Extra Menu

Discussion in 'Discussion and Q&A Archive' started by The Ninja, Oct 28, 2014.

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  1. The Ninja

    The Ninja Newcomer In Limbo

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    How do I put Extra  Menu
     
  2. AkumaYin

    AkumaYin Well-Known Member Exiled

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    "Extra Menu"? As in...?

    A preferences menu? An options menu? A character select menu? These are all extra menus, so you'll have to describe exactly what you want and what game it's for.
     
  3. DumbLemon

    DumbLemon am back Member

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    It would help if you described it more as Xeta said but if you are talking about a 'extra menu' like Sonic 2 where you press start and there is 2 options. I am pretty sure you can try to dig through the S2 ASM file, find the code and try to port it to S1.
     
  4. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    What are you talking about? What menu, what kind of menu? For what? A hack of S1, S2, or S3K, or even a fangame? I have no idea, and neither does anyone else.
     
  5. The Ninja

    The Ninja Newcomer In Limbo

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    I taking about a preferences menu. I want to have diffcuitiy modes and turn on/off spindash. It for my sonic 1 hack
     
    Last edited by a moderator: Oct 29, 2014
  6. DevEd

    DevEd A lol who occasionally doge nothing Member

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    (DISCLAIMER: QUOTE MAY HAVE BEEN MODIFIED.)
     
  7. DumbLemon

    DumbLemon am back Member

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    Then you should have a go at looking for the options screen code and art from a S2 disassembly. When you find the art and the code, you can try to port it to S1. If you are confused at how to port things from S2 to S1, I reccomend doing the porting the spindash to S1 tutorial so you get a idea of what it needs to be ported.


    EDIT: Your grammar is a bit off. I kindly suggest that you check the rules. #backseatmoddingftw
     
    Last edited by a moderator: Oct 28, 2014
  8. StephenUK

    StephenUK Working on a Quackshot disassembly Member

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    Your backseat modding is also against the rules, so maybe take your own advice.
     
  9. AkumaYin

    AkumaYin Well-Known Member Exiled

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    If you want it for Sonic 1, then I think I have the guts to sit down and have a crack at it. No guarantees as to when I will do it and if it will happen, but I'll add it to my "interesting things to try" list.


    You will also have to tell me what disasm you are using. (S1)
     
    Last edited by a moderator: Oct 29, 2014
  10. warr1or2

    warr1or2 I AM CLG Member

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    you could try your luck on copying the level select code & edit that to be an option menu. there's a tutorial on how to convert the level select text to read as ASCII so you can edit from there without opening any extra programs
     
  11. The Ninja

    The Ninja Newcomer In Limbo

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    I using Hivebrain Dissasmbilty of Sonic 1

    P.S I put the sonic 2 level select in my hack
     
    Last edited by a moderator: Oct 29, 2014
  12. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    So you're making a sonic 1 hack where you wish to implement a Sonic 2 styled options menu. I see now. You should have clarified this in the first post!!! If you had, we wouldn't have spent all this time derping around while you failed to clarify your needs!!!
     
  13. The Ninja

    The Ninja Newcomer In Limbo

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    Okay, I try to the sonic 2 options in my sonic 1 hack. If you can help me, you can PM the convent options code.
     
  14. The Ninja

    The Ninja Newcomer In Limbo

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    I getting errors when I porting the options from sonic 2.
     
  15. TheStoneBanana

    TheStoneBanana banana Member

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    Could you post the errors here so we could take a look?
     
  16. The Ninja

    The Ninja Newcomer In Limbo

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    it said c/users/mk/sonic1.asm<3517> : Error : Op-code not recognised

    cleararram sprite_table_input,$400

    c/users/mk/sonic1.asm<3518> : Error : Op-code not recognised

    cleararram object_ram,$2000
     
    Last edited by a moderator: Oct 29, 2014
  17. DumbLemon

    DumbLemon am back Member

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    Open up the file sonic.asm and look at line 3517 and 3518. I still do not understand errors 100% so this is probably wrong but I think you are either referencing something that does not exist or you are using a command that does not exist.
     
  18. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    Those errors are there because the hivebrain and xenowhirl/S2 Git disasms work very differently in several aspects. In this case, two ram values are represented by constants, which the Hivebrain disassembly does not support. Try to figure out what the ram address the constants are pointing too and replace them (for example, if the line is "move.b     #$15,($Object_XXX)", and the value that constant stands for is "FFFFFE10", replace "Object_XXX" with the value, so the line would be "$15,($FFFFFE10)".
     
  19. The Ninja

    The Ninja Newcomer In Limbo

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    Okay, I found two codes that match is Sprite_Table_Input =   ramaddr( $FFFFAC00 ) ; in custom format before being converted and stored in Sprite_Table/Sprite_Table_2
    Object_RAM =   ramaddr( $FFFFB000 ) ; through $FFFFD5FF
     
  20. N30member

    N30member non-pro user btw Member

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    I'm not sure, but seems ASM68K doesn't support "ramaddr", because of you are porting code from AS Macro Assembler, isn't it a problem?


    Correct me if I'm wrong, since this post is written via tablet.
     
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