm sure I saw a hack a while back of sonic 1, where knuckles could glide... but his gliding graphics were kinda messed up, he couldn't climb, and the way he glided was slightly different. I forget where I saw it though.
I saw that too. I can't remember, it was either hivebrain or esrael that did it. Check those web pages.
Rika_chou's hack had gliding, but the sprites were messed up. My hack had proper sprites, but no gliding or climbing. One day someone (me/drx/MoD) will put Knuckles in Sonic 1. Until then you'll have to wait.
Making Tails fly is a start, but not enough yet. :P drx is gonna handle it. He gave it a shot in Sonic XD (Which I convieniently have the source to. =P) Since he's gonna rewrite the thing, it should be perfect when it's done.
Yes. Working on it right now. To be *uber* perfect, I made a disassembly of S2K Which I should release in a week or so.
You mean just the $300000 ROM? Or did you do a complete disasm of S&K as well? I know you didn't waste time disassembling S2 again at $200000, especially since it still uses an origin of $000000. It ought to be possible to use this to recreate Esrael's 1MB KiS2 hack.
My point is, since the S2 ROM in KiS2 was shifted without relocation, it's useless to disasm it as if it was supposed to be at $200000 (relative pointers will of course shift, but absolute pointers will always break). If anything, you could take the existing S2 disasm and make the assembler treat it as if it was at $000000 to save a hell of a lot of work (does snasm even have an origin directive?). Plus, as I said, since all the code in the S2 part is unused with KiS2, there's simply no reason to even disasm it, since the work has already been done in the standalone S2 disasm.
No, and I don't think that's necessary when you're making binary files. Remember, the origin is at $04 in the 68k family.
erm... Eu sempre achei que "Sonic 1 & Knuckles" fosse v?lido. Knuckles pode planar e escalar paredes. N?o ? um jogo pirata, mas ainda sim voc? pode jogar com o Knuckles perfeitamente. and hey, If Knuckles is in the "Sonic 1 & Knuckles", is there possible port its original programming to Sonic 1, but without the lock-on (and when I ask, "its possible", that's pretty obvious, but I mean if somebody alredy have done this before.)?
No, what I mean is not really a normal origin directive, but one that is more of an 'effective' origin, but the binary is still assembled at the required address (but it is assembled as if it were at the 'effective' origin). This would be used, for example, to include the whole S2 disasm in the KiS2 disasm, but still to have it assemble the code properly, such that the $200000-$2FFFFF range is identical to a normal Sonic 2 cart. It's not too practically important, it's only important if your goal is to assemble to an identical binary.
Oh, right, and now that I think about it, ORG is a shortening of ORigGin. =P Yeah, you were probably thinking about the ORG directive. But the same thing can also be accomplished by INCLUDEing the S2 disassembly before any code in the KiS2 disassembly.
Actually, I'm just disassembling the UPMEM ($300000). And you can easily assemble it by putting 'align $300000' before the code
And I'd also say it's possible to hack a standalone S&K ROM to give you either the "random cart" blue spheres game, or the Sonic 1 blue spheres game. Just hack the cart detection routine to treat either blue spheres game as the default, instead of S&K.
My name's not on there? I'm hurt.. You can never click this link. Ever. Edit: You also can't click it again for an updated version that addresses issues raised later in this thread, and contains the updates listed in this post