Basic Questions and Answers Thread

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

  1. MarkeyJester

    MarkeyJester ♡ ! Member

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    I think the XM converters are only supportive of the MC68 SMPS engine, and not Z80, though considering I've never used the program ever, I couldn't say that it's a definite. If you wish to port from the MC68 SMPS to the Z80 SMPS however, then it'll require pointer changing (Corrected for the bank location you're moving the track to), and changing a few of the flags. There may also be some PSG modifications involved.


    For further information on this subject, check here.
     
  2. FireRat

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

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  3. Hanoch

    Hanoch Well-Known Member Member

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    What do you mean move when playing? Can you be more specific?
     
  4. nineko

    nineko I am the Holy Cat Member

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    I confirm that both xm3smps and xm4smps can only output in Sonic 1 format. But it's not impossible to convert the resulting song into another smps format, Varion will be using some of my conversions in his hack of Sonic 3 & Knuckles.
     
  5. Goonie

    Goonie Active Member Member

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    Hey all


    Ive done a copy of the glide n climb from the obj01 in the s2k dissembley and knuckles wont do either while playing s2, any ideas on what i might have left out?
     
  6. Goonie

    Goonie Active Member Member

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    Okay now i got him to glide once....still wont climb...very odd
     
  7. Spanner

    Spanner The Tool Member

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    You've fucked up somewhere.


    There's a flag in the code which checks for demo mode, but it's actually a different flag in Sonic 2. This affects gliding and climbing, so you should change that.
     
  8. Goonie

    Goonie Active Member Member

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    I have used the spindash flag and it still hasnt changed
     
    Last edited by a moderator: Jul 17, 2010
  9. hfdshdgfhgn

    hfdshdgfhgn fdsgfdgfhgfds Member

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    How would I make make a Sonic 1 animation repeat from a certain frame? Example:



    SonAni_mation: dc.b $2, $71, $72, $73, $74, $FF



    But instead of looping the whole animation, it would repeat from a single frame, like $73.
     
  10. Selbi

    Selbi The Euphonic Mess Member

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    Code:
    SonAni_mation:	dc.b 2, $71, $72, $73, $74, $FE, 2
    
     
  11. hfdshdgfhgn

    hfdshdgfhgn fdsgfdgfhgfds Member

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    Never mind I got it.
     
    Last edited by a moderator: Jul 18, 2010
  12. Goonie

    Goonie Active Member Member

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    Tested knuckles before and the arts all mixed around. guess i need s3k art etc??
     
    Last edited by a moderator: Jul 18, 2010
  13. Irixion

    Irixion Well-Known Member Member

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    You need to get S3K's art and convert it to S2's format, as well as the palette--luckily for you S2K's knuckles object has a palette slot converter so you can just copy that so it doesn't show up like shit.


    Make sure you got the uncompressed art, PLCs, as well as the DPLCs.
     
  14. Goonie

    Goonie Active Member Member

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    thanks mate,


    any idea why......if i look up or i let knuckles sit for more then 10 seconds the game crashes
     
    Last edited by a moderator: Jul 18, 2010
  15. Spanner

    Spanner The Tool Member

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    The Knuckles flag is $21 in S2. I meant a RAM address.


    Also Irixion, the converter will not work if you port the sound driver over. It's less hassle if you convert it yourself.
     
  16. theocas

    theocas #! Member

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    So I want to implement a cutscene after the FZ boss is destroyed. How would I get rid of the existing cutscene so Sonic can be moved no matter what and the ending sequence doesn't start until he reaches a certain point? I have the layout done and fixed the screen height, but sonic still looks up and the ending sequence starts. I think I need to have an invisible object that starts the ending zone once it is touched.
     
  17. Goonie

    Goonie Active Member Member

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    cheers bro i should of thought about when i did peelout awhile back.


    I figured the s3k will fix my movement errors
     
    Last edited by a moderator: Jul 19, 2010
  18. Irixion

    Irixion Well-Known Member Member

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    Most likely because he is going to use his waiting animation, which there's something wrong with, causing it to bork.


    Make sure to copy the animation script from S2K/S3K as well.
     
  19. theocas

    theocas #! Member

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    So I want to add a milisecond timer to the HUD. I made a copy of the seconds code, and a call to it under the call to the seconds code in loc_1C734 so it now reads this:




    loc_1C734:


    move.l #$5E400003,d0


    moveq #0,d1


    move.b ($FFFFFE23).w,d1 ; load minutes


    bsr.w Hud_Mins


    move.l #$5EC00003,d0


    moveq #0,d1


    move.b ($FFFFFE24).w,d1 ; load seconds


    bsr.w Hud_Secs


    moveq #0,d1


    move.b ($FFFFFE25).w,d1 ; load miliseconds


    bsr.w Hud_MilSecs



    and Hud_MilSecs is this:





    Hud_MilSecs: ; XREF: Hud_ChkTime


    lea (Hud_1).l,a2


    moveq #0,d6


    loc2_1C9BA:


    moveq #0,d4


    lea Art_Hud(pc),a1


    Hud_TimeLoop2:


    moveq #0,d2


    move.l (a2)+,d3


    loc2_1C9C4:


    sub.l d3,d1


    bcs.s loc2_1C9CC


    addq.w #3,d2


    bra.s loc2_1C9C4


    ; ===========================================================================


    loc2_1C9CC:


    add.l d3,d1


    tst.w d2


    beq.s loc2_1C9D6


    move.w #3,d4


    loc2_1C9D6:


    lsl.w #6,d2


    move.l d0,4(a6)


    lea (a1,d2.w),a3


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    move.l (a3)+,(a6)


    addi.l #$400000,d0


    dbf d6,Hud_TimeLoop2


    rts


    ; End of function Hud_MILSecs



    but instead of showing miliseconds, it shows another zero in front of the ring display. Do I have to change mappings or coordinates or something, and what do I have to do so it updates every frame?
     
  20. MarkeyJester

    MarkeyJester ♡ ! Member

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    Firstly looking at the "Hud_MilSecs" routine, it requires a V-Ram location with VDP settings prearranged for the VDP address port, and this needs to be moved into d0 BEFORE running the routine, secondly, you need mappings for spriting the milliseconds, and finally, you need V-Ram space to dump the millisecond number art.

    Judging by the way you simply copied, pasted, and renamed that, I'll assume you don't infact know what this routine does. That routine is responsible for converting the score from a Hex value into a Decimal value and then dumping the correct decimal number art to the V-Ram location specified in d0 along with the settings, simultaneously.


    Running a search for "milliseconds" reveals this: http://sonicresearch.org/forums/index.php?...hl=milliseconds
     
    Last edited by a moderator: Jul 19, 2010