Adding Tails HELP

Discussion in 'Discussion and Q&A Archive' started by warr1or2, Feb 6, 2011.

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  1. warr1or2

    warr1or2 I AM CLG Member

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    http://www.4shared.com/file/NjcGFQOG/sonic1.html I was trying to add tails to my hack. (sonic 2's dissassembly, copy & paste) Followed the guide on how to port tails in the game. (CRASH). What did i do wrong? (on another note i constantly fail at adding sonic 2's stage select to sonic 1 so <once again following a guide> help with that too)
     
  2. DanielHall

    DanielHall Well-Known Member Member

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    What guide? If you're referring to the character guide on Retro, don't use it. Ever. It isn't a proper "character" guide, more just changing the art of the main character, and even then, it will still need new mappings etc.


    It isn't necessarily a copy and paste job either. Some RAM addresses/routines may be different in Sonic 1 than they are in Sonic 2.


    EDIT: On closer inspection and actually downloading the file, it seems you have used the "character" guide. (You might wanna change those labels. =P) I might need to say you might have actually thrown yourself a little off track here. :S
     
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  3. warr1or2

    warr1or2 I AM CLG Member

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    I think i did there. So (using TralslHEXtion) do I change Tails' Sonic 2 code to Sonic 1? (or is there a way to do that via asm? though I don't have no "tails.asm" if needed) Or do I in a tile editor (Tile Layer Pro hack) do I simply make a copy of Sonic.bin (his tiles) and from left to right going down paste EVERYTHING from Tails.bin (his tiles) to the Copy of Sonic.bin and rename it to Tails.bin?
     
  4. Animemaster

    Animemaster Lets get to work! Member

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    Once you've ported the tails object from sonic 2, you need to convert the asm code of sonic 2, to sonic 1. For the art it depends, you could copy tails's art, maps, dplc from sonic 2 and save in sonic 1 format using sonmaped. The problem with this is that sonic 2 uses more frames for sonic and tails, so you would have to remove a load of un-wanted sprites, and you may need to alter the Sonic_animate code, so its like sonic 2 or edit buildsprites I think, so its like sonic 2. Or you could copy sonic.bin or start from scratch and import each image with each tails sprite you want into the right places.(even then you still need to do something about the extra running sprites) Once thats done you've got to find a free ram adress place for Tails's Tails object, which is loaded via the Tails object. It isn't easy porting tails(I haven't successfully done it with his tails yet), so it might be a bit out of your league, and you may want to start something simple first.
     
  5. rika_chou

    rika_chou Adopt Member

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    Porting the art/mappings/animations is the easy part. If an animation has more or less frames, you can just edit the animation script. You don't have to be limited to the animation frames of Sonic 1.
     
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  6. warr1or2

    warr1or2 I AM CLG Member

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    I just noticed what would happen if i was to do that. I had an idea, maybe renaming sonic.bin to sonic1.bin and tails to sonic.bin. RESULT: a corrupted tails. so... Named them back.


    Tails' art is now sonic 1, but i want his 3K moves on there. guess i have to look to S3K dissassembly, and copy paste change to work with sonic. (I wonder if i can port the CHOOSE SAVE menu correctly?)
     
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  7. rika_chou

    rika_chou Adopt Member

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    I think you're in a bit over your head. Maybe start with more basic programing so you can get a hang of how things work. Study other objects to see how they work.
     
  8. EMK-20218

    EMK-20218 The Fuss Maker Exiled

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    Like Irixion said me months ago, porting characters is too easy. All it's needed to be done is porting his mappings, animations, art and the object's code using Puto's S3K disassembler. So he will need to change the routines according the game he will want the character by fixing collision-related addresses and also the variables and constants of the character's code making according the destiny game. And if necessary, porting the specific code's routines like special habilities and different collision stuff.
     
  9. PsychoSk8r

    PsychoSk8r HighKnights Member

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    I agree with Rika here, as Tail's isn't an easy place to start, why don't you start with programming a basic second character with a simple art/mappings/dynplc switch?


    Once you've got used to that, you basically do the same thing for tails, then start porting code. The code that you'll need to port is Tails' animation routine, and his tails object.


    Once that's done, make the animation routine selected when tails is active (as it's needed to make his tails work correctly), and make his tails object load also.
     
  10. EMK-20218

    EMK-20218 The Fuss Maker Exiled

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    Dude, follow me. Sharing Tails's code between the Sonic's code isn't a good idea. When I did this in my hack, I had hundreds of problems related to slopes, air bubble, collision after flying and much others that weren't only in Tails. Sonic had problems because this too. I NEVER recommend art-related changes only, because it would generate millions of problems on the future. Problems that could be very hard to fix. This is the reason wich I very recommend the people to port the whole character's code itself. Of course it would be a bit hard to port the Tails's tail and to make it working because the Tails' tail object is separated from the Tails's code itself and it has his own pattern load cues but nothing that couldn't be easily figured with a bit of patience.
     
    Last edited by a moderator: Feb 10, 2011
  11. MarkeyJester

    MarkeyJester ♡ ! Member

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    You did it wrong. I don't recall having issues like that at all.


    The point rika is making here is that although a method such as "swapping" isn't the best method, it's certainly a good method as part of a learning experience, which warr1or2 would be looking for, infact it's a perfect way to help him/her "understand" the main properties of Sonic (as an object).
     
  12. warr1or2

    warr1or2 I AM CLG Member

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    Rika, you have a point there. like I said "changing filenames as a test" (short version), dragging and dropping tails over sonic wouldn't be a wise idea either, But with one idea, I can give sonic a jetpack, editing the supersonic sprite to do so, and find tails' flight code to use with sonic. (too much for me I know. however with patience cause i want sonic to have ALL abilities of his and other characters, Tails & Knuckles too)
     
    Last edited by a moderator: Feb 10, 2011
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