Basic Questions and Answers Thread

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

  1. amphobius

    amphobius spreader of the pink text Member

    Joined:
    Feb 24, 2008
    Messages:
    970
    Location:
    United Kingdom
    The Sonic 2 level select, like the title screens, uses plane mappings and they're also Enigma compressed. You can use PlaneED by qiuu to edit them.
     
    Last edited by a moderator: Sep 5, 2014
  2. DumbLemon

    DumbLemon am back Member

    Joined:
    Aug 19, 2014
    Messages:
    115
    How do I put Sonic 2 backgrounds in Sonic 1? I want to put the Wood Zone background in Sonic 1. I am using the Sonic Retro Git Hub disassembly.
     
  3. warr1or2

    warr1or2 I AM CLG Member

    Joined:
    Apr 7, 2008
    Messages:
    416
    Location:
    Town Creek, AL
    From what I know you have to use a level editor like soned2 or sonlvl.I know soned2 exports  everything to an image format (i forget the extension), take one of your choice from Sonic 1, replace background chunks with that of wood zones, & import tham back in and voila. also be sure to edit how you see fit
     
    Last edited by a moderator: Sep 5, 2014
  4. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    You have to port the art over. I'd put your level of choice through Sonlvls' level converter, and copy/paste the nessecary tiles into the rom, and build chunks from there. I'm afraid you might have to deal with clashing palettes, though.
     
  5. DumbLemon

    DumbLemon am back Member

    Joined:
    Aug 19, 2014
    Messages:
    115
    I am having trouble getting Wood Zone into SonED2 and SonLVL so I can export the background from it. For some reason Wood Zone does not come up on the SonED2 Project File. Again, I am using Sonic Retro Git Hub disassembly.
     
    Last edited by a moderator: Sep 5, 2014
  6. Clownacy

    Clownacy Retired Staff lolololo Member

    Joined:
    Aug 15, 2014
    Messages:
    1,016
    I don't know how you'd go about art importing with SonED2, but you'll likely have to port the SwScrl_WZ and InitCam_WZ (Bg_Scroll_Wz and Bg_Scroll_Speed_Wz?) code to get the background to deform properly. Or you could create your own code.
     
    Last edited by a moderator: Sep 5, 2014
  7. MainMemory

    MainMemory Well-Known Member Member

    Joined:
    Mar 29, 2011
    Messages:
    922
    Wood Zone doesn't have any art left in S2 final, you'll have to download a prototype disassembly, like SuperEgg's (which has INI files in SonLVL's updater).
     
  8. DumbLemon

    DumbLemon am back Member

    Joined:
    Aug 19, 2014
    Messages:
    115
    I am trying to use the INIs provided in SuperEgg's disassembly (prototype) but for some reason the palette file could not be detected even though I have the ini in the disassembly.

    EDIT: Just needed a restart. Now how do I import the image?
     
    Last edited by a moderator: Sep 5, 2014
  9. rika_chou

    rika_chou Adopt Member

    Joined:
    Aug 11, 2007
    Messages:
    689
    You should first delete all the old BG tiles/blocks/chuncks to make room. Once you have an art file (pcx or tga) of just the background you want you can use Soned2 to import it.
    See here for more details:

    http://sonicresearch.org/forums/index.php?showtopic=1335&page=114#entry46365 
     
    Last edited by a moderator: Sep 5, 2014
  10. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    I decided it would be great to make two games in one, so I tried to binclude an S3K rom near the end of my S2 disasm as an experiment. It built, but got stopped by a checksum freeze after a very long wait time. I have absolutely no idea how the checksum works, and only wish to remove it as a last resort, so naturally, help would be great :D

    edit: also, I temporarily disabled the checksum, and tried to copy the various ram clearing routines and put them in front of the binned rom. Despite this, attempting to run it simply freezes the game.
     
    Last edited by a moderator: Sep 5, 2014
  11. rika_chou

    rika_chou Adopt Member

    Joined:
    Aug 11, 2007
    Messages:
    689
    You can't just plop a built ROM at the end and expect it to work. The game expects certain data at certain offsets. So when you put this at the end of your game all the data is shifted to some other location.

    For example say that the game is looking for art at $100. Since the game is pasted onto the end of your hack, the art isn't at $100 anymore. I'm sure someone else can explain this better.
     
    Last edited by a moderator: Sep 5, 2014
  12. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    Are you saying I should put it near the begining, or that it just won't work?
     
  13. DumbLemon

    DumbLemon am back Member

    Joined:
    Aug 19, 2014
    Messages:
    115
    You should first delete all the old BG tiles/blocks/chuncks to make room. Once you have an art file (pcx or tga) of just the background you want you can use Soned2 to import it.

    See here for more details:

    http://sonicresearch.org/forums/index.php?showtopic=1335&page=114#entry46365 



    Where do i find my BG tiles, blocks and chucks? Also how do I find my current pallette. Do I just copy the BG palette in SonED2's tile editor?

    EDIT: I can not open Wood Zone in SonED2 so now i'm wondering if I should export the wood zone BG in SonLVL then swap it with the BG inside the TG file and finally import it.
     
    Last edited by a moderator: Sep 5, 2014
  14. rika_chou

    rika_chou Adopt Member

    Joined:
    Aug 11, 2007
    Messages:
    689
    Tiles/blocks/chunks can be deleted using SonED2s tile editor. I'm not sure what you mean about the palette. I've never used SonLvl so I don't know about that.

    Pacguy: It wont work the way youre trying to do it. The whole game would need to be rebuilt even if the game was shifted a single byte.
     
    Last edited by a moderator: Sep 5, 2014
  15. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    Well, that makes things a whole lot harder. Thanks for the help. I hope it isn't too hard to just dump in the other hacks raw asm...
     
  16. DumbLemon

    DumbLemon am back Member

    Joined:
    Aug 19, 2014
    Messages:
    115
    By palette I meant the palette of the act/stage. For example I want to put Wood Zone BG in Green hill Zone BG. You said in your guide that I needed to edit the palette in Gale to match my Green Hill Zone palette. So I need to know what the palette of Green Hill Zone Act 1 is. Sorry for sounding vague.
     
  17. rika_chou

    rika_chou Adopt Member

    Joined:
    Aug 11, 2007
    Messages:
    689
    Just look at the palette in Soned2 or Sonlvl or whatver you use then use gale to arrange the colors to match as good as you can. Obviously there will be some colors that have no good match.

    You could also edit your GHZ palette as needed.

    I would post examples but I am posting from my phone right now.
     
    Last edited by a moderator: Sep 5, 2014
  18. DumbLemon

    DumbLemon am back Member

    Joined:
    Aug 19, 2014
    Messages:
    115
    Thanks for the info. One last thing. Does it have to be a TG? I can only get to wood zone in SonLVL which does not export in TGs. If not. Can I somehow edit a PNG into a TG?
     
  19. rika_chou

    rika_chou Adopt Member

    Joined:
    Aug 11, 2007
    Messages:
    689
    Tga or pcx. Png can be converted using a program that keeps the palette info intact. (I use an old version of paintshop pro)

    Or I think you can load the wai beta ROM into Soned (1) and export the background from there.
     
  20. ThomasThePencil

    ThomasThePencil resident psycho Member

    Joined:
    Jan 29, 2013
    Messages:
    910
    Location:
    the united states. where else?
    [​IMG]

    I don't really think I need to go into much detail about what is happening here, but since it may look like a simple something I'll explain it here:

    You see, around 3 weeks ago, give or take a few days, I started work on the kind of special stage I'll be using in S2: TRoC. At the core, it plays like a normal level, but it still has its own game mode attributed to it to ensure the differing loading things based on the game mode. I have a second Game_Mode RAM address (conveniently named Game_Mode_Copy) located at $FFFFED80 to store the game mode in whenever it changes.

    But the issue here is that, upon entering the special stage, the title card, which I don't want to load at all mind you, comes up with reappearing tiles as shown above, and nothing related to the special stage itself loads. Collision, art, 16x16 and 128x128 mappings...none of it is intact. Only Sonic and a black background.

    Been working on trying to fix this for around 2 weeks now, give or take. I've tried more than a few things.

    So, all of that said, would someone be so kind as to explain to me what I'm doing wrong here?
     
    Last edited by a moderator: Sep 6, 2014