Basic Questions and Answers Thread
#37
Posted 15 August 2009 - 07:05 PM
#38
Posted 15 August 2009 - 07:36 PM
#39
Posted 16 August 2009 - 04:59 PM
#40
Posted 16 August 2009 - 05:17 PM
How did you tried it?I've tried changing sonic's speed but he stands still!
#41
Posted 16 August 2009 - 05:27 PM
I've tried changing sonic's speed but he stands still!
It happened to me, too, while I worked with tools. It's because I've set the speed to a very high number or something like that.
#42
Posted 16 August 2009 - 06:03 PM
Obj01_Main: ; XREF: Obj01_Index addq.b #2,$24(a0) move.b #$13,$16(a0) move.b #9,$17(a0) move.l #Map_Sonic,4(a0) move.w #$780,2(a0) move.b #2,$18(a0) move.b #$18,$19(a0) move.b #4,1(a0) move.w #$614,($FFFFF768).w; Sonic's top speed move.w #$C14,($FFFFF762).w; Sonic's acceleration move.w #$80,($FFFFF769).w; Sonic's deceleration move.b #5,$FFFFD1C0.w
Yeah I changed it.
#43
Posted 16 August 2009 - 06:53 PM
That's because you only increased it with $14, which is kinda nothing. If you want to feel the difference, increase it with $100 or something like that.I didn't know about this I searched 'accleraration' and I got a line from Obj01_Main. This is what it looks like.
Obj01_Main: ; XREF: Obj01_Index addq.b #2,$24(a0) move.b #$13,$16(a0) move.b #9,$17(a0) move.l #Map_Sonic,4(a0) move.w #$780,2(a0) move.b #2,$18(a0) move.b #$18,$19(a0) move.b #4,1(a0) move.w #$614,($FFFFF768).w; Sonic's top speed move.w #$C14,($FFFFF762).w; Sonic's acceleration move.w #$80,($FFFFF769).w; Sonic's deceleration move.b #5,$FFFFD1C0.w
Yeah I changed it.
#44
*_Rydia3667_*
Posted 16 August 2009 - 08:31 PM
Where do I create that?Inserting new songs
Now you just need to create the pointers for the songs at the index, and include them! To do it for the songs $01 to $7F, create in some place a index called MusicIndex00:. The index have to work like this:MusicIndex00: dc.l Music01; Music for slot $01 dc.l Music02; Music for slot $02 ...... To the songs $E5 to $FF, create in some place a index called MusicIndexFF. The index have to work like this: MusicIndexFF: dc.l MusicE5; Music for slot $E5 dc.l MusicE6; Music for slot $E6
Never mind
Edited by Rydia3667, 16 August 2009 - 08:38 PM.
#45
Posted 16 August 2009 - 08:54 PM
That's because you only increased it with $14, which is kinda nothing. If you want to feel the difference, increase it with $100 or something like that.I didn't know about this I searched 'accleraration' and I got a line from Obj01_Main. This is what it looks like.
Obj01_Main:; XREF: Obj01_Index addq.b #2,$24(a0) move.b #$13,$16(a0) move.b #9,$17(a0) move.l #Map_Sonic,4(a0) move.w #$780,2(a0) move.b #2,$18(a0) move.b #$18,$19(a0) move.b #4,1(a0) move.w #$614,($FFFFF768).w; Sonic's top speed move.w #$C14,($FFFFF762).w; Sonic's acceleration move.w #$80,($FFFFF769).w; Sonic's deceleration move.b #5,$FFFFD1C0.w
Yeah I changed it.
Actually, acceleration is originally just $C, so he increased it by $C07, but i think the problem is occurring because the acceleration is set higher than sonic's top speed. try either reducing sonic's acceleration to under $614, or increasing sonic's top speed to over $C14. I'm not saying this will definitely work, but that's an assumption i've made by reading your code.
Edited by Destructiox, 16 August 2009 - 08:55 PM.
#46
Posted 17 August 2009 - 12:18 AM
#47
Posted 17 August 2009 - 08:20 PM
*$C08
I knew I should've double-checked with a calculator >.>
#48
*_Rydia3667_*
Posted 17 August 2009 - 11:27 PM
Do I need to add newer files or can I add them later?then edit and change as needed. Add the new .bin files to below here:
; byte_40372:APM16_EHZ: BINCLUDE "mappings/16x16/AnimEHZ.bin" ; byte_403EE:APM16_MTZ: BINCLUDE "mappings/16x16/AnimMTZ.bin" ; byte_404C2:APM_HPZ: BINCLUDE "mappings/16x16/AnimHPZ.bin" ; byte_405B6:APM_OOZ: BINCLUDE "mappings/16x16/AnimOOZ.bin" ; byte_4061A:APM_CNZ: BINCLUDE "mappings/16x16/AnimCNZ.bin" ; byte_406BE:APM_CNZ2P: BINCLUDE "mappings/16x16/AnimCNZ2P.bin" ; byte_40762:APM_CPZ: BINCLUDE "mappings/16x16/AnimCPZ.bin" ; byte_4076E:APM_DEZ: BINCLUDE "mappings/16x16/AnimDEZ.bin" ; byte_4077A:APM_ARZ: BINCLUDE "mappings/16x16/AnimARZ.bin" ; byte_407BE:APM_Null: dc.w 0and then possibly create the nessisary load queries for them. (If so, you need to know what you're doing here.)
#49
Posted 17 August 2009 - 11:43 PM
#50
*_Rydia3667_*
Posted 17 August 2009 - 11:48 PM
ok, i'll add it when im finished^ If you've put in code that looks for files that you don't have, the ROM won't compile.
#51
Posted 20 August 2009 - 03:27 PM
the ROM won't compile.
hehe.
</pedant>
Where've you been thorn? Not seen you on IRC for a while.
#52
Posted 20 August 2009 - 06:21 PM
Also there are worse sins than saying "compile" when talking about this stuff. >_> "Halp, I cant gets mah MP3s into the Sonic 1!"
In the interest of posting on-topic, here's a stupid question that I can't seem to figure out. In Sonic 2 (yes, Sonic 2; I know I just turned away a good 90% of SSRG members who were itching to help >_>), I'm aiming to get a monitor to break both when Sonic is touching it in a rolling animation and when touching it in one other animation. There's a routine labeled SolidObject_Monitor which branches to SolidObject_Monitor_Sonic, which checks for the rolling animation. So I add code to check for the other desired animation as well, and as expected the monitor isn't solid if I'm in that animation... except apparently the code to actually break the monitor is elsewhere, because I just phase through it. I'm pretty sure that the code that actually breaks it checks for the rolling animation and not just the rolling status, since I've tried telling the code that sets the new animation to treat Sonic as rolling. I just can't find the code that checks to see if I'm against the monitor and breaks it. >_> Does anybody know where it is? I've found code that breaks monitors, but it didn't check collision, so every monitor on screen burst when I went into that animation.
#53
Posted 20 August 2009 - 07:37 PM
The key is to jump to the Obj01_DoRoll routoine, if I'm not mistaken with your problem. I set the rolling status but nothing happened and when setting speed Sonic just ran. I had to do a jsr Obj01_DoRoll to actually make him roll.
Was that your problem or did you actually not want him roll, but rather check for that animation?
Btw, the DoRoll routine looks like this:
Obj01_DoRoll:
bset #2,$22(a0)
move.b #$E,$16(a0)
move.b #7,$17(a0)
move.b #2,$1C(a0) ; use "rolling" animation
addq.w #5,$C(a0)
tst.w $14(a0)
bne.s locret_133E8
move.w #$200,$14(a0)
locret_133E8:
rts
Edited by Oerg866, 20 August 2009 - 07:37 PM.
#54
Posted 20 August 2009 - 08:23 PM
Oh, and Obj01_DoRoll is a label in the Sonic 2 disassemblies too, by the way.
Edited by Thorn, 20 August 2009 - 08:24 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users









