Basic Questions and Answers Thread

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

  1. ThomasThePencil

    ThomasThePencil resident psycho Member

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    You're welcome. I'm happy to see that I've finally managed to help someone.
     
  2. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    Yup it worked.

    EDIT: The curves are still a bit iffy, for loops I guess you gotta come at a certain speed or Sonic will get stuck on the slope and stand there so you'll have to keep trying until the gme decides to let you pass. Probably something that is different from Sonic 2.
     
    Last edited by a moderator: Jun 4, 2013
  3. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Yeah, I tried making a loop in my Death Egg Zone (mainly because I needed some and none existed =P) and it's currently a hit-and-miss thing whenever I try to pass it. I will look into that and report back with what I find.
     
  4. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    Does anyone have experiance adding Extra Characters to the ending cutscene in Sonic 2?
     
    Last edited by a moderator: Jun 6, 2013
  5. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    Another question, is there something wrong with this animation control becasue on occasion the game freezes when Shadow is running, but its for the wait animation,  it didnt start doing this until I edited the wait script for Shadow.

    Edit: happens rarely.


    ShaAni_Wait:
    dc.b 7,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2
    dc.b 2,2,2,2,2,2,7,7,7,8,8,8,9,9,9,6,6,7,7,8
    dc.b 8,8,9,9,9,6,6,2,2,2,2,2,2,$E6,$E6,$E6,$E6
    dc.b $E6,$E6,$E7,$E7,$E7,$E7,$E7,$E7,3,3,3,4,4
    dc.b 4,4,4,$FE, $6

    

    

    This is the skating animation script


    ShaAni_HaulAss: dc.b $FF,$D6,$D6,$D6,$D6,$D6,$D6,$D7,$D7,$D7,$D7
    dc.b $D7,$D7,$D8,$D8,$D8,$D8,$D8,$D8,$D9,$D9,$D9
    dc.b $D9,$D9,$D9,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
    dc.b $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
    dc.b $FF,$FF,$FF,$FF,$FF,$FF

    Edit: I did observe something odd, that happend when hiting a wall after Skating, and that was that the wait animation played, instead of the push animation but in a slower motion. Then when I pressed the arrow key to the wall, the push animation played like it should.

    Any thoughts on to what is wrong?

    
     
    Last edited by a moderator: Jun 7, 2013
  6. fdswerty

    fdswerty Well-Known Member Member

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    *nooby question down here*

    Is it possible to port Sonic CD SFX to S1?
     
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  7. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    I converted a level from Sonic 1 to Sonic 2 and it appears fine in SonLvl but when I load up the game the graphics and pallete are a mess.

    [​IMG]
     
  8. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Did you use LevelConverter? =/
     
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  9. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    You mean Mine?
    Also

    The same person, (Mainmemory) made Sonlvl and level converter, so yeah.
    Edit: Sorry if I sounded like a dick, but I'm pisses off, because of work.


    Edit2: My mistake, Electroball.
     
    Last edited by a moderator: Jun 8, 2013
  10. fdswerty

    fdswerty Well-Known Member Member

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    No. My question is nooby.
     
  11. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    Yes, why wouldn't I?
     
  12. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    It also is the only program that converts levels from a different sonic game to another.
    Edit: What Sonic 2 level, did you replace? As for the palette, you have to change it yourself.
     
    Last edited by a moderator: Jan 28, 2014
  13. ThomasThePencil

    ThomasThePencil resident psycho Member

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    No, this is a TILE problem. InfiniteWave, did you compress ANYTHING, and I mean ANYTHING, pertaining to the level after the conversion?
     
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  14. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    There is no need to compress anything, that's what the converter is for. Also, I know the files are in the right place because it shows perfectly in Sonlvl.

    Aquatic Ruin. I know i'm gonna need to remove the pallete animation from that stage. (don't know how to that though)
     
  15. ThomasThePencil

    ThomasThePencil resident psycho Member

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    I said tile (with a T), not file =P

    Anyway, try changing the VRAM offset of ARZ's tiles. If that doesn't work, ask a professional, because that's really the only advice I can give you.

    About the palette cycle, head to "PalCycle:", find entry $0F (this is ARZ's entry) and change it so it points to PalCycle_Null. Done.
     
  16. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    Where is that located?(Subroutine or just give me the line#) But anyway I'll wait to see if anyone else can help.
     
  17. rika_chou

    rika_chou Adopt Member

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    Don't try and do that.

    Really I don't think there is enough information to know what's going on. You should make sure everything is compressed in the right format and make sure all your pointers are pointing to the right data. Check the VRAM to see if the art loaded is correct, then you can go from there to check the 16x16 blocks and 128x128 chunks. If it still doesn't work, revert to a backup and try again. 
     
  18. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    I can only see the tiles in gens and Regen won't play anything past the title screen. So I took a clean Disasm and ported the stage again and the same thing happened.There must be something wrong with Sonic 2 that makes Sonic 1's tiles come out wrong.
     
  19. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    Anyone know how to edit the level order for Sonic 1 and 3 so that it loops back to green hill/Angel Island instead of loading the ending?
     
  20. nineko

    nineko I am the Holy Cat Member

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    Let me start by saying that I don't know how to do it. But, at least for Sonic 1, I can suggest something which is worth checking. It's good to figure out things by yourself by trial and error. That's what I like to do.


    RAM address $FFFFF600 stores the game mode, and $18 is the ending; hence, I think you should look at the move.b #$18,($FFFFF600).w after the loc_1A248 label, which is part of Object 85, which is related to Final Zone's boss. However, simply removing (or commenting) that line doesn't work. The ending scene isn't triggered once FZ's boss is defeated, but Sonic is stuck there forever, so there must be something else which should be done. I looked at what the other bosses do when they're defeated, and I found a few things which might be relevant. But at this point I really think you should take a look too ;)


    I might also add that, when and if you succeed to get FZ to end like the regular levels, interestingly enough you won't even need to edit the level order (which is stored in misclvl_ord.bin, by the way), since there's already a 0000 (which means GHZ1) as "next level" for SBZ3. This is just a coincidence since 0000 is used everywhere whenever the "next level" isn't defined (e.g. for all the fourth acts except LZ4, which obviously has 0502 (SBZ3)). Still, one thing you won't need to be worried about, which is always good.


    Good luck!
     
    Last edited by a moderator: Jun 10, 2013