The Free Assets Thread

Discussion in 'Showroom' started by LuigiXHero, Feb 3, 2017.

  1. Gamma V

    Gamma V Well-Known Member Member

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    That's a pretty nice SMPS, but I feel that the intro should have slight pitch bends on the "Yeah" part.
     
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  2. kenny0989

    kenny0989 Well-known idiot Member

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  3. Iso Kilo

    Iso Kilo Creator of something Member

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    Well, there hasn't been a post here for a while, but I've got something for everyone. It's a brand new credits file! It adds the color red along with blue. I recommend you extend the art limit and install Enigma Credits to use them. I plan on updating it in the future to add beige and grey, but for now, we've got red. Here's a picture of it used in PlaneED
    Capture.PNG
    You could use them to credit me, funny how that works, huh?
     

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  4. Renegade

    Renegade RuthlessTheHooman Member

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    Hey, this is pretty cool! I'll try this out later.

    I know you're using Sonic's pallet line for these, but it makes me wonder if someone could use another line of colours.
    It'd probably have some issues with the demos though.

    Maybe I'll release something here...
     
    Last edited: Oct 18, 2018
  5. nineko

    nineko I am the Holy Cat Member

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    Indeed, you can use any palette line you want on those letters, which is what I did in my hack (which, incidentally, is a decade old by now, time sure flies). It doesn't cause any problems with the demo sequences, since the level palettes are reloaded anyway.

    For this reason, I'd avise you against duplicating tiles where a simple palette change would suffice, since VRAM is limited (and you would increase the ROM size as well, but that's negligible so I'll let it slide). You might argue that nothing else is using the VRAM at that time so it's not a big deal, but that's not true: the level art for the next demo sequence is actually loaded while the text is displayed, and while it's unlikely that there would be any collisions anyway, it's still bad practice to do something this trivial in a wrong way.

    Thus, ironically, changing the palette line is actually safer than the alternative.
     

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  6. Renegade

    Renegade RuthlessTheHooman Member

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    Ah, thanks for clearing this up Nineko. I knew I'd seen it in a few hacks around, just wondering if it was as simple as changing the pallet line used by the mappings.

    And yes, I'll post something in here eventually...
     
  7. nineko

    nineko I am the Holy Cat Member

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    Well, in addition to changing the palette line in the mappings, you do have to edit the other palette lines themselves, otherwise they're completely black at that point. Copying the colors from the first line and replacing the blues with greens and reds will do (e.g. change 0N 00 to 00 N0 in one line and to 00 0N in the other one: remember that the color format is 0B GR in two bytes or 4 nybbles).
     
  8. Iso Kilo

    Iso Kilo Creator of something Member

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    1: Seems that I forgot to add the letter 'I'. 2: I could just delete duplicates and mirrored tiles, which there is plenty of those found in this file. So, that should ease some ROM & VRAM space concerns. 3: The palette line method sounds interesting. But then I thought, combining both the extra tiles AND the different lines could mean there'd be 12 or 16 different credits colors. 4: Even if I didn't optimize the amount of tiles, VRAM wouldn't be an too much of an issue, at least for myself... I think. I planned to remove the demo system, since attempts to edit the demos just results in Sonic walking into walls more often than not. But of course, since this is a public asset, some aren't going to remove the demos. So either I do as 2 states, and delete dups and mirrors. Or, transition to 5: 1x1 lettering instead of 2x2. That's all. Okbai.
     
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  9. Panduhman02

    Panduhman02 Newcomer Trialist

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    About this dropdash asm. Is able to be out into sonic 2?
     
  10. BurningFlame

    BurningFlame Golden Ringsperience Requiem Member

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    By means of copy-paste, no. Sonic 2's engine is actually pretty much different from Sonic 1's, so you can't just take the code and paste it, you need to adapt it. Also, MainMemory made a pretty interesting thread about how Dropdash works in Mania, so if you have enough ASM skills, you'll figure how to put it in.
    Or if you're a bit more lazy, then you should try playing around with original spin dash code, adapting it to fully-charging and activating in the air.
    (and no i'm totally not good with asm but still know some things thanks to MJ's 68k tutorial)
    UPD: just read basic questions thread and you got pretty much the same answer as mine
     
  11. Novedicus

    Novedicus Well-Known Member Member

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    Actually, Sonic 2's engine is essentially just an updated Sonic 1 engine, and that's including Sonic's object. It essentially can be copy and pasted, but the biggest issue is how different the disassemblies are set up, documented, and labeled. Otherwise, there's not really much to do differently
     
  12. Iso Kilo

    Iso Kilo Creator of something Member

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    Or, @Panduhman02 could go and take a few minutes, read Markey's ASM68K guide (http://mrjester.hapisan.com/04_MC68/) then take Main's Drop Dash 'guide' (http://sonicresearch.org/community/index.php?threads/how-the-drop-dash-works-in-mania.5185/) using 'guide' loosely since it's just a piece of Mania's code. And actually try converting it. You know, rather than going "I haven't done any research, could you guys give me code?" This thread is used for those who'd actually like to share their content they thought was worth sharing with everyone, not for requesting stuff. Asking for shit before making any attempts isn't going to get you far in this community, I've learnt that quite a bit ago.
     
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