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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    Hi!
    I just finished the 4 parts of the Sonic Retro guide to importing the spindash into sonic 1.

    I'm using the latest Github version, so I had to make the code adaptations in the 2nd, 3rd and 4th part of the guide.

    The problem is that the sound of the spindash continues to be played indefinitely, here a demo video.

    It never happened before. I'm familiar with the Hivebrain version but not Github. Someone can help me? Thank you very much.


     
  2. Psycho RFG

    Psycho RFG Well-Known Member Member

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    Does it happens in all levels?
    Looking at the vide It seems that you are using the waterfall sound ID. So you can use another sound ID or remove the waterfall sound object of GHz.
     
  3. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    I tested it in Marble Zone and it didn't happen.

    Oh, yes, i guess I hadn't noticed, but it actually happens when the Waterfall sound is being played. Thank you!
     
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  4. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    Okay, i've searched everywhere. Can't to find anything about it. My game crash when i'm jumping in any levels, even in the special stage.

    Edit: Okay, i figured out that the crash occurs when the SFX "Jump" is played.
    (I tested to replace "sfx_jump" with "sfx_lampost" in SonicJump.asm and the game hasn't crashed.
     
    Last edited: Feb 22, 2020
  5. Samey

    Samey Le Bored Hedgie Member

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    So in Sonic 1 (Hivebrain Disassembly) I'm looking for a way to clear Vram before loading a level.
    I want to do this so I can see the empty spots in Vram (like if I wanted to add smthn) but I haven't really been able to find a way to do this.

    Anyone know a way?
     
  6. MainMemory

    MainMemory Well-Known Member Member

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    You can do a DMA Fill operation on the entire VRAM. You may need to reload PLC 0 afterwards, IIRC it's only loaded once at startup.
     
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  7. MarkeyJester

    MarkeyJester ♡ ! Member

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    Right here.

    This'll go after the "move #$2700,sr" in the "Level:" routine:

    Code:
    		lea	($C00004).l,a6				; load VDP address port to a6
    		move.l	#$8F019780,(a6)				; set increment mode & DMA source
    		move.l	#$94FF93DF,(a6)				; set DMA size
    		move.l	#$40200080,(a6)				; set DMA destination
    		move.w	#$FFFF,-$04(a6)				; fill location with F's
    
    Level_WipeVRAMWait:
    		move.w	(a6),ccr				; load VDP flag to "v" flag
    		bvs.s	Level_WipeVRAMWait			; if still busy with DMA, loop
    		move.w	#$8F02,(a6)				; set increment mode to normal
    		moveq	#$00,d0					; set to reload the HUD/Ring patterns
    		bsr.w	LoadPLC2				; ''
    
    Level_WaitPLC:
    		move.b	#$04,($FFFFF62A).w			; set v-blank routine
    		bsr.w	DelayProgram				; wait for v-blank
    		bsr.w	RunPLC_RAM				; allow PLC to function
    		tst.l	($FFFFF680).w				; are there any PLC items to load?
    		bne.s	Level_WaitPLC				; if so, loop until finished
    This will fill VRAM from 0020 to FFFF with "'F" (yellow) pixels if you use Sonic's palette line, making it easy to spot where the missing tiles are, it'll also distinguish intentionally blank tiles (if any).
     
    Last edited: Feb 28, 2020
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  8. Tanman Tanner

    Tanman Tanner Well-Known Member Member

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    If I can recall, The closest thing Sonic 1 does to clearing VRAM is filling VRAM with 0's when you open up level select via the label Title_ClrVRAM. This is what MainMemory is refering to, I believe.
    This is the code for that.
    Code:
    Title_ClrVram:
           move.l   d0,(a6) ; sets to 0
           dbf   d1,Title_ClrVram ; fill   VRAM with 0
    
           bsr.w   LevSelTextLoad
    
    So most likely, a way to clear VRAM would be to do something like this:
     
    Last edited: Feb 27, 2020
  9. Devon

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

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    While, yes, that works, that's not a DMA fill, that's a manual fill. A DMA fill that clears VRAM would look more like this:
    Code:
        lea    $C00004,a5        ; VDP control port
        move.w #$8F01,(a5)       ; Autoincrement VDP address by 1 after every write
    
        move.l #$94FF93FF,(a5)   ; DMA length $10000 (minus 1)
        move.w #$9780,(a5)       ; Set DMA mode to "fill"
        move.l #$40000080,(a5)   ; DMA at VRAM address $0000
        move.w #$0000,-4(a5)     ; Set to fill with $00 (set in VDP data port) and start the DMA
    
    @WaitDMA:
        move.w (a5),d1           ; Wait for DMA to finish
        btst   #1,d1
        bne.s  @WaitDMA
    
        move.w #$8F02,(a5)       ; Restore autoincrement back to 2
    ClearScreen does this similarly when clearing out the plane data in VRAM.
     
    Last edited: Feb 28, 2020
  10. MarkeyJester

    MarkeyJester ♡ ! Member

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    I'm sorry, but is my post invisible? >=(
     
    Last edited: Feb 28, 2020
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  11. Kilo

    Kilo Foxy Fren Exiled

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    So I tried this, but,
    Code:
            moveq    #$00,d0                    ; set to reload the HUD/Ring patterns
            bsr.w    LoadPLC2
    Causes the game to hang.
     
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  12. MarkeyJester

    MarkeyJester ♡ ! Member

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    I beg your pardon, there was a part of the original post I forgot to copy from 7 years ago, edited d=
     
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  13. Devon

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

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    Ah, I missed it. My bad.
     
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  14. Samey

    Samey Le Bored Hedgie Member

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    Woah thanks Markey!
    Exactly what I needed!

    Also wow, Marble Zone has alot of free empty space
     
  15. nineko

    nineko I am the Holy Cat Member

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    It's just my speculation, but maybe that free space was allocated for the UFOs.

    When they ditched the UFOs, they probably used some VRAM for other things, but some free space remained.

    Again, just a guess.
     
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  16. Samey

    Samey Le Bored Hedgie Member

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    Yeah that's what I was thinking too.

    I was going to actually use the empty space for the UFOs when I actually got around to it :p
     
  17. MarkeyJester

    MarkeyJester ♡ ! Member

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    There are blank blocks in the background of MZ's clouds, which reference blank tiles in incremental order, rather than referencing tile 0. So I suspect you'd be right.
     
  18. DeltaWooloo

    DeltaWooloo The noob next door Member

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    Is there a way to use different music when porting the Sonic 3 driver to Sonic 1?

    I've seen some hacks doing this where they still used the Sonic 3 sound driver but changed the music. Since all music files come out as .smd, I wasn't sure to replace or leave the default Sonic 3 music.
     
  19. nineko

    nineko I am the Holy Cat Member

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    Most (if not all?) the SMPS converters output songs in the Sonic 1 format, but nothing prevents you from converting them to the Sonic 3 format afterwards, although at that point of course you'll have to deal with banks, pointers, and whatnot.

    Or, you can use FlameWing's Driver and smps2asm.
     
    Last edited: Feb 29, 2020
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  20. DeltaWooloo

    DeltaWooloo The noob next door Member

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    It is just SMPSConv by ValleyBell you know or are there more?

    I'm saying this because I want to easily convert music from other Genesis games such as The Hybrid Front and Ristar, but SMPSConv doesn't support .smz or .smy files.
     
    Last edited: Feb 29, 2020