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#37 Selbi

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Posted 15 August 2009 - 07:05 PM

I would like to help you. PM me. :)
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#38 Ollie

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Posted 15 August 2009 - 07:36 PM

PM Sent. :)
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#39 sonicstheman

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Posted 16 August 2009 - 04:59 PM

I've tried changing sonic's speed but he stands still!
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#40 Selbi

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Posted 16 August 2009 - 05:17 PM

I've tried changing sonic's speed but he stands still!

How did you tried it?
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#41 SonicVaan

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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.
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#42 sonicstheman

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Posted 16 August 2009 - 06:03 PM

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&#58;			&#59; XREF&#58; Obj01_Index

		addq.b	#2,$24&#40;a0&#41;

		move.b	#$13,$16&#40;a0&#41;

		move.b	#9,$17&#40;a0&#41;

		move.l	#Map_Sonic,4&#40;a0&#41;

		move.w	#$780,2&#40;a0&#41;

		move.b	#2,$18&#40;a0&#41;

		move.b	#$18,$19&#40;a0&#41;

		move.b	#4,1&#40;a0&#41;

		move.w	#$614,&#40;$FFFFF768&#41;.w&#59; Sonic&#39;s top speed

		move.w	#$C14,&#40;$FFFFF762&#41;.w&#59; Sonic&#39;s acceleration

		move.w	#$80,&#40;$FFFFF769&#41;.w&#59; Sonic&#39;s deceleration

		move.b	#5,$FFFFD1C0.w

Yeah I changed it.
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#43 Selbi

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Posted 16 August 2009 - 06:53 PM

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&#58;		&#59; XREF&#58; Obj01_Index

		addq.b	#2,$24&#40;a0&#41;

		move.b	#$13,$16&#40;a0&#41;

		move.b	#9,$17&#40;a0&#41;

		move.l	#Map_Sonic,4&#40;a0&#41;

		move.w	#$780,2&#40;a0&#41;

		move.b	#2,$18&#40;a0&#41;

		move.b	#$18,$19&#40;a0&#41;

		move.b	#4,1&#40;a0&#41;

		move.w	#$614,&#40;$FFFFF768&#41;.w; Sonic&#39;s top speed

		move.w	#$C14,&#40;$FFFFF762&#41;.w; Sonic&#39;s acceleration

		move.w	#$80,&#40;$FFFFF769&#41;.w; Sonic&#39;s deceleration

		move.b	#5,$FFFFD1C0.w

Yeah I changed it.

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.
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#44 *_Rydia3667_*

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Posted 16 August 2009 - 08:31 PM

I can't figure this out.

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&#58;

		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&#58; 



MusicIndexFF&#58;

		dc.l	MusicE5; Music for slot $E5

		dc.l	MusicE6; Music for slot $E6

Where do I create that?
Never mind

Edited by Rydia3667, 16 August 2009 - 08:38 PM.


#45 Destructiox

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Posted 16 August 2009 - 08:54 PM

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&#58;; XREF&#58; Obj01_Index

		addq.b	#2,$24&#40;a0&#41;

		move.b	#$13,$16&#40;a0&#41;

		move.b	#9,$17&#40;a0&#41;

		move.l	#Map_Sonic,4&#40;a0&#41;

		move.w	#$780,2&#40;a0&#41;

		move.b	#2,$18&#40;a0&#41;

		move.b	#$18,$19&#40;a0&#41;

		move.b	#4,1&#40;a0&#41;

		move.w	#$614,&#40;$FFFFF768&#41;.w; Sonic&#39;s top speed

		move.w	#$C14,&#40;$FFFFF762&#41;.w; Sonic&#39;s acceleration

		move.w	#$80,&#40;$FFFFF769&#41;.w; Sonic&#39;s deceleration

		move.b	#5,$FFFFD1C0.w

Yeah I changed it.

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.


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.

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#46 snkenjoi

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Posted 17 August 2009 - 12:18 AM

*$C08
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#47 Destructiox

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Posted 17 August 2009 - 08:20 PM

*$C08


I knew I should've double-checked with a calculator >.>
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#48 *_Rydia3667_*

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Posted 17 August 2009 - 11:27 PM

umm i don't understand this. Sonic 2

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   0
and then possibly create the nessisary load queries for them. (If so, you need to know what you're doing here.)

Do I need to add newer files or can I add them later?

#49 Thorn

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Posted 17 August 2009 - 11:43 PM

^ If you've put in code that looks for files that you don't have, the ROM won't compile.
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#50 *_Rydia3667_*

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Posted 17 August 2009 - 11:48 PM

^ If you've put in code that looks for files that you don't have, the ROM won't compile.

ok, i'll add it when im finished

#51 snkenjoi

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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.
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#52 Thorn

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Posted 20 August 2009 - 06:21 PM

^ Well, I duck into the Tech Member's channel every once in a while, but that place is largely dead so I don't bother to visit not too often. I don't hang in the usual channel anymore because it's gotten to the point where I'm the only person there not working on that hack, so I'm just observing 99% of the discussion without talking. That, and I wouldn't want my "attitude" to disappoint anybody farther.~

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. :)
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#53 Oerg866

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Posted 20 August 2009 - 07:37 PM

Oh, sorry, unfortunately that Sonic 2 thing has a true basis, because if it was Sonic 1 I could've helped you as I ran across that exact SAME problem (if I understood yours correctly, that is) few days ago. I'll post the sonic 1 fix for you then, if you can somehow translate it to Sonic 2 :)

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.

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#54 Thorn

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Posted 20 August 2009 - 08:23 PM

^ It's not that I want him to roll, but that I want that animation used and for the game to treat it as rolling. I've already done that in most respects, but the issue is that the monitors seem to check for the rolling animation at two points: when checking "Should I treat this monitor like a solid object?" and when checking "is this monitor being broken?". I can't find where the check for the latter is, so I either need to know its location, or I need to know a workaround.

Oh, and Obj01_DoRoll is a label in the Sonic 2 disassemblies too, by the way. :) I appreciate the effort to help, though.

Edited by Thorn, 20 August 2009 - 08:24 PM.

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