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

    Joined:
    Sep 27, 2014
    Messages:
    550
    Location:
    France
    Did you edit the Sonic.asm in the _anim folder to asign the good sprites to the spindash animation?
    Have you put the good frame number in the spindash code? (originally, the frame number for the spindash in the tutorials is "$1F").
     
  2. Baraksha

    Baraksha Well-Known Member Member

    Joined:
    Dec 23, 2015
    Messages:
    99
    I do not know what you mean by "good sprites" but as for the frame number, yes, I did used 1F as the tutorial told me, is that a bad thing?
     
  3. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

    Joined:
    Sep 27, 2014
    Messages:
    550
    Location:
    France
    No, but in Sonic.asm under _anim folder in your hack, there is (normally) a "dc.w SonAni_SpinDash-SonicAniData ;1F", have you put the good sprites?
    In SonMapEd, the sprite you want to use for the spindash, uses a "sprite frame number" (26, 27, 28, 29, 2A...), did you put the right sprites in the SonAni_Spindash?

    In my hack this is:
    dc.w SonAni_SpinDSon-SonicAniData ;1F

    SonAni_SpinDSon: dc.b 1, $5E, $5F, $60, $61, $FF
     
  4. nineko

    nineko I am the Holy Cat Member

    Joined:
    Mar 24, 2008
    Messages:
    1,902
    Location:
    italy
    That, or you can use a second byte, which is how I could technically use 14848 music slots in my hack :U
    I liked to call the second byte "bank": all the regular songs were in bank 0 so nothing different had to be done for them, and I used bank 1 for the songs in the secret menu. Then again, I could easily get away with that because, as I said, I only used bank 1 for songs which were supposed to be secret anyway, but I admit it might become a pain to manage for regular songs.
     
  5. Baraksha

    Baraksha Well-Known Member Member

    Joined:
    Dec 23, 2015
    Messages:
    99
    Well I tried to look in to it and I believe I used Sprite Frame Numbers 57-5D.
     
  6. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

    Joined:
    Sep 27, 2014
    Messages:
    550
    Location:
    France
    And in SonMapEd, what are the sprites that use 57-5D?
     
  7. Baraksha

    Baraksha Well-Known Member Member

    Joined:
    Dec 23, 2015
    Messages:
    99
    58-5D. Yep, should I change it to a different value?
     
  8. Painto

    Painto Arthurus Paintus Erinaceus Member

    Joined:
    Mar 24, 2014
    Messages:
    321
    Location:
    Lublin, Poland
    He asked what are the sprites used by these frames, not if you use them.
     
  9. Baraksha

    Baraksha Well-Known Member Member

    Joined:
    Dec 23, 2015
    Messages:
    99
    uuummm...the ones from sonic 2?
     
  10. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

    Joined:
    Sep 27, 2014
    Messages:
    550
    Location:
    France
    Sorry but i'm from France, and here, this is 00:54, so i will go to sleep, but tomorrow if nobody help you, then i will.
    I'm a noob in ASM codes, but not for animations.
     
  11. Baraksha

    Baraksha Well-Known Member Member

    Joined:
    Dec 23, 2015
    Messages:
    99
    yeah, me to, it's like 2AM here
     
  12. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

    Joined:
    Sep 27, 2014
    Messages:
    550
    Location:
    France
    Ok i'm here!
    So, in SonMapEd: File > Load Data File > Load Uncompressed Tile Graphics, and load the sonic's art in artunc folder of your disassembly. (sonic.bin)
    File > Load Data File > Load Sprite Mappings... and load the sonic's mappings in _maps folder. (Sonic.asm)
    File > Load Data File > Load Sprites Pattern Cues... and load the sonic's pattern in _inc folder. (Sonic dynamic pattern load cues)

    Then you have this: help1.png
    As you can see on the window, at the very-left above, you have this: help2.png

    When you push "alt gr + ]" you can navigate in the sprite list, the frame number changes to "2", "3"... (warning, the numbers are HEX).

    When you go to the sprites you want to use for the spindash, take the frame numbers of the sprites and put them into the Sonic.asm in _anim folder.

    (it's difficult to see your problem because you haven't send me an image or screen...)

    EDIT: if you have delete some sprites, the game bugs because you have to replace the frame numbers in the Sonic.asm under _anim folder.
     
  13. Baraksha

    Baraksha Well-Known Member Member

    Joined:
    Dec 23, 2015
    Messages:
    99
    like I said, 58-5D
    [​IMG]
    also here is my sonic.asm
    [​IMG]
     
    Last edited: Aug 16, 2016
  14. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

    Joined:
    Sep 27, 2014
    Messages:
    550
    Location:
    France
    OMG you use the github?
    I told you about the Hivebrain lol

    I cannot help you so...
     
  15. Baraksha

    Baraksha Well-Known Member Member

    Joined:
    Dec 23, 2015
    Messages:
    99
    oh, yeah i'm using the github, thanks anyways
     
  16. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

    Joined:
    Sep 27, 2014
    Messages:
    550
    Location:
    France
    I want to say, maybe, if you give me your hack (in total confidence), i can look at the problem and try to solve it (if yes, PM me).
     
  17. Baraksha

    Baraksha Well-Known Member Member

    Joined:
    Dec 23, 2015
    Messages:
    99
    ok, so after looking at the codes a number of times, I started to compare them to the tutorial. and I finaly fixed the problem. apearantly I forgot to add "," right before the "afend" in the animation.
    [​IMG]
    out of curiosity. how did that made the game crash?
     
  18. AURORA☆FIELDS

    AURORA☆FIELDS so uh yes Exiled

    Joined:
    Oct 7, 2011
    Messages:
    759
    asm68k, for whatever reason, doesnt assemble code correctly sometimes if there is no command or there is space before comma. Therefore remembering the put the comma in is very critical.
     
    Baraksha likes this.
  19. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

    Joined:
    Sep 27, 2014
    Messages:
    550
    Location:
    France
    OMG, even me, i haven't see this!!

    I'm glad Baraksha!
     
    Baraksha likes this.
  20. breakthetargets

    breakthetargets Well-Known Member Member

    Joined:
    Aug 6, 2009
    Messages:
    180
    In mid2smps, is there a way to automatically have FM Percussion that uses a portamento down (Decap Attack, Devilish, Time Trax, etc.) without having to manually insert that portamento in MIDI CC every single time that FM percussion comes up?