Basic Questions and Answers Thread

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

  1. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    1. I don't know.

    2. Under GameModeArray, you see that the Credits are $1C.
    I think, if you put a check if LZ3, set game mode to Credits, it will help you, i hope...

    EDIT: FOR ME NOW:

    Since yesterday, everytime i have a 1-up monitor, 100 rings, or when i playing the extra life jingle (music88.bin), my hack got an Illegal instruction.
    I have replaced the file file with one from a clean disassembly, but it's the same.

    EDIT2: FIXED! It's an error from me! :D
    I have doing this guide: http://info.sonicretro.org/SCHG_How-to:Extend_Music_Slots_in_Sonic_1
    And i have put a routine BELOW instead of ABOVE.
     
    Last edited: Aug 27, 2016
  2. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    Sorry for double posting:
    Simple question: Does exist a check to see if Sonic touch a chunk's ground?
    Example: Sonic run on the ground and runs on the water surface ( :) ), and when sonic run on a ground after running on water, Sonic continues to run on the water istead of running on the ground. ( :) )

    Here: http://info.sonicretro.org/SCHG:Sonic_the_Hedgehog_(16-bit)/RAM_Editing I haven't see a check for this (or don't understand what check doing it)
     
  3. Baraksha

    Baraksha Well-Known Member Member

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    Can add more colors to sonic in sonic 1? Like maybe using another pallet line? Or will that be to much for the hardwere to handle?
     
  4. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    Thanks, Ashuro. I made an amateur mistake and the credits now work. My other problem is still not solved though and it's driving me crazy, since the 3 zone demo that I am getting ready for SHC2016 consists of both GHZ and SLZ.
     
  5. TheStoneBanana

    TheStoneBanana banana Member

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    The answer to this is a little tricky.
    The answer, technically, is yes. If you were to break the sprite up into pieces depending on what palette line the piece uses, and then assemble it all together with mappings, you've got yourself more colors. HOWEVER... this is not practical.

    There's a limit to how many sprites the VDP can display. Having many little pieces just to use another palette line is going to make the sprite count skyrocket, and in the long run is just a bad, bad idea.
     
  6. Baraksha

    Baraksha Well-Known Member Member

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    I think i'll just try to make good use of colors then
     
  7. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    Ok guys, i have a REALLY BIG problem.
    When i start to play a level, all the objects are loaded but after 20 secondes of playing the level, all the objects disapear, and for all zones, all acts!
    The rings, the badniks, the boss, the bridges, the platforms, EVERYTHING instead of Sonic disapear like the game won't load them!
    WHY? :eek:
    WHAT CAN CAUSE IT OMG! :eek: :(
     
    Last edited: Aug 29, 2016
  8. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    Seems to me you overflowed the object manager bro.
     
  9. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    And it happens under what conditions? :eek:
     
  10. Chaotix

    Chaotix Bad at Team Fortress 2 Member

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    What I'm guessing is that you've added too many objects into your level. Try and remove some and see if that helps.
     
  11. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    All my levels not exceed of 250 objects. :eek:
     
  12. Devon

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

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    Maybe there's too many objects at once in an area? I think you can only go up to 96 objects (in dynamic object RAM, which is used by the object manager) in memory at once.
     
  13. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    96?!
    But in my first hacks, i'm going up with more than 400 objects in many zones and i haven't this problem! :eek:

    Nevermind, i'll try to remove some objects or to edit piece of code i have added precedently... o_O
     
  14. DanielHall

    DanielHall Well-Known Member Member

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    Dynamic object RAM covers addresses $D800 to the end of object RAM; $EFFF. RAM addresses past this point aren't checked, so:

    $F000-$D800 = $1800 => $1800/$40 (Size of every object entry) = $60, or 96 in decimal.
     
  15. AURORA☆FIELDS

    AURORA☆FIELDS so uh yes Exiled

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    The object manager will never try to load more objects than it is possible. Instead, if objects merely disappear and in fact still exist (easily can be tested by trying to get Sonic hurt. If you hear sfx, objects still are loaded), it is more than likely a problem with mappings; Some object has invalid mappings pointer and is loading 80 or more sprites at once, therefore making no other object appear

    Given it happens in all zones, its likely a problem with either hud object, Sonic, or title card object
     
  16. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    After multiple build/test, i figured out that the problems comes from the shield object. everytime i'm taking the shield from a monitor, all the objects are deleted.
    It's because (i think) i have trying to import the ability from sonic 3k to make attracting rings when i have the shield.
    After removing the code, all my objects are here and don't disapear.
     
  17. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    You should also check the PLCs. If you have any invalid data in the PLCs it doesn't seem to load anything at all after it tries to load the offending object.

    EDIT: I'm too late... I've still got my loop problem if anyone feels like helping someone...
     
  18. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    You are not just copying the code from S3K and pasting it in your disassembly are you? Also if you don't have the ring manager( I know you have a s1 hack and I'm not sure if you have the ring manager or not) s3ks code won't work in s1, but if you do have the ring manager you only have to modify the code a bit, since the check for the attracting rings object happens there.
     
  19. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    No, it's not a copy/pasting yet :p
    I haven't the ring manager (what is it?)
     
  20. Devon

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

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    A ring manager is pretty much used to control loading rings and the collection of rings. Rings get their own section of RAM instead of taking up object RAM, so it opens up more object slots. Sonic 2 and S3K use a ring manager. Sonic 1 doesn't (rings are regular objects). The S3K ring manager also controls ring attraction.
     
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