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Basic Questions & Answers thread

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

  1. nineko

    nineko

    I am the Holy Cat Tech Member
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    Right, that. BTST could have been used in this case.
     
  2. filmzombie

    filmzombie

    The real spindash... Member
    155
    0
    0
    England- The Land of Tea
    Sonic Synthesis
    I am still having trouble getting SonicED1 to load my save states properly. It keeps claiming the files are corrupted.

    I will eventually work out why these Sonic 1 originals I keep loading turn out to be completely useless with my system. However, does it matter what emulator you use to save the game in the first place?

    I am using Kega Fusion and it is struggling to even open Sonic 1 originals themsleves. With hacks it is completely fine.



    Also- after using the save state of a hack I managed to open the actual Editor screen for SonicED, just to try messing about and practising until I gain some basic footing.

    But I find the control system perplexing. Is there any other tools I'm suppossed to be using? Draw Mode...Select Mode. It seems I'm just using these to erase bits of background. And by highlighting certain pallette boxes I've so far only succeeded in making the backgrounds of certain tiles become highly distorted.


    So to sum up. Two questions:

    1- Is my current emulator the reason why my Sonic 1 ROM refuses to load properly?

    2- Can someone give me a basic rundown of SonicED's control system?
     
  3. FraGag

    FraGag

    Tech Member
    First off, it's SonED, not SonicED. If you have trouble using SonED, read the Readme file. You may also want to try SonED2, which doesn't require savestates, but instead requires a split disassembly (get one here: Disassemblies). If you split and build right away and don't get a working ROM, then you're not using a clean Sonic 1 ROM; search again.
     
  4. filmzombie

    filmzombie

    The real spindash... Member
    155
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    0
    England- The Land of Tea
    Sonic Synthesis
    All of the ReadMe Files are empty. I opened them up and my notepad just came up with a blank page.


    However, I will explore SonEd2. If it doesn't use save states it will be easier.

    Thanks for the advise.
     
  5. Thundertimi

    Thundertimi

    Member
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    Sonic Retro (Artwork team)
    There is stupid question, but I hope I get answer.

    Only thing what I can do, is art somewhat, but now im trying to learn something.

    How I can make object hurt sonic?
    If sonic break eggman monitor, how can I make it hurt Sonic.

    Code (Text):
    1. Obj2E_ChkEggman:    ; XREF: Obj2E_Move
    2.         addq.b  #2,$24(a0)
    3.         move.w  #29,$1E(a0)
    4.         move.b  $1C(a0),d0
    5.         cmpi.b  #1,d0; does monitor contain Eggman?
    6.         bne.s   Obj2E_ChkSonic
    7.         rts ; Eggman monitor does nothing
    Do I need to replace that last text whit something?
    Im totally newb whit this.

    Or is it that simple?
     
  6. nineko

    nineko

    I am the Holy Cat Tech Member
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    Code (Text):
    1. Obj2E_ChkEggman:    ; XREF: Obj2E_Move
    2.         addq.b  #2,$24(a0)
    3.         move.w  #29,$1E(a0)
    4.         move.b  $1C(a0),d0
    5.         cmpi.b  #1,d0; does monitor contain Eggman?
    6.         bne.s   Obj2E_ChkSonic
    7.         move.l  a0,a1
    8.         move.l  a0,-(sp)
    9.         lea ($FFFFD000).w,a0
    10.         jsr Touch_ChkHurt
    11.         move.l  (sp)+,a0
    12.         rts
    In this way, the Eggman monitor will hurt Sonic in the same way a badnik would: if you have a shield, you'll lose the shield; if you are invincible, you won't be hurt; if you have rings, you'll lose them; if you have no rings, you'll die.
     
  7. Thundertimi

    Thundertimi

    Member
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    Sonic Retro (Artwork team)
    Oh, and I just testing and learning, so how I can do this.

    If I kill buzz bomber, I got hurt.
     
  8. Anthall

    Anthall

    Spambot Member
    235
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    Leicester, UK
    Sonic the Hedgehog - The Final Showdown
    Try this:

    Code (ASM):
    1. Obj2E_ChkEggman:            ; XREF: Obj2E_Move
    2.         addq.b  #2,$24(a0)
    3.         move.w  #29,$1E(a0)
    4.         move.b  $1C(a0),d0
    5.         cmpi.b  #1,d0       ; does monitor contain Eggman?
    6.         bne.s   Obj2E_ChkXXXX
    7.         tst.b   ($FFFFFE2D).w   ; is Sonic invincible?
    8.         bne.s   ChkEggmanNO ; if yes, branch
    9.         tst.w   ($FFFFD030).w   ; is Sonic invulnerable?
    10.         bne.s   ChkEggmanNO ; if yes, branch
    11.         lea ($FFFFD000).w,a0
    12.         jsr HurtSonic
    13.  
    14. ChkEggmanNO:
    15.         rts
    Change XXXX to the name of the monitor after this code.
     
  9. Thundertimi

    Thundertimi

    Member
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    Sonic Retro (Artwork team)
    Thanx guys, now I understand some stuff.
     
  10. Anthall

    Anthall

    Spambot Member
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    Sonic the Hedgehog - The Final Showdown
    Almost forgot:

    Thank you FraGag and Malevolence for your help!

    Now I can add some intresting ideas to my hack!
     
  11. Twilight

    Twilight

    Member
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    A Sonic the Hedgehog hack
    How do you convert 256x256 mappings to 128x128 mappings?
     
  12. STHX

    STHX

    SEGAAAAAAAAA?!? Member
    1,809
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    The world of Trophies
    Sonic In Mushroom Kingdom
    I'm not sure if this is possible. There are a lot of 128x128 possible chunks that could be made from a 256x256 chunk (if you're referring to this).
    But even if this is not the case, I don't think there is a program which can do this automatically.
     
  13. Tweaker

    Tweaker

    Banned
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    ESEII has a built-in converter for converting 256x256 chunks to 128x128. It should even convert the collision data, though I wouldn't trust that too much.
     
  14. nineko

    nineko

    I am the Holy Cat Tech Member
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    I once made a custom 256 to 128 converter for someone, so yeah, the conversion is definitely possible. If all else fails, PM me and I'll give it to you.
     
  15. There's uhh..you know SonED 2? <_<
     
  16. Infiniti

    Infiniti

    ↑ & ↓ & ↻ Member
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    UK
    I'm working on adding the Sonic 2 level select menu to Hives Sonic 1 disassembly.
    Since Esrael's files/guide only covered Drx's disassembly I've been going mainly on guess work.
    I've managed to get the rom to build and go to the level select screen, but I have to press start again (after pressing A+Start) to get it to appear, and it's using the default Sonic 1 level select pallet, somthing I assumed Esrael's files/guide would fix automaticly.
    [​IMG]
    Furthermore it woun't let me move Up/Down between the levels on the LS screen. Despite this minor setback and the pallet problem I'm very happy that I managed to do somthing that is (to my Knowledge) not documented for Hive's disassembly (but if it is I couldn't find it).

    That said, I would greatly appreciate any help in fixing these two problems.
     
  17. VivaLaVida

    VivaLaVida

    This Guy.... Member
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    Editing layouts in SonED2
    Every time I try to build my dissassembly into a .bin file, its gives me this 1KB shit. (s1comb.asm is there too.) Can anyone help?
     
  18. HighFrictionZone

    HighFrictionZone

    Hi. Member
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    What is the output of build.bat? Generally, the reason for not being built properly is displayed. If you simply run build.bat then you need to either run it from a command prompt or edit build.bat to add pause to the bottom. Once you have done either of those things, whatever errors are occurring will show up and you can post those here for help.
     
  19. JigenD

    JigenD

    Member
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    Ok guys, I don't know if this is the right place to post this type of question but here it goes anyway: Do you guys know any simple way of changing the sonic sprites on the genesis games? I wanted to do that because I really like sonic1 /sonic cd sprites, and I wanted to use them on sonic3&knuckles. Could anyone help me with this?
     
  20. VivaLaVida

    VivaLaVida

    This Guy.... Member
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    Editing layouts in SonED2
    Code (Text):
    1. s1comb.asm(47180) : Error 03025 : Cannot find include file 'sound\soundC7.bin'
    2. SoundC8:        incbin  sound\soundC8.bin
    3. s1comb.asm(47182) : Error 03025 : Cannot find include file 'sound\soundC8.bin'
    4. SoundC9:        incbin  sound\soundC9.bin
    5. s1comb.asm(47184) : Error 03025 : Cannot find include file 'sound\soundC9.bin'
    6. SoundCA:        incbin  sound\soundCA.bin
    7. s1comb.asm(47186) : Error 03025 : Cannot find include file 'sound\soundCA.bin'
    8. SoundCB:        incbin  sound\soundCB.bin
    9. s1comb.asm(47188) : Error 03025 : Cannot find include file 'sound\soundCB.bin'
    10. SoundCC:        incbin  sound\soundCC.bin
    11. s1comb.asm(47190) : Error 03025 : Cannot find include file 'sound\soundCC.bin'
    12. SoundCD:        incbin  sound\soundCD.bin
    13. s1comb.asm(47192) : Error 03025 : Cannot find include file 'sound\soundCD.bin'
    14. SoundCE:        incbin  sound\soundCE.bin
    15. s1comb.asm(47194) : Error 03025 : Cannot find include file 'sound\soundCE.bin'
    16. SoundCF:        incbin  sound\soundCF.bin
    17. s1comb.asm(47196) : Error 03025 : Cannot find include file 'sound\soundCF.bin'
    18. SoundD0:        incbin  sound\soundD0.bin
    19. s1comb.asm(47198) : Error 03025 : Cannot find include file 'sound\soundD0.bin'
    20. SegaPCM:        incbin  sound\segapcm.bin
    21. s1comb.asm(47200) : Error 03025 : Cannot find include file 'sound\segapcm.bin'
    22.  
    23. 423 errors encountered processing file 's1comb.asm'
    24. 36722 source statements in 47211 lines processed in 0.2 seconds
    25. Lightning's ROM Padder
    26.  
    27. Reported Size:        0 Reported Checksum:    0
    28.  Size applied:       7F  Checksum Applied:    0
    29. Press any key to continue . . .




    Thats what came up. I don't understand why it says cannot find include file. I haven't deleted anything or added anything at all.