Basic Questions and Answers Thread

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

  1. ValleyBell

    ValleyBell Well-Known Member Member

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    I'm afraid there isn't.
    However it doesn't change/reset the modulation settings either, so you can set up the effect once and either leave it on all the time or turn it on/off when you need/don't need it.
    I recommend to place the effect CCs on the channel where the FM drums end up playing, btw. (same for Pan CCs)
     
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  2. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    Is it possible to make Sonic load his own palette in Sonic 1 (hivebrain) ?

    I mean, change sonic's palette without changing badniks (and objects) palette?
     
  3. TheInvisibleSun

    TheInvisibleSun Visible Member

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    You would probably need to change the other objects so that they don't use Line 0, then play with it from there. Or, you could change the art so that they don't share any parts of the palette with Sonic, regardless of the line (maybe additionally editing Sonic's art to use less colors).
     
  4. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    Okay thank you.

    EDIT: LAST QUESTION:

    there a way or method to make a second green hill zone into sonic 1, a zone that replace another zone like star light?
     
    Last edited: Aug 17, 2016
  5. Baraksha

    Baraksha Well-Known Member Member

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    Hey, me again. Quick question, where can I find sound effects in sonic 2's github disassembly? not the music
     
  6. Devon

    Devon Down you're going... down you're going... Member

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    It's all in the main ASM file (s2.asm).
     
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  7. FireRat

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

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    They are all inside s2.asm, in assembly format. Look for Sound20, Sound37, etc.

    EDIT: Ninja'd
     
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  8. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    I have added a new zone in my hack, and i want to add this zone in the level select menu.
    I have edited ls_point.bin, but i don't understand for menutext.bin. I try to edit menutext.bin with the Selbi's text code generator but i can't add a new entry.
    So, there is a way to adapt Hex in ASM, by editing:
    Code:
    ; ---------------------------------------------------------------------------
    ; Level    select menu text
    ; ---------------------------------------------------------------------------
    LevelMenuText:    incbin    misc\menutext.bin
            even
    Like this way: http://sonicresearch.org/community/index.php?threads/sonic-1-changing-level-order.3791/
    So you can do like in Sonic 2 disassembly. Find
    Code:
    LevelOrder:    incbin    misclvl_ord.bin
            even
    And replace it with

    Code:
    LevelOrder:  
            dc.w    green_hill_act_2    ; GHZ1
            dc.w    green_hill_act_3    ; GHZ2
            dc.w    marble_act_1        ; GHZ3
            dc.w    lvlord_sega        ; GHZ4
          
            dc.w    labyrinth_act_2        ; LZ1
            dc.w    labyrinth_act_3        ; LZ2
            dc.w    star_light_act_1    ; LZ3
            dc.w    final_zone        ; LZ4 (SBZ3)
          
            dc.w    marble_act_2        ; MZ1
            dc.w    marble_act_3        ; MZ2
            dc.w    spring_yard_act_1    ; MZ3
            dc.w    lvlord_sega        ; MZ4
          
            dc.w    star_light_act_2    ; SLZ1
            dc.w    star_light_act_3    ; SLZ2
            dc.w    scrap_brain_act_1    ; SLZ3
            dc.w    lvlord_sega        ; SLZ4
          
            dc.w    spring_yard_act_2    ; SYZ1
            dc.w    spring_yard_act_3    ; SYZ2
            dc.w    labyrinth_act_1        ; SYZ3
            dc.w    lvlord_sega        ; SYZ4
          
            dc.w    scrap_brain_act_2    ; SBZ1
            dc.w    scrap_brain_act_3    ; SBZ2
            dc.w    lvlord_sega        ; SBZ3 (FZ)
            dc.w    lvlord_sega        ; SBZ4
            even
    EDIT: SECOND QUESTION:

    I have my Frozen Island from Ashuro the badger imported into my hack, but i have a big problem and i don't now why, the problem is here:

    When i'm running into the level, i got a illegal error and the game freeze, and this bug happens randomly and not necessarily in the same place in the video.
    I have applied this guide without build errors and except this, all work perfecly.
     
    Last edited: Aug 18, 2016
  9. AURORA☆FIELDS

    AURORA☆FIELDS so uh yes Exiled

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    Hint: Implement a better debugger. I would suggest either Flamewings or Vladikcompers. I would then build your game with listings enabled (append ', , .lst' (in the case of Flamewings error debugger) at the end of the line with asm68k on build.bat. It's a text file so it can be opened with any text editor), go to the address reported (in case of Vladikcompers error debugger it will tell it in the routine name already, and offset in it) and look at what is there. If you cant figure it out by that info already (and make sure to read the stack too! It may give you another address which calls this address, because the reported address could be an arbitrary jump location!), then maybe take a screenshot of the error.
     
  10. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    Here: BUG.png
     
  11. AURORA☆FIELDS

    AURORA☆FIELDS so uh yes Exiled

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    It looks like you didn't really bother looking at the error. Do you see the location? Thats an odd address. Something in loc_d348+$E is jumping to arbitrary address and it is causing a crash.
     
  12. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    I don't how to look at the error, but i have see the .lst file, i have to look into it.

    What is the +$E?

    At 0000ED8F there is:

    Code:
    0409 0018 F4                       dc.b 4,    9, 0, $18, $F4
    under byte_AE75
    
    
    And in at loc_d348:

    Code:
    loc_D348:
            move.b    (a0),d0        ; load object number from RAM
            beq.s    loc_D358
            add.w    d0,d0
            add.w    d0,d0
            movea.l    Obj_Index-4(pc,d0.w),a1
            jsr    (a1)        ; run the object's code
            moveq    #0,d0
     
    Last edited: Aug 18, 2016
  13. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    It looks like it was trying to load an object but the object's code's location wasn't right. It must be one of the objects placed in the x-position right after where the crash is caused that's causing the problem. Because Sonic 1's object manager loads objects only depending on their x-position, the object causing the crash can be at any y-position. What you need to do is find which object is causing the crash by rearranging the objects in the area and seeing how it affects the crash. Another way you can do this is by opening _inc/Object pointers.asm and singling out the object that's causing the crash be replacing entries with ObjectFall. After you figure out which object is causing the problem, you should look through that object's code and it's entry in _inc/Object pointers.asm and make sure it's loading right and that any objects that object loads is loading right.
     
  14. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    I'll try it.
     
  15. DanielHall

    DanielHall Well-Known Member Member

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    $C in d0, divided by four will give 3, loading Obj03. Have you defined it in the Obj_Index, because by default it points to ObjectFall, and crashes the game.

    EDIT: Okay, I didn't read your post, but that's the only reason I can see it crashing at that point. Check that object RAM is cleared properly. If you're loading a new zone, make sure the layout isn't loading garbage. That's the only reason I can think of. Hell, if you REALLY wanted to, you could probably mask the bug by changing all the ObjectFall pointers to point to rts routines.
     
    Last edited: Aug 18, 2016
  16. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    EDIT: I have removed all the badniks of the zone and all works perfectly, i can go to the signpost without illegal instructions.

    But i don't know why it's only in Frozen Island and not in other zones...
     
    Last edited: Aug 18, 2016
  17. ArcaniaCQ

    ArcaniaCQ Well-Known Member Member

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    Is there a software where I can turn SMPS's to MP3 without using audacity or something?
     
  18. nineko

    nineko I am the Holy Cat Member

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    Assuming you're using Windows, you can dump WAV files using either the in_vgm Winamp plugin or the vgmplay.exe standalone player, and you can later convert those WAV files to MP3 with your encoder of choice (e.g. Lame). If you're using a sane version of Winamp, you might also use an MP3 output plugin directly.

    edit: sorry, I read VGM instead of SMPS in your post. I'm not sure if smpsplay.exe has a direct WAV output option, but I think it does. If it doesn't, use VGM files as a middle step.
     
    Last edited: Aug 18, 2016
  19. ArcaniaCQ

    ArcaniaCQ Well-Known Member Member

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    Alright. Thanks Nineko.
     
  20. breakthetargets

    breakthetargets Well-Known Member Member

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    I tried using SMPSPlay 2.11 to log my SMPS into VGMs and supposedly the 1.60 VGM file seems "corrupted" somehow. It's corrupted in the sense that the converter for the VGM Player 3.30 is getting errors trying to convert my VGM into it's format to get the track running on real hardware. It's also corrupted in the sense that VGMTool 2R6 won't allow me to tag it when dragging the file to the exe. It allows me to edit it though if I manually open the file within the program, but every working VGM is able to open by dragging it onto the exe. It also won't let me use Stef's XGM ROM Builder Tool to convert my VGM into XGM's format. Every other working VGM is able to do so.

    I tested other VGMs that were posted here and extracted through SMPSPlay, and they work, but I don't know why mine doesn't. I would greatly appreciate any help on this because I would love to hear this track on real hardware (in a VGM Player) without having to use a Sonic ROM. If you need the VGM, it's in my post for the newest round of the SMPS Competition, but I'll post it here: VGM