Basic Questions and Answers Thread

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

  1. Jefftastic

    Jefftastic Amateur Member

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    Okay guys, this is a bit of a tricky situation-

    I was attempting to mod mania, (which, music wise, was going well.) but I was having some issues editing the logos.

    Keep in mind that I used the same pallete which the logos already were and was also using same format. (the .gif format)

    Here's the file with the edit done to it. Rendered it in Photoshop using RGB and all layers are merged. (using the HeadCannon pallete of course) Logos.gif
    might even use this for the future ;)

    EDIT: Scrolly down a bit please-
     
    Last edited: Sep 12, 2017
  2. Misinko

    Misinko Feel the fire! Break your vision! Member

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    So... what's the issue exactly? There's not much to go on based on "I'm having issues doing this".
     
  3. Calvin

    Calvin Adventurist Hacker Member

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    What issues were being had? It's hard to help if we don't know much about the issue, but knowing Mania, it's likely an issue with how you're saving it. Built-in versions of MS Paint after XP lose the palette data when even using the vanilla save function, and if you're using Gimp, then I think there's a "preserve palette line" option somewhere. I've also heard that Photoshop is not recommended for editing Mania's .GIFs, if that helps any.

    EDIT: Ninja'd.
     
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  4. Jefftastic

    Jefftastic Amateur Member

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    Sorry for the inconvenience-

    Yeah okay, the issues i'm having is that its loading the logos improperly. (even the taxman and other logos.)

    It sometimes loads up blank, or loads with some random colored lines.
    Capture.PNG
    Yeah, at least the little "welcome to jefftastic" sound loads.
     
  5. Calvin

    Calvin Adventurist Hacker Member

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    Try using the Windows XP version of Paint to save by...
    - Copying the edited image to the clipboard
    - Opening a copy of the original .gif in Paint (XP)
    - Pasting the clipboard to the .gif from within Paint and then saving.

    Please don't hurt me, Windows XP isn't even supported anymore.
     
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  6. Jefftastic

    Jefftastic Amateur Member

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    Capture.PNG

    yes yes yes holy fuck hell yes fuck yeah oh my lord yes please and more yes thanks yes
     
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  7. Ashuro

    Ashuro Well-Known Member Member

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    Hello.
    I just encountered a huge issue.
    When i load SBZ act 2, i end with this when the first object appears at the screen.
    As i can see, it's an issue from under RunPLC_Ram.
    Sans titre2.png
    Sans titre1.png

    In Sonic Retro's Sonic 1 Ram editing page, $FFFFF6F8 is an unknown pattern load queue variable.
    So i can't figure this out.

    Also, the endin sequence is very glitchy, it load Sonic at the start position from LZ3, load water and all the art of the big sonic object is overwritten by some objects from LZ but i don't know from where the issue is.
    My last backup is from the 2017/09/08. And since this date, i haven't changed more than few lines of code for the LZWindTunnel and the Obj10 object.
    I just edited the LZ4(SBZ3) levels.

    I need some help please?
     
  8. MarkeyJester

    MarkeyJester It takes only one mistake. Member

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    I don't think that "subq" instruction is the problem. The debug screen says "called", and the return address stored in the stack, is always after the instruction that performed the call (be it a JSR or BSR). So, I'd say the "bsr.w NemDec3" is the caller code it's mentioning. It's probably just showing that as it's the last return address in the stack at the time of the crash. So, the crash no doubt happened within "NemDec3" somewhere.

    Do notice, that d0 contains the same long-word as the location of the crash, so somehow, the contents of d0 managed to get to the PC, probably been either put into an address register, and then "jmp (aX)", or, it was pushed onto the stack, but not popped out for some reason, and a return force the CPU there.
     
    Last edited: Sep 14, 2017
  9. Ashuro

    Ashuro Well-Known Member Member

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    It's a little too "technical" for me xD

    Oh, and i tried to "remove" all the changes i've made in the code since my last backup, but the issue still rest the same. It sounds confusing for me.
    May it be about the size of LZ4(sbz3)?
     
  10. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    What is that object? It could have a problem with its code or placement. What happens when you delete it? Do any other objects cause the same error? If you can't figure things out, it may be possible that things will work themselves out on their own with further edits to the levels.

    Also, do you want the ending sequence to use stuff from Labyrinth Zone? The ending sequence uses its own pattern load cues so the LZ object art shouldn't be loading there. The ending sequence must be either using the wrong PLC number or you've edited the ending PLCs to include enemy art in the same place as the big Sonic art. The water loading and start position problems could probably be solved by editing the ending sequence loading code to remove the water loading and making sure the correct start location is being pointed to.
     
  11. Natsumi

    Natsumi Markey's Member

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    What is likely, is either something is corrupting the RAM values Nemesis uses to continue decompression, or you are loading an invalid address as a Nemesis archive (say, you removed a PLC from LZ somewhere, but did not correct the count value). Usually the color palette would get borked before crashing, but since the debugger is loading, it is overwriting the palette. You may see a quick flash of colour though, and if you do, then it's probably indeed invalid Nemesis archive.
     
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  12. Ashuro

    Ashuro Well-Known Member Member

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    @ProjectFM Hello! The first object is a group of rings, in fact you start this level by falling to the ground, but after searching, i discovered that this illegal instruction happens when the chunks (or tiles) appears in the screen from the bottom, when Sonic is about to touch the ground.

    No no, the ending sequence keeps the GHZ art, in fact i changed some things, i wanted to make the game set the ending sequence after LZ3 if you haven't all the emeralds, and it worked until yesterday, when i ended up with LZ4...
    When you start the ending sequence, it's like all the data from LZ3 isn't removed correctly. I haven't changed anything in the PLC (i haven't changed anything at all since 3 days ago when everything works, instead of LZ4, a new LZwatertunnels routine that i have deleted to see if the problem comes from it (and not), this is why i'm so confused).
    Thank you.

    @Natsumi Hi, and yes, when the game crash, the screen is flashing in some blue nuances.
    I will look at Pattern Load Cues files, thank you.
    Edit: Yes i don't understand why but the Sonic's plc files having an issue, in the sbz 2 section the Vspring was missing.

    Now i have to the ending sequence problem, or i can replace the ending sequence with the try again screen, but i tried it before and it loads an illegal instruction too.
    Nevermind, thanks for the SBZ2 problem, i'll find another way for the ending sequence.
     
    Last edited: Sep 15, 2017
  13. warr1or2

    warr1or2 I AM CLG Member

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    I have tried everything by myself, but need help.
    Do I need to set a flag somewhere to have Sonic, or in my case, Richter, to use an animation while standing, load Whip's art, at 3rd frame, remove Whip's art & back to standing?
    I used half of Spindash's code to do this, all I got was the first frame & just a split second, of course without Whip's art cause i need animations to work first.