Basic Questions and Answers Thread

Discussion in 'Discussion & Q&A' started by Malevolence, Jul 7, 2009.

  1. Sinkdude

    Sinkdude He looked much leaner on TV Member

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    I only found one in the code for Object 4C - Motobug. I think it's a mistake
     
  2. MarkeyJester

    MarkeyJester ♡ ! Member

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    If you are checknig V-Ram then the level's art needs to be loaded into V-Ram before you can obtain it (You have to load the wood zone level art first which does not exist in Sonic 2).

    The uncompressed art you are referring to for Chaotix I would assume are the sprites, in which case the 32x has an extra VDP processor iirc, so the art is in a completely different format, trying to view it in the Megadrive's standard VDP format wouldn't work. There was however a program released a long while ago which could open up that specific format for editing. Try a google search.
     
  3. Sinkdude

    Sinkdude He looked much leaner on TV Member

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    I think you mean "Tile Molester", MarkeyJester.
     
  4. MarkeyJester

    MarkeyJester ♡ ! Member

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    No, I did not.
     
  5. FireRat

    FireRat Do Not Interact With This User, Anywhere!!! Exiled

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    Another question: Where's the Marc's Screen Code? I cant find this. I need this to my splash screens
     
  6. MarkeyJester

    MarkeyJester ♡ ! Member

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    It was hidden from public eyes, because everyone will over abuse it and will have no real effort to do any work of their own.
     
    Last edited by a moderator: Jul 26, 2010
  7. theocas

    theocas #! Member

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    Now to answer: It would probably be possibly make mappings and 8x8 art files and a pallet using ImaGenesis, and then modify the Sega Screen code to load and display them. Isn't there a mode where you just load tiles into VRAM and a pallet into CRAM and the tiles get displayed in the order they're written to the VDP? I myself am working on a Splash Screen code, and I wil likely write a guide on it later on (NOT a Copy and paste, but one that provides the basic idea and pseudocode, but no actual ASM <_<) Anyways, I'll let you know how I'm doing every now and then.
     
    Last edited by a moderator: Jul 26, 2010
  8. FireRat

    FireRat Do Not Interact With This User, Anywhere!!! Exiled

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    Well, I tried working in my splash screen in the Segascreen, but I have problems, especially because the graphics editing is my most wrong point..
     
  9. theocas

    theocas #! Member

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    What exactly is not working? Please post a screenshot. Also, any build errors, and how did you import your image to your code? You'd probably have to disable the pallet cycle before.
     
  10. FireRat

    FireRat Do Not Interact With This User, Anywhere!!! Exiled

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    Here's my bad image:


    [​IMG]


    To add this, I just extracted the pallete, mappings and art, and just replaced by the original files
     
    Last edited by a moderator: Jul 26, 2010
  11. Goonie

    Goonie Active Member Member

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    Quick question.....


    Are s3/k level tiles the same as s2?
     
  12. FireRat

    FireRat Do Not Interact With This User, Anywhere!!! Exiled

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    Yes, except the compression formats
     
  13. Goonie

    Goonie Active Member Member

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    Thanks for the quick answer mate! cheers
     
  14. Hanoch

    Hanoch Well-Known Member Member

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    I think the collision is also different.
     
  15. FireRat

    FireRat Do Not Interact With This User, Anywhere!!! Exiled

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    Well, I now fixed the pallete. But how to center the image? Looking the code in segascreen, I found this:



    lea ($FF0180).l,a1
    move.l #$40000003,d0


    moveq #$27,d1 ;27


    moveq #$1B,d2


    bsr.w ShowVDPGraphics



    I try changing the values in moveq code, but I don't know the correct values. What are this values for a 320x224 image?
     
  16. Hanoch

    Hanoch Well-Known Member Member

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    move.l #$40000003,d0



    Change the $4000 to something else untill its centered.
     
  17. hfdshdgfhgn

    hfdshdgfhgn fdsgfdgfhgfds Member

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    I tried to build today and got a bunch of errors saying that align was not a correct op-code, so I commented them all out.


    Afterwards, I got this stubborn error...



    Code:
    E&#58;\MYHAX\COLLAB\COLLAB\SONIC1.ASM&#40;1&#41; &#58; Error &#58; Illegal character &#39;∩&#39; &#40;239&#41; in input

    I checked in the ASM file, but that character was nowhere to be seen! Here are the first few lines of the ASM file...




    ; tells the VDP to fill a region of VRAM with a certain byte


    dmaFillVRAM macro byte,addr,length


    lea ($C00004).l,a5


    move.w #$8F01,(a5) ; VRAM pointer increment: $0001


    move.l #(($9400|((((length)-1)&$FF00)>>8))<<16)|($9300|(((length)-1)&$FF)),(a5) ; DMA length ...


    move.w #$9780,(a5) ; VRAM fill


    move.l #$40000080|(((addr)&$3FFF)<<16)|(((addr)&$C000)>>14),(a5) ; Start at ...


    move.w #(byte)<<8,($C00000).l ; Fill with byte


    move.w (a5),d1


    btst #1,d1


    move.w #$8F02,(a5) ; VRAM pointer increment: $0002


    endm



    Can anyone help? :<
     
  18. MarkeyJester

    MarkeyJester ♡ ! Member

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    SONIC1.ASM(1)


    (1)


    On Line 1
     
  19. hfdshdgfhgn

    hfdshdgfhgn fdsgfdgfhgfds Member

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  20. FireRat

    FireRat Do Not Interact With This User, Anywhere!!! Exiled

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    Here's probably your problem:


    Well, this problem may VDP unrelated. When I started creating my hack, I have exactly this problem. I fixed this, opening the main ASM file with esrael assembler editor.. At the start of the file, in ESE i can view some strange symbols. Try to delete it and try to compile :)
     
    Last edited by a moderator: Jul 27, 2010