Basic Questions and Answers Thread

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

  1. Ralakimus

    Ralakimus Sonic is a shit franchise :V Member

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    As some of you know, I'm making a guide for porting flamewing's S3K driver into Sonic 1. I'm trying to get it to be incbin'd, but it won't assemble. Every time I build I get this error:

    "ERROR: Second segment of sound driver at $1300 MUST follow directly after the first".

    I know what that means, but I've checked every aspect and it appears to be fine, so I have no idea what's going on.

    EDIT: So apparently, when you add any 68k assembly code before the Z80 code, it assembles just fine, but without it, it gives the error. Even if it assembles, it's broken. I even removed the assembled 68k code from the bin file, but no luck.
     
    Last edited by a moderator: Sep 25, 2014
  2. PotterAndMatrixFan

    PotterAndMatrixFan Newcomer Trialist

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    Anyone know how to make the characters in S3K run on water in Angel Island Act 1 & 2? There's a part in Hydrocity Act 1 where you can run on water. I'm trying to do that, but I can't seem to figure it out. Any help would be appreciated.
     
  3. Irixion

    Irixion Well-Known Member Member

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    I'm pretty sure that it's handled by the water surface object. I don't think AIZ has this. It checks for speed, and if you're fast enough, you'll run on it. iirc, AIZ doesn't load the object. You'd have to find some room in the VRAM to get the object art to load, as well as the splashing that comes with running.

    Again, it's been a while but I think that's the general idea.
     
  4. ThomasThePencil

    ThomasThePencil resident psycho Member

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    I'm thinking this has something to do with ASM68k's failure to support anything other than 68k. As such, I'm guessing it's reading the sound driver file as 68k, therefore assembling the file as 68k --- nothing near what it should be assembled as.
     
    Last edited by a moderator: Sep 26, 2014
  5. Ralakimus

    Ralakimus Sonic is a shit franchise :V Member

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    I'm assembling the driver with AS and putting together with s3p2, not using ASM68k. The driver is still Z80. It's going to be incbin'd later.
     
  6. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Makes sense, but what I meant was that ASM68k is reading the BINCLUDE'd assembled driver as 68k data/code as opposed to Z80 code.
     
    Last edited by a moderator: Sep 26, 2014
  7. MainMemory

    MainMemory Well-Known Member Member

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    Have you tried using the p2bin that comes with AS normally? s3p2bin is coded specifically for the S&K disassembly, like s2p2bin is coded specifically for the S2 disassembly.
     
  8. Ralakimus

    Ralakimus Sonic is a shit franchise :V Member

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    Yes I have, and nothing still works.
     
  9. Pacca

    Pacca Why succeed when you can profit off of failure? Member

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    What's the best way to record video from an emulator? I swear I've seen a tutorial like this before, but I can't find it. Generic recorders ruin the frame rate, making the videos worthless, and Fusion doesn't have a built in video recorder.
     
  10. Clownacy

    Clownacy Well-Known Member Staff

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  11. Chaotix

    Chaotix Boredom Incarnate Member

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    I could've sworn Fusion has one...

    [​IMG]
     
  12. Pacca

    Pacca Why succeed when you can profit off of failure? Member

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    There's the tutorial I was looking for! Thanks!

    (Google has failed me again. If they can't hold my files, search properly, or make account systems that are less annoying and more helpful, clearly I need to think about some things...)
     
  13. Clownacy

    Clownacy Well-Known Member Staff

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  14. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    I'm not sure when this started happening but I have discovered that for some strange reason some of Super Sonic's sprites have garbled tiles. This only happens when certain tiles are used, in this instance one of Super Sonic's spine waving frames used both when standing and balancing:

    [​IMG]

    [​IMG]

    I don't have a clue why this is happening. Everything looks fine in SonMapEd, I have tried re-saving the Art, Maps and DPLCs incase it was a saving error, it's hasn't changed anything. Here is a ROM if needed, to turn Super get 10 rings then press B while jumping. 
     
    Last edited by a moderator: Sep 26, 2014
  15. MainMemory

    MainMemory Well-Known Member Member

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    The art tiles for those particular frames are crossing a 128KB boundary within the ROM, which breaks the DMA system. You can either realign the art so none of the sprites cross a boundary, or alter the DPLC system to detect the boundaries and make two DMA requests.
     
  16. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    Thanks MainMemory, fixed it by moving some things around.
     
  17. warr1or2

    warr1or2 I AM CLG Member

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    Record with fusion but you may want to convert from avi to flv. i have not tested doing that. i know fusion messes up after video is uploaded to YouTube. av2exe to convert to needed format. may not mess up the video after upload.


    edit: question about level converter. I know sonic 1 uses 256x256 chunks. when converting a sonic 2 level to sonic 1, does chunk size stay 128x128 or does it resize? asking cause I'm trying to port sonic 2's HPZ to sonic 1. On sonlvl it loads right but crashes game upon loading. I've used the adding another level tutorial. Title cards are ok.
     
    Last edited by a moderator: Sep 26, 2014
  18. Dexetroyer

    Dexetroyer Newcomer Trialist

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    Hi,

    I want to edit some of the sprites of sonic in Sonic 1 so i can put in my own but I don't know how to change the palette. I'm using SonMapED, and i know how change the sprites themselves but not the palette. Do I have to go to sonic's palette line and edit every color individually or is there another way to make so it matches the palette of the sprite i'm putting in.
     
    Last edited by a moderator: Sep 26, 2014
  19. MainMemory

    MainMemory Well-Known Member Member

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    Chunks are converted to the size the game you're converting to expects.
     
  20. Pacca

    Pacca Why succeed when you can profit off of failure? Member

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    You have to load sonics' palletes in SonMapEd through the file menu. From there, you can edit the by double clicking the colors you wish to change, and saving the palletes seperately.