Basic Questions and Answers Thread

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

  1. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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  2. EMK-20218

    EMK-20218 The Fuss Maker Exiled

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    Adding the track with the name and with its extension IS the solution.
     
  3. DarkLeach

    DarkLeach Well-Known Member Member

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    SuperEgg and Eduardo Knuckles: Thanks I have it fixed now. Can't believe I couldn't figure it out myself :( Seemed so simple after I did it, it just took forever. That just leaves how to import music and how to fix my Water Music Problem... Oh well. At least It's Set up for the future!


    EDIT: Here's My Water Music Problem Vid:



    I don't know what happened to my Water in LZ1....


    I do use Patch Codes to get to levels because my level select has these disabled, that's why the title screen is all screwed up every time I reset, because as the Patch Codes. Obviously this was recorded before I changed my GFX, but that's all I've added since then besides expanding the music selection. This video was recorded however with the code MJ gave me to fix my code. However my code did the exact same thing...
     
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  4. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    Open the "Pattern load Cues.asm" in the _inc folder


    Next Find "PLC_GHZ"


    It should something like this



    Code:
    
    PLC_GHZ: dc.w $B
    
      dc.l Nem_GHZ_1st ; GHZ main patterns
    
      dc.w 0
    
      dc.l Nem_GHZ_2nd ; GHZ secondary patterns
    
      dc.w $39A0
    
      dc.l Nem_Stalk  ; flower stalk
    
      dc.w $6B00
    
      dc.l Nem_PplRock ; purple rock
    
      dc.w $7A00
    
    




    Add this somewhere in PLC_GHZ





    Code:
    
    	    dc.l Nem_Water	    ; water    surface
    
    	    dc.w $6000
    
    





    Next, change



    Code:
    
    PLC_GHZ: dc.w $B
    
    
    to



    Code:
    
    PLC_GHZ: dc.w $C
    
    
    Save and build. That should at least load the water surface.


    Now as far as no water in Labyrinth, seems you may have screwed up your water loading tables. Dunno, I'd have to see your code.

    [/CODE]
     
    Last edited by a moderator: Jan 16, 2012
  5. DarkLeach

    DarkLeach Well-Known Member Member

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    Ok, I added the Water Surface (and the Bubbles as well I found it and copied it)


    However Whenever I try to Change



    Code:
    
    PLC_GHZ: dc.w $B
    
    
    to



    Code:
    
    PLC_GHZ: dc.w $C ;or anything higher $D,$E, etc.
    
    

    The Game Crashes on loading GHZ. So I left it at $B

    Here's my result:

    /monthly_01_2012/post-1593-0-10419700-1326740307_thumb.png



    I get weird water looking blocks on my layout chunks...



    /monthly_01_2012/post-1593-0-33886500-1326740455_thumb.png



    My Springs won't show up either.



    However as you see on the first pic, the Water Surface and Sonic's Bubbles DO Show up...



    Here's my PLC_GHZ:

    Code:
    
    PLC_GHZ: dc.w $B
    
      dc.l Nem_GHZ_1st ; GHZ main patterns
    
      dc.w 0
    
      dc.l Nem_GHZ_2nd ; GHZ secondary patterns
    
      dc.w $39A0
    
      dc.l Nem_Stalk  ; flower stalk
    
      dc.w $6B00
    
      dc.l Nem_PplRock ; purple rock
    
      dc.w $7A00
    
      dc.l Nem_Water  ; water surface
    
      dc.w $6000
    
      dc.l Nem_Bubbles ; bubbles and numbers
    
      dc.w $6900
    
      dc.l Nem_Crabmeat ; crabmeat enemy
    
      dc.w $8000
    
      dc.l Nem_Buzz  ; buzz bomber enemy
    
      dc.w $8880
    
      dc.l Nem_Chopper ; chopper enemy
    
      dc.w $8F60
    
      dc.l Nem_Newtron ; newtron enemy
    
      dc.w $9360
    
      dc.l Nem_Motobug ; motobug enemy
    
      dc.w $9E00
    
      dc.l Nem_Spikes  ; spikes
    
      dc.w $A360
    
      dc.l Nem_HSpring ; horizontal spring
    
      dc.w $A460
    
      dc.l Nem_VSpring ; vertical spring
    
      dc.w $A660
    
    
    [/CODE]
     

    Attached Files:

    Last edited by a moderator: Jan 16, 2012
  6. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    The reason the spring art did not load is because you put $B when you need to put $D.


    Edit: You need to change this:



    Code:
    
    dc.w $6000
    
    
    To another Value, Not sure what but somthing

    [/CODE]
     
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  7. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    Accident double post! Sorry
     
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  8. DarkLeach

    DarkLeach Well-Known Member Member

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    I know why the spring art isn't showing, I just don't know why whenever I change $B to anything else, it crashes. I'll try what you said. And BTW, in my GHZ4 the water is Purple (Gives the purple effect to Sonic and anything in it, but when I was still fixing it (and it was in Act 1) the water was Blue in GHZ1. Any reason why that is?



    EDIT: Here's something I found out:

    When "Pattern load cues.asm" is arranged this way:





    Code:
    
      dc.l Nem_GHZ_1st ; GHZ main patterns
    
      dc.w 0
    
      dc.l Nem_GHZ_2nd ; GHZ secondary patterns
    
      dc.w $39A0
    
      dc.l Nem_Water  ; water surface
    
      dc.w $6000   ; 6000
    
    



    This Happens:

    /monthly_01_2012/post-1593-0-89858200-1326752417_thumb.png



    But when it's ordered this way...



    Code:
    
      dc.l Nem_GHZ_1st ; GHZ main patterns
    
      dc.w 0
    
      dc.l Nem_Water  ; water surface
    
      dc.w $6000   ; 6000
    
      dc.l Nem_GHZ_2nd ; GHZ secondary patterns
    
      dc.w $39A0
    
    
    This Happens:


    /monthly_01_2012/post-1593-0-76309300-1326752425_thumb.png


    Something must be overwriting something... But What?

    [/CODE]
     

    Attached Files:

    Last edited by a moderator: Jan 16, 2012
  9. DanielHall

    DanielHall Well-Known Member Member

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    Are you overwriting something with $6000? Regen has a VRAM viewer for you to take a look at what's going on.
     
  10. DarkLeach

    DarkLeach Well-Known Member Member

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    Never used Regen, I've always used Kega Fusion, except for Gens Rerecording to Record video. I'll try it out, and I don't know if $6000 is overwriting anything, I'll check.
     
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  11. Psycho RFG

    Psycho RFG Well-Known Member Member

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  12. Animemaster

    Animemaster Lets get to work! Member

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    Your taking up the ghz art space(Not all of it some of it) between the stork which is at $6B00. So I echo the others, you need to find a free vram space and change your location to the new vram location you find. Regen is recommened.
     
  13. DarkLeach

    DarkLeach Well-Known Member Member

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    I did use Regen (Debug), and I found my problem. Left is with the Water Top and Bubbles and Right is Without.


    /monthly_01_2012/post-1593-0-51687600-1326755389_thumb.png


    I added the White Circles and Red Arrows for clarity they aren't part of the VRAM.


    I was also looking and saw same space (By looking) ,How would I know where that space is, and how to use it properly?
     

    Attached Files:

    • help.png
      help.png
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    Last edited by a moderator: Jan 16, 2012
  14. rika_chou

    rika_chou Adopt Member

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    I can't imagine GHZ has a lot of free tiles left, so you will likely have to remove some art from the zone to free up some space.


    A good way to find some free space, and know what tile it is, is to go to the level, make a savestate, open SonED 1, load a ROM (Sonic 1 or 2), load the savestate, then read the 8x8 tiles from the savestate into SonED.


    You can select tiles to see what tile it is, then use a hex calculator and multiply it by 20 to get the VRAM address.


    That is what I used to do anyway. I'm sure there's an easier way.


    Also don't forget that you need to edit the object code to read from the new vram location.
     
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  15. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Root Admin

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    I use a similar method to Rika's. I dump the entire VRAM as a binary file using Gens Kmod and then open up the file in TilEd 2002. Then just go through the VRAM until you find tiles that are out of place, they tend to be the tiles left over from previous zones or the title screen if you use level select to access the various zones and acts. Using the level select makes things easier, as most of the time the out of place art is pieces of Sonic from the title screen. Once I find an out of place tile(s) I take note of the starting tiles address, which is in decimal in TilEd 2002, and then input the value into Windows Calculator (Scientific mode) and divide by 32, and then convert the answer to hexadecimal to get the VRAM tile number. Then it's just a matter of doing as Rika mentioned, changing the objects start tile in it's object code to the new location.


    Rika's method will be easier as you have the palettes already available in SonEd, TileEd 2002 requires to manually input the palette, or load a palette file you created and saved earlier.
     
  16. FinkMac

    FinkMac Swëdish Chef Member

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    I have been using SonMapEd to change some of the sprites in Sonic 1...


    I edited the "crabmeat" file in "artnem_u" and saved it, but when I build the rom, the edited sprite doesn't appear... What am I doing wrong?
     
  17. Animemaster

    Animemaster Lets get to work! Member

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    You've got to compress it. Artnem_u is basically art in nemesis format but uncompressed. In order to have your changes you need to compress it to the folder Artnem, rather than artnem_U. That being said I recommened this: http://info.sonicret...Data_Compressor. This handy little tool will compress your uncompressed files. Its easy to use, just open it, click nemesis on the left side rather than the right for compressing, then find the file you want to compress in your artnem_u folder when you click source data, and find the same thing in artnem when you click on destination file.


    Then Click compress, build and off you go.
     
    Last edited by a moderator: Jan 17, 2012
  18. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    So I have tried to back-port Super Soinc from Sonic 2, but have ran into a problem. When I transform into Super Sonic, I dont lose rings like im ment to.


    Here is my code:



    Code:
    
    Sonic_Super:
    
        tst.b ($FFFFFE19).w
    
        beq.w loc_1AC3C
    
        tst.b ($FFFFFE1E).w
    
        beq.s Sonic_RevertToNormal
    
        tst.b ($FFFFFE1E).w
    
        beq.s loc_1AC3C
    
        tst.w ($FFFFFE20).w
    
        beq.s Sonic_RevertToNormal
    
        ori.b #1,($FFFFFE1D).w
    
        cmpi.w #1,($FFFFFE20).w
    
        beq.s Sonic_SuperRingLoss1
    
        cmpi.w #10,($FFFFFE20).w
    
        beq.s Sonic_SuperRingLoss1
    
        cmpi.w #100,($FFFFFE20).w
    
        bne.s Sonic_SuperRingLoss2
    
    Sonic_SuperRingLoss1:
    
        ori.b #$80,($FFFFFE1D).w
    
    Sonic_SuperRingLoss2:
    
        subq.w #1,($FFFFFE20).w
    
    loc_1AC3C:
    
        rts
    
    
    This is straigt from Sonic 2 just changed to work with Sonic 1. So I dont understand how there is a problem. Can anyone help?


    Edit: Here is a rom

    [/CODE]
     
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  19. FinkMac

    FinkMac Swëdish Chef Member

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    I figured it was something like that... Why doesn't "artunc" need to be compressed?
     
  20. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    Because the art in "artunc" is loaded into the game as uncompressed, I think (I may be wrong just a guess).
     
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