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SonED v1 and v2

Discussion in 'Engineering & Reverse Engineering' started by kezzzs, Feb 22, 2007.

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  1. kezzzs

    kezzzs

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    Hello,
    First let me introduce myself. I'm not new to the scene but then again I'm also not very knowledgeable in the technical side of things, such as assembler. Think of me as a longtime turd :)

    I've recently started using SonED1 to design my own levels on Sonic 2. I'm getting on very slowly and there are a couple of things I would really like to know but haven't been able to find out (I'm sure they've been asked before but I'm unsure on what to search for)

    Firstly I'd like to know if there is a list or a website that lists all the object numbers. I'm finding it really frustrating having to keep moving around the level to find, say a set of spikes, and then memorizing the number so that I can change a different objects number to that. Also is there a similar thing to that of the tiles.

    Secondly I've given it a lot of time but I've still confounded on how to convert a ROM into a project for use in SonED2 and then converting a project back into ROM. If there is a step by step guide or something like that floating around it would be much appreciated.

    Thanks in advance!
     
  2. Aurochs

    Aurochs

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    1. Here.
    2. Umm... use the provided split/merge utilities?
     
  3. kezzzs

    kezzzs

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    1. Thank you but I have already found this page. It doesn't seem to list most objects though and it doesn't seem to relate to what SonED lists them as. For example the Buzzer badnik on green hill zone is 4B 00 09 in SonED.
    2. I've managed to split the ROM but I didn't find the merger. I hsall have another look.
     
  4. SMTP

    SMTP

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    Buzzer IS listed as 4B, in that guide..
     
  5. kezzzs

    kezzzs

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    Ah crap. I've just noticed my mistake. I didn't see the numbers on the left hand side. I was looking at the codes and mappings.
    Sorry guys!
     
  6. Mecha Sonic

    Mecha Sonic

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    Just while we're on the subject of Soned. It has been giving me the fucking shits, I want to know why does it always fuck up the Level select. My hack was fine before, and now its stuffed. ARRGHH I fucking hate it :angry:

    What merge tool? where's that. It only has the splitter.
     
  7. Aurochs

    Aurochs

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    Just realized that SE2 doesn't come with the merge utility. Oops.

    The whole thing is intended to be used with split disassemblies. Merging all that data back into the ROM manually would be a major chore, and there's no tool available that merges the data automatically. Just download the appropriate disassembly from Hacking CulT and you'll be set.
     
  8. Mecha Sonic

    Mecha Sonic

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    So, if I put the all the art I want into the assembly build. It'll be right to edit with Soned2, cause you have the shit in there allready to use? is that right.
     
  9. Aurochs

    Aurochs

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    what
     
  10. Mecha Sonic

    Mecha Sonic

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    Ahh, what I meant was, to get .bin files with all your art and other stuff in there, sprites etc. Well what's the easiest way other than, chucking them in manually. I'm trying to put some extra level art and sprites in my hack, and it's not going well.
     
  11. Aurochs

    Aurochs

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    INCBIN "c:\<path>"

    To get SonEd2 to read this data, you just have to edit the project file.
     
  12. Mecha Sonic

    Mecha Sonic

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    Yeah umm, the only problem is, how are you supposed to put the edited data back into your ROM. I've been wondering, how other people have done it without a tool. Just thinking about doing that manually gives me a headache. Damn I wish there was a fucking merge tool.
     
  13. Aurochs

    Aurochs

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    INCBIN "C:\<path>"

    or for Macro AS, use BINCLUDE instead of INCBIN. Same damn thing (except INCBIN doesn't support long filenames)

    EDIT: Note that we're talking assemblers here. You have to use an assembler. This will require that you follow my advice outlined above and DOWNLOAD A FKN DISASSEMBLY.
     
  14. SMTP

    SMTP

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    Build.bat assuming you are using Nemesis' disassembly..
     
  15. Mecha Sonic

    Mecha Sonic

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    Ahem, yes I have used build.bat, but that's not what I was asking initially. It's being a fucking pain in the ass to run it though. I'm having a problem, where it gets upto a number of tags processed, which at first was 486, and then crashes. I managed to find what the cause of the first one was, but now it happens a bit later on, at 550 roughly. I think there's some problems I have with s2comb.txt, what do you think?
     
  16. SMTP

    SMTP

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    What files are you editing...? A clean split would be best.
     
  17. Mecha Sonic

    Mecha Sonic

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    Umm, I'm not editing anything yet. This is my asm build. It is a clean split, but I've added quite a bit of art and stuff, which is mainly just sprites and their mappings etc. I think it could be that I have far too many enteries in s2comb.txt. Or s2comb.exe has bugs. I guess I'll just have to drop everything I'm trying to include in it. And remove everything I've typed in. Then try putting one thing it at a time, and that way, I should avoid all the fucking problems it has been giving. If only it would compile without any trouble!

    I compiled it once before, which was when I first used split, and had a clean asm file. I fired up Gens, and when I started EHZ, it fucked up with nothing but a BSOD. And I hadn't touched a thing.
     
  18. Rika Chou

    Rika Chou

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    USE THE AS DISSASEMLY.
     
  19. Mecha Sonic

    Mecha Sonic

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    Rika, that's not what the problem is, it's the combiner. Besides I find AS confusing to use, Snasm seems alot easier to use. Is there a compile.bat for AS by any chance.
     
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