Basic Questions and Answers Thread

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

  1. EMK-20218

    EMK-20218 The Fuss Maker Exiled

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    You can change the sprite position in SonMapED by hold shift then pressing the arrow keys.
     
  2. Captain British

    Captain British Newcomer Trialist

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    Despite all the debate, I think I'm just going to stick to my Sonic 2 hack rather than moving everything to Sonic 1. I'm sure I'll eventually find someone able to explain to me how to add a splash screen to S2... And if not, eeehh... It's not a HUGE loss, it's just something I'd like to have to make me feel all warm and fuzzy inside c:


    But yes, could anyone be so kind explain to me how to change at which point in the level Sonic falls off the world and dies? Currently the death point is around 5 chunks too high for what I want out of the level.
     
  3. MainMemory

    MainMemory Well-Known Member Member

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    In the 2007 disassembly, it's at WrdArr_LvlSize in s2.asm. In the Hg disassembly, it's in binary files in the levelsize folder (something I regret doing). The first two bytes are the left side, then the right side, the top side and the bottom side.
     
    Last edited by a moderator: Jun 6, 2012
  4. Captain British

    Captain British Newcomer Trialist

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    You know, I really should have been able to figure that myself given the name of the folder is "levelsize." But thank you c:
     
    Last edited by a moderator: Jun 6, 2012
  5. Bluesfire

    Bluesfire Will Hack For Food. Member

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    I am so close to finishing with sprites in my Sonic 1 hack. But I am confused on which angle to rotate the walking sprite for the last walking sprites. Pic related. Could anyone help me with that? I use RotSprite to rotate them.

    [​IMG]

    Edit: Thanks MainMemory!

    Ordos Update: No, HTML ain't fucked. You just made a complete arse of it.
     
    Last edited by a moderator: Jun 7, 2012
  6. MainMemory

    MainMemory Well-Known Member Member

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    135 degrees.
     
  7. Bluesfire

    Bluesfire Will Hack For Food. Member

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    Hmm.. I am running into an interesting error when changing the Sonic spring sprite. I made sure there are no junk sprites, and it is properly mapped. but in game, the sprite becomes garbled Sonic tiles. Any idea of how this happened? I tried remapping the sprite, editing the sprite, changing it's position, but this still happens.


    Pic of it in SonMapED : http://img707.imageshack.us/img707/120/whattheoh.png


    Pic in game : http://img41.imageshack.us/img41/4445/whatthe2.png
     
  8. Animemaster

    Animemaster Lets get to work! Member

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    Looks to me like you either haven't saved the tile graphics properly or you haven't saved the pattern load cues. From what I can see there is still tile graphics in there from the garbled pic related to the old spring sprite. That and I noticed you added a lot of extra tiles, why didn't you just used the existing tiles of Sonic to save space?. Its not like yor gonna use Sonic anyways.
     
  9. redhotsonic

    redhotsonic Also known as RHS Member

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    I think it's the PLC's issue here. I sometimes got this when editing Sonic, as I normally forget to save the PLC's. Once I've saved the PLC's, it's fine again.


    Try saving the PLC's.


    Also, what Animemaster said. Delete the Sonic sprites. If you single left-click the very first Sonic tile, then hold the shift button, and single left-click the last Sonic tile, you will select all the Sonic tiles (by looking at your tiles, it's all Sonic then all your character). If all the Sonic tiles selected, press CTRL+SHIFT+DEL. And all the Sonic tiles will be gone. Now it's just your characters tiles. The mappings and PLC's should re-adjust itself so you're character is still looking good.


    ALTHOUGH, I would make a back-up of Sonic's art, maps and plc's first, just to be on the safe side. Also, you might want to open a second SonMapED, and load normal Sonic's art and maps and plc's, then you can compare both Sonic and your character, to see what kind of sprite you need to do next (if that makes sense)
     
  10. MainMemory

    MainMemory Well-Known Member Member

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    I just use the "Select Unmapped Tiles" option and delete the unused tiles as I replace sprites.
     
  11. redhotsonic

    redhotsonic Also known as RHS Member

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    Awesome. I didn't know that was possible! That will save me a hell of a lot of time in the future. Thanks.
     
  12. Captain British

    Captain British Newcomer Trialist

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    I've been trying to figure out how to edit layer deformation in the level backgrounds which lead me to Selbi's Parallax Editor. The problem I'm having though is in that I'm unsure where to paste the code the program generates. The guide tells me I need to find the line "move.w ($FFFFEE0C).w,($FFFFF618).w" and replace everything under that however I can't find that line in any of the .asm files of my disassembly (The HG Sonic 2 disassembly.) Could anyone lend me a hand and point me towards what file I should be looking in please?
     
    Last edited by a moderator: Jun 8, 2012
  13. MainMemory

    MainMemory Well-Known Member Member

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    s2.asm, the equivalent line is "move.w (Camera_BG_Y_pos).w,(Vscroll_Factor+2).w".
     
  14. Captain British

    Captain British Newcomer Trialist

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    Ah, I see... Does this mean I won't be able to use the output from Selbi's Parallax Editor with the HG disassembly?
     
  15. redhotsonic

    redhotsonic Also known as RHS Member

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    Should be able to. Just all the RAM address outputted from the program will be unnamed. This shouldn't be an issue, unless you plan to move all the RAM equates about.
     
  16. Captain British

    Captain British Newcomer Trialist

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    Okay, so there's a lot of instances of "move.w (Camera_BG_Y_pos).w,(Vscroll_Factor+2).w". If I understand correctly, the one I want to be modifying is this:



    Code:
    
    ; ===========================================================================
    
    ; loc_C57E:
    
    SwScrl_EHZ:
    
    tst.w (Two_player_mode).w
    
    bne.w SwScrl_EHZ_2P
    
    move.w (Camera_BG_Y_pos).w,(Vscroll_Factor+2).w
    
    lea (Horiz_Scroll_Buf).w,a1
    
    move.w (Camera_X_pos).w,d0
    
    neg.w d0
    
    move.w d0,d2
    
    swap d0
    
    move.w #0,d0
    
    move.w #bytesToLcnt($58),d1
    
    

    (etc, snipped for size.)


    Correct? If that is the case then after I paste the code in the background becomes totally static :c

    [/CODE]
     
    Last edited by a moderator: Jun 8, 2012
  17. redhotsonic

    redhotsonic Also known as RHS Member

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    I don't think you're meant to replace anything. I think you're meant to add your new code in. It is explained how to do it properly in Selbi's topic. And make sure that there is an rts at the end of the code, otherwise it will go onto the next layer deformation.
     
  18. Captain British

    Captain British Newcomer Trialist

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    So yeah, I removed everything under the line "move.w (Camera_BG_Y_pos).w,(Vscroll_Factor+2).w" in "SwScrl_EHZ" (not including the rts) and replaced it with my new code just as the guide said to do, which caused the background to become totally static. But just for the sake of trying it; I also tried it your way which, again, caused the background to become totally static.


    I'm obviously missing something blindingly obvious here because in every level except Emerald Hill Zone it has an effect on the background, but no matter what EHZ remains static.
     
    Last edited by a moderator: Jun 9, 2012
  19. Arctiq

    Arctiq OBJECTION! I WILL CROSS EXAMINE THE WITNESS' PET P Member

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    With title-cards, I'm trying to change the title card of Green Hill to something like, Game Select.

    Now this is the byte data for GHZ, but I'm confused on what to change. I know how to find the combinations for the letters, but I'm not sure on what to do about the $24, $2C, $3C etc. because I know that the title I'm wanting to put in instead of this is longer than the current title.
     
    Last edited by a moderator: Jun 9, 2012
  20. MarkeyJester

    MarkeyJester ♡ ! Member

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    dc.b $YY,$0S,$VV,$VV,$XX


    YY = Y position from centre, FF down to 80 negative (going up), 00 up to 7F (going down)


    XX = X position from centre, FF down to 80 negative (going left), 00 up to 7F (going right)


    0 = NULL, leave 0


    S = Shape, 0 to F changes the shape, for letters, they are usually 5 for 2x2, or 1 for 1x2


    VVVV = VRAM read value

    To change the letter display itself, you will need to change the VRAM value, take a look:


    0, $18


    0, $3A


    0, $10


    0, $10


    0, $2E


    0, $1C


    0, $20


    0, $26


    0, $26

    • As you can see, 0018 is the first, the first letter in GHZ is G, so 0018 is G.
    • 003A is the next letter, the next letter is R, so 003A is R
    • the next two values are both 0010, and in the name, there are two E's


    It is from this that we can work out what letter is what:


    0, $18 G


    0, $3A R


    0, $10 E


    0, $10 E


    0, $2E N


    0, $1C H


    0, $20 I


    0, $26 L


    0, $26 L


    Notice how the letter I's shape is 1 instead of 5, because it is thin and only uses two tiles vertically, it is therefore a 1.
     
    Last edited by a moderator: Jun 9, 2012