Basic Questions and Answers Thread

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

  1. Devon

    Devon You are the perfect drug Member

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    Lava geysers are activated by the pushable blocks (Obj33 in Hivebrain/PushBlock in Git) in Obj33_ChkLava/PushB_ChkLava. It will check the level ID and the block's X position. If it reaches a given X position in a level, it will create the lava geyser object at its current position. Just modify where to check the block's position at and you should be good.
     
  2. Trinitronity

    Trinitronity Well-Known Member Member

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    Alright, so I'm currently in the middle of the sprite overhaul for Pikachu (yup, Pikachu the Mouse is STILL not dead, and it will never be dead), and I actually ran into a problem with the second balancing sprite now.
    This is what I have as the mappings coding (from SonMapEd):
    MS_Balance2: dc.b 5
    dc.b $EC, $E, 8, 0, $E8
    dc.b $C, 0, $18, $C, 0
    dc.b 4, 9, 8, $D, $E8
    dc.b $FC, 0, 8, $13, $E0
    dc.b $F4, 0, 8, $14, $E0
    This is how it SHOULD look like:
    [​IMG]
    And this is how it ACTUALLY looks like:
    [​IMG]
    And I have absolutely no idea why the ingame results end up so glitchy and different from what SonMapEd shows to me.
    So yeah, I would like to know what I'm doing wrong and how I should fix that. Thanks in advance!
     
  3. Pineapple Arse

    Pineapple Arse I ironically hate cold temperatures. Member

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    Hmm...maybe too many sprite tiles? Just delete the unused ones and try again. Or, follow the tutorial of extending the sprite limit if you havent done so already
     
  4. Trinitronity

    Trinitronity Well-Known Member Member

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    Alright, noticed that there was one empty tile in this frame that I could easily delete. So I did, and the results did improve, but it's still not quite there.
    The new mappings coding:
    MS_Balance2: dc.b 4
    dc.b $EC, $E, 8, 0, $E8
    dc.b 4, 9, 8, $C, $E8
    dc.b $FC, 0, 8, $12, $E0
    dc.b $F4, 0, 8, $13, $E0
    What it should look like:
    http://i.imgur.com/glNnOlp.png
    What it actually looks like:
    [​IMG]
    The glitch-up is gone, but the tail is cut-off ingame as well, even though it's not cut-off in SonMapEd. That's really weird...
    P.S.: No new tiles have been inserted for any of the replaced sprite frames. Instead, the old tiles were replaced.
     
    Last edited: May 28, 2017
  5. MarkeyJester

    MarkeyJester ♡ ! Member

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    Unfortunately, you took a screenshot of SonMapEd at just the moment when it was blinking the highlight "off" of the tiles being displayed, so I had to carefully look at the tiles one by one.

    Assuming I haven't accidentally mis-seen the tiles, this should be the problem:

    [​IMG]
     
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  6. Trinitronity

    Trinitronity Well-Known Member Member

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    Actually, it has more to do that whenever I try to take a snapshot, all the highlighting disappears from some odd reasons...
    But the basic gist is that this balancing frame reuses one single tile from the previous balancing frame.
    EDIT: Turns out, this is where the Dynamic Pattern Load Cues come into play. Managed to fix it myself.
     
    Last edited: May 28, 2017
    MarkeyJester likes this.
  7. Bluestreak

    Bluestreak Lady in red, living in dread. Member

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    Beginning to use Esrael's Sonic Editor II. I have sort of been looking into Genesis hacking lately. Palettes were changed for Green Hill, names for levels in Level Select were changed, Sonic's palette was changed. When I was checking to see if this early ROM worked in KEGA, I got the infamous red screen. Any idea what happened?

    Also, speaking of which, the level editor drives me insane. I wish level chunks were smaller in Sonic 1. The 4 × 4 chunks in the SMS games give me so much more control over my layouts. I heard Sonic 2 has smaller chunks though than Sonic 1, to give the programmers more options when creating levels.
     
  8. Ravenfreak

    Ravenfreak Still hacking the 8-bit titles Member

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    Whenever you get a red screen that means the checksum is incorrect. Though I recommend you not to use Esrael's Sonic Editor II as it's very outdated. I'd use SonLVL and get a disassembly. That will allow you to edit the level layouts in Sonic 1, 2, 3 and even Sonic CD as well as Sonic & Knuckles Collection.
     
  9. Pineapple Arse

    Pineapple Arse I ironically hate cold temperatures. Member

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    Or, you can use sonic 2 8 dissam from Markey Jester if the 256x256 chunks are irritating you when you use a real dissam
     
  10. Bluestreak

    Bluestreak Lady in red, living in dread. Member

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    Now trying to set up SonLVL. Boy am I confused. At least I got the updater and all the stuff, plus the Two Eight ASM68K disassembly (plus a backup).

    I am gonna kinda need some of this to be spelled out.
     
  11. LuigiXHero

    LuigiXHero Well-Known Member Member

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  12. ArcaniaCQ

    ArcaniaCQ Well-Known Member Member

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    I got a slight problem. So I am trying to do 3 acts of different stages to do one the game. But I managed to make it so instead of going through GHZ completely I went through Marble Act 3 directly after act 1 of Green Hill. However the stage I want after Marble Zone act 3 is Spring Yard which are there but then I want credits. But I can't get it to work.
    [​IMG]
     
  13. LordXernom

    LordXernom Well-Known Member Member

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    To have SYZ Act1/2/3 replace 02 02 with 04 02. If you want to have SYZ3 if you want different act change 04 02 to 04 01 or 04 00.
     
  14. Devon

    Devon You are the perfect drug Member

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    What the Sonic engine does to go to the next level is that it takes the current level, turns it into an offset for the level order table, and grabs the value located at that offset, and sets that as the next level ID. So for GHZ1, there would be $0001 (GHZ2), and for GHZ2, $0002 (GHZ3), and for GHZ3, there would be $0200 (MZ1).
     
  15. ArcaniaCQ

    ArcaniaCQ Well-Known Member Member

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    That is assbackwards but I got it to work however without this but I will thank you anyway since I got help from a discord server.
     
  16. ZeroInfinity

    ZeroInfinity Newcomer Trialist

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    Yo.
    So... Can anyone help me with this? Just need at least a basic idea of what I should be trying to do to fix this. I want to get back to working on this hack.
     
  17. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    The art tiles for the big sprite are interfering with the art tiles for the animals. Youll have to move the animal art location in the VRAM but make sure to add a check for if the ending sequence is in play so it loads a different location instead of where they are loaded while playing through the levels. I hope some of this makes sense lol
     
  18. Unlimited Trees

    Unlimited Trees Banned for being a fucking cockwomble Exiled

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    edit:
    you know what fuck this fuck hacking i hate hacking.
    i'm probably just going to make UTS1 into a fan game instead.
    delete me.
     
    Last edited: Jun 25, 2017
  19. GenesisDoes

    GenesisDoes What Nintendont Member

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    Chill, lol. Try using RetroGraphicsToolkit. Remember, the 1st entry in a palette line is the transparency color for the line.

    PM me if you need help. I've used this tool a ton with Socket the Hedgeduck and other homebrew stuff.
     
    Last edited: Jun 25, 2017
  20. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    Hello there, i have this issue since a little time, and i don't know why.
    When i add some new lines (like codes for branch or incbin) into my main asm file Sonic1.asm (hivebrain 2005), i get this....

    Ashuro's face is hidden by some bad tiles when he falls:
    1.png

    And Sonic... The same when i doing the spindash:
    2.png

    When i deleted the lines i've added before (incbin some pallet files under "Pal_GHZ"), everything goes to normal.
    I can't look forward, with my work, until i solved this issue.