Basic Questions and Answers Thread

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

  1. Malevolence

    Malevolence Well-Known Member Member

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    Lately there have been many new threads for very simple and basic questions that tend to be answered with a small amount of posts and then fall into oblivion. This thread is for those sort of questions that are believed to be very simple and not thread worthy, and also a way to keep those kinds of questions available with the answers in one thread in case someone is experiencing the same problem, and could easily look it up. Remember to check this thread or the forum for an answer before posting.
     
  2. fantasticfish

    fantasticfish The Fantastic Fish Member

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    I tried to put this code, (from a Sonic 1 ROM, below,) into my Sonic 2 hack, and it spat out an error about StartOfROM being $C.



    SRAMSupport: dc.l $5241E020 ; change to $5241E020 to create SRAM
    dc.l $200000 ; SRAM start


    dc.l $20FFFF ; SRAM end



    How should I get this to work?


    I know I'm going about this the wrong way.


    :D
     
    Last edited by a moderator: Jul 10, 2009
  3. fantasticfish

    fantasticfish The Fantastic Fish Member

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    ; ---------------------------------------------------------------------------
    ; Subroutine to perform a NEW move!!!!!!!!


    ; ---------------------------------------------------------------------------


    Sonic_WEIRD:


    btst #6,(Ctrl_1_Press).w


    beq.w Sonic_WEIRD_End ; If not, branch


    move.w #$3C,d0 ; set sound


    jsr (PlaySound).l ; play sound


    cmpi.w #1,(Ring_count).w ; does Sonic have at least 1 rings?


    bcs.s Sonic_WEIRD_End ; if not, branch


    subq.w #1,(Ring_count).w ; Subtract 1 rings.


    ori.b #1,(Update_HUD_rings).w ; Update the HUD.


    move.w #$1500,d0 ; set the speed to d0


    Sonic_WEIRD_ChkDirection:


    btst #0,$22(a0) ; is sonic facing left?


    beq.s Sonic_WEIRD_MovePlayer ; if yes, branch


    neg.w d0 ; if not, negate d0 (for jumping to the right)


    Sonic_WEIRD_MovePlayer:


    move.w d0,$10(a0) ; Move Sonic...


    Sonic_WEIRD_End:


    rts ; return


    ; End of function Sonic_WEIRD



    This code does everything--except for moving Sonic!


    Does anyone have any idea exactly why this code, inserted into Sonic 2, with the proper



    Obj01_MdNormal


    call does not work and how to fix it?

    I think the code was meant for in-air movement, but don't know how to fix it.
     
    Last edited by a moderator: Jul 10, 2009
  4. hitaxas

    hitaxas I can has super speed? Member

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    Don't call to this from Obj01_MdNormal, try md_jump or md_air.


    If that doesn't work, there might be something else wrong with the code.
     
  5. liamsonichacker

    liamsonichacker Mad Level Skillz ;) Member

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    I was just wondering if anyone could help me code the eggman monitor so it hurts sonic, I did try using the spike code but all it does is play the dieing sound


    Can any one help me please??
     
  6. MikeTH

    MikeTH Active Member Member

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    You need to show us the code before we can make any logical assumptions to what you did wrong. We don't know everything Liam, a lot of us here do know quite a bit though.
     
  7. MikeTH

    MikeTH Active Member Member

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    You most likely chose hex values that aren't empty. you should open up you hex editor and check, as using hex values that are already used cause games to go haywire. At least that's what I've learned form my in's and out's with ASM.
     
    Last edited by a moderator: Jul 10, 2009
  8. fantasticfish

    fantasticfish The Fantastic Fish Member

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    No, you don't understand; I mean I want it to happen when you're on the ground.


    Sorry, about any unclearness.
     
  9. fantasticfish

    fantasticfish The Fantastic Fish Member

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    Sorry, I don't understand you. Could you clarify?
     
  10. Selbi

    Selbi Embracing the involuntary pun Retired Staff

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    Check this out. Here is a simple guide on how to add this function.
     
  11. Irixion

    Irixion Well-Known Member Member

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    Just tell it to jump to Obj01_Hurt. That's it.
     
  12. fantasticfish

    fantasticfish The Fantastic Fish Member

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    {NEW QUESTION}


    I was thinking about music editing, noticed Qjimbo's porter tool, and it was extremely helpful--until I noticed all the ill effects on my hack, which used a disassembly. Does anyone know of an equivalent tool that works on the disassembly files?
     
    Last edited by a moderator: Jul 10, 2009
  13. amphobius

    amphobius spreader of the pink text Member

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    What porter tool.


    Also, questions don't need a {NEW QUESTION}, it's stupid. You don't see that on Ret- oh wait.


    It's bro- oh wait, it's slowly coming back.
     
  14. Animemaster

    Animemaster Lets get to work! Member

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    Change $10 to $14, 10 is used in air, $14 is used on the floor.
     
  15. fantasticfish

    fantasticfish The Fantastic Fish Member

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    Thanks a lot! It worked perfectly!
     
  16. Animemaster

    Animemaster Lets get to work! Member

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    No problem. :)
     
  17. Rydia3667

    Rydia3667 Guest

    Ok, I fixed the level select, but for Labyrinth Zone (The missing act from scrap brain act 3 and add final zone to scrap brain). Maybe I read the guide wrong, but I want to add sbz act 3 to labyrinth zone and add final zone to scrap brain zone so you can play through the last act of sbz. I think I made it confusing enough. Idk if this would help


    Green Hill Zone 1


    2


    3


    Marble Zone 1


    2


    3


    Spring Yard Zone 1


    2


    3


    Labyrinth Zone 1


    2


    3


    4 (SBZ act 3)


    Star Light Zone 1


    2


    3


    Scrap Brain Zone 1


    2


    3 (true 3rd act, Final Zone)


    Special Stage


    Sound Test.


    Do I just use ese or do asm (Thats what I did first trying to fix the level select)
     
  18. Selbi

    Selbi Embracing the involuntary pun Retired Staff

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    You will need to edit the level select text, the level select pointers and the level order. I guess these 3 functions are all included in ESE, or at least 2 of them.
     
    Last edited by a moderator: Jul 13, 2009
  19. Rydia3667

    Rydia3667 Guest

    The level order and pointers I can arrange. Then all that I have to is edit a few title cards, level text and the order. Thankyou
     
  20. Selbi

    Selbi Embracing the involuntary pun Retired Staff

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    At some points the camera in GHZ 3 changes the boundary bottom. How can I edit that?