Sonic Team Presents - Glitch

Discussion in 'Discussion and Q&A Archive' started by HackGame, Jul 21, 2014.

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  1. HackGame

    HackGame The ROM Hacker Member

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    I was adding Sonic 2 Title Screen Sonic. But this happened. Anyone help?

    /monthly_07_2014/post-3132-0-68395600-1405907558_thumb.png
     

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  2. Stardust Gear

    Stardust Gear A Programmer Member

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    Did you load anything special into VRAM in Sega Screen?
     
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  3. SuperEgg

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

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    The long story short, your added art is over lapping the VRAM used for whatever is supposed to load there. I suppose the next question would be whether your title screen actually loads the art. Because if not, then that probably means that you're gonna have to consider getting rid of the GHZ background. Don't quote me on that last bit though...
     
  4. Stardust Gear

    Stardust Gear A Programmer Member

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    I see the scattered art tiles there are from the title screen and the "Sonic Team Presents" font.

    Try to edit the plane mapping, @HackGame.
     
  5. MarkeyJester

    MarkeyJester ♡ ! Member

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    I do believe from what I'm seeing here, is art loaded into VRAM at (or overflows into) C000 - CFFF or E000 - EFFF where the plane fields are.

    It's either that, or you've corrupted the hidden japanese credits mappings in some form or another.
     
  6. StephenUK

    StephenUK Working on a Quackshot disassembly Member

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    On first glance, I also thought it looked like the hidden text art or mappings had been overwritten, resulting in the background mess. The easiest way to check would be to look at the VRAM and see if the art is loaded in the same llace the hidden text usually is. If it is, there's your answer. Failing that, as Markey said it's probably an overflow into the plane mappings.


    EDIT: Having looked at it some more now, that does look like overflow. Either that or somehow the mappings have been corrupted.
     
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  7. SuperEgg

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

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    I've decided to back port the S2 object and art from S2 to S1, and do anything possible that could potentially corrupt it, and I'm having trouble replicating your issue. In fact, I'm having little to no issues, besides the obvious palette issues. Do you mind showing exactly what changes you have done? I'm having a slight feeling you probably corrupted your mappings somewhere.

    Originally, I thought the size of the file was the culprit, as it was too big and it was over writing something. I simply just plopped the art and noted that it fit perfectly. I am yet to get that kind of corrupted screen. So I suppose, the only way for sure is if for you to show us what you did codewise, because even assuming you changed the location of where the Sonic Title Screen art would load to it's S2 counterpart, it'd still fit perfectly. Thus, I can at least confirm it isn't size constraints or the art overlapping.

    There are three other culprits then.

    - Mappings.

    - The Obj0E Object itself, least likely, but it's fairly possible.

    -  You did something else by mistake and didn't even notice.
     
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  8. Irixion

    Irixion Well-Known Member Member

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    Jesus, why are all of your replies "I did it better and faster than you, so I'm clearly smarter than you. It could be a mistake in your code."

    He already knows there's something wrong with what he did captain obvious.

    Honestly, if I were you, I'd just make a screen from scratch. Much less hastle, and really, you won't have to deal with all of the secret screen nonsense.
     
  9. HackGame

    HackGame The ROM Hacker Member

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    I followed animemaster's hacking tutorials on YouTube.
     
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