Basic Questions and Answers Thread

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

  1. theocas

    theocas #! Member

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    You could probably port the HPZ data from Simon Wai/NA betas and put them into an empty level slot. That would probably require quite a bit of coding. As for porting it from S3K, it might take you more work than porting it from S2. I can't really offer much advice other than that except backing up your work every time you make a major change.
     
  2. Goonie

    Goonie Active Member Member

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    Nice infomation there, i guessed it was a longshot, ill see how it go's...


    I have another build question...Solved
     
    Last edited by a moderator: Jul 14, 2010
  3. hfdshdgfhgn

    hfdshdgfhgn fdsgfdgfhgfds Member

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    I have NO clue what happened.


    [​IMG]


    I looked in HivePal and there was four lines of pallet. I tried deleting the first one (erasing the first 32 bytes [Decimal]), but ice got even thinner.


    [​IMG]


    Does anyone have any help? I don't need help with putting back the pallet, that's already done. I just need the last pallet line to show up.


    I am using the Sonic Retro SVN disassembly. The last thing I tried to do in ASM was add the spindash. I removed the dust art because the dust object froze the game and was already disabled, but no hope.
     
  4. MarkeyJester

    MarkeyJester ♡ ! Member

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    Wouldn't it make more sense to just revert what you've done, restoring it the way it was?
     
  5. Spanner

    Spanner The Tool Member

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    $8 is the HPZ slot. Just saying, because it is.
     
  6. clarisonic1

    clarisonic1 Well-Known Member Member

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  7. Selbi

    Selbi The Euphonic Mess Member

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    May I request some information? Like, have you modified anything?
     
  8. hfdshdgfhgn

    hfdshdgfhgn fdsgfdgfhgfds Member

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    I added spindash and was in the process of removing it today but I lost interest. =P
     
  9. Goonie

    Goonie Active Member Member

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    Cool Ive found the code and a few files for it, going to have a crack at it after i get some s1 levels in.


    Can never have too many backups, i cant go wrong :p


    [EDIT]my build question above... i solved :)
     
    Last edited by a moderator: Jul 13, 2010
  10. FireRat

    FireRat Do Not Interact With This User, Anywhere!!! Exiled

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    New question: How to make the HUD move when playing?
     
  11. Spanner

    Spanner The Tool Member

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    Basically, Sonic did a "reverse Michael Jackson".


    You've probably added a 1st-line palette somewhere by accident.
     
  12. clarisonic1

    clarisonic1 Well-Known Member Member

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    new question. How do you port sonic 2 sprites to sonic 1? We tried it but it didn't work.
     
  13. DanielHall

    DanielHall Well-Known Member Member

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    I've told you on the chat; SonMapEd!
     
  14. theocas

    theocas #! Member

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    OK, so I know that in Sonic 1 RandomNumber puts a random number in d0, but how exactly can I control it? Like the minimum and maximum number? I'm trying to make the GHZ boss move more randomly. My idea was to take the timers and just change their time to load a random number instead of a pre-defined one.
     
  15. Goonie

    Goonie Active Member Member

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    [EDIT]Solved
     
    Last edited by a moderator: Jul 14, 2010
  16. Selbi

    Selbi The Euphonic Mess Member

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    jsr RandomNumber ; get random number
    andi.w #$xxxx,d0 ; mask it against $xxxx



    While xxxx is the maximum number you want to have from RandomNumber. Any value below yours will stay unchanged, anything above will "restart". For example, you get $4AB9 from RandomNumber, which in most cases isn't just too big, but also too... crappy. So if you and it by $F for example, it will be maximum $F. Look at this:



    $1 ANDed by $F = $1
    $2 ANDed by $F = $2


    $3 ANDed by $F = $3


    ...


    $F ANDed by $F = $F


    $10 ANDed by $F = $1


    $11 ANDed by $F = $2


    ...


    $1F ANDed by $F = $F


    $20 ANDed by $F = $1


    ...



    I hope that makes any sense to you.
     
  17. theocas

    theocas #! Member

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    AH, thanks Selbi.
     
  18. nineko

    nineko I am the Holy Cat Member

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    It should be noted that said xxxx must be one less than a power of two (e.g. 3, 7, 15, 31, 63, ...), aka a number which is entirely made of 1s once written in binary format (3 = 11, 7 = 111, 15 = 1111, ...), otherwise this trick won't work.
     
  19. Selbi

    Selbi The Euphonic Mess Member

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    Oh yeah, forgot to mention that. Also, another thing nobody noticed:


    $1 ANDed by $F = $1
    $2 ANDed by $F = $2


    $3 ANDed by $F = $3


    ...


    $F ANDed by $F = $F


    $10 ANDed by $F = $0


    $11 ANDed by $F = $1


    ...


    $1F ANDed by $F = $F


    $20 ANDed by $F = $0


    ...



    Look at $10, $11 and $20 and compare it with my original post. Ohhhhh, so embarrasing. >.<
     
  20. hfdshdgfhgn

    hfdshdgfhgn fdsgfdgfhgfds Member

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    Would XM4SMPS work with the Sonic 3 sound driver in some way? If so, how do I go about making it work?
     
    Last edited by a moderator: Jul 17, 2010