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#1027 SpirituInsanum

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Posted 28 May 2012 - 11:23 PM

Does anybody know what makes the whole "sonic has passed" object move at the beginning of the cutscene in SBz2?

I just noticed only one of my lines was moving (everything else stays there), and I can't find what triggers it. :/

Or maybe I'm just totally rusted...


Haha forget this, I find it, since I have one less object in my title card, it wasn't checking the right address for the end of the "total" object.
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#1028 MarkeyJester

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Posted 28 May 2012 - 11:44 PM

Routine "Obj3A_ChkBonus:"

cmpi.w    #$501,($FFFFFE10).w

        bne.s    Obj3A_SetDelay

        addq.b    #4,$24(a0)

If the level is Scrap Brain Zone Act 2, it'll increase the routine counter of the object by an additional 4 (i.e. advancing 6), instead of running "Obj3A_Wait" then "Obj3A_NextLevel", it'll run "Obj3A_Wait" then "Obj3A_ChkPos2".

Edit: inb4 me...
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#1029 SpirituInsanum

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Posted 28 May 2012 - 11:49 PM

Thank you. :)

If I understood correctly, that happens only in the "total" object, the game checks if that one has reached its final state in all other title card objects, so the check at the beginning of loc_C61A has to point to the "total" object, which is what was wrong.
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#1030 Psycho RFG

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Posted 29 May 2012 - 05:51 PM

Good to see you fixed it SpirituInsanum! Now I will ask for my bug in that specific part of the game too. I have coded the electrostatic shield to be removed when Sonic goes into the water (and a white flash will appear on the screen), and, by other way, my shields are keept beetween stages. Here is the bug: If I end SBz2 with the electrostatic shield, when Robotnik makes Sonic to fall down to the next stage, I can see the white flash and, of course, I start SBz3 without that shield... What could I try to fix this?

Other note is that I have applied the vladikcomper's fix for the level transitions that makes load the new level later and not as soon as it's done in the original game...
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#1031 Bluesfire

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Posted 01 June 2012 - 01:25 AM

So I am using SonLVL to edit Sonic 1. After I edit the level, the title screen looks..weird. Any idea of why, and how to fix it? Pic below.

EDIT: My apologies, it was due to an incorrectly placed Chunk.Fixed now. I am new here, so I don't know if I can delete my own posts, but if not please delete this.

Attached Files


Edited by Bluesfire, 01 June 2012 - 03:39 AM.

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#1032 vladikcomper

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Posted 01 June 2012 - 07:31 AM

It happens because you've changed Sonic's start position in GHZ1. Restore at least Y-coordinate to the original and the bug will go.

C/P from my old post on Retro:

"Title screen uses layout engine like all normal levels do, it calls a subroutine that loads level stuff for GHZ1, including Sonic's start pos etc. It also calls level deformation subroutines to scroll BG with deformation like in normal level. Those routines work with camera, which is affected by Sonic's coordinates, that's why camera is a bit bottomer than it supposed to be, so deformation routines scroll BG and FG upper. But sprites on the title screen have on-screen coordinates system, I.e. their coordinates are not depending on camera positions, so they stay at their places."

There should be a fix for this though, but I can't check it out right now.
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#1033 Bluesfire

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Posted 01 June 2012 - 02:32 PM

Hey! I am modifying Sonic The Hedgehog's GHZ. I am making an "ice" pallet, but have run into an issue. As it seems, the rings share the same pallet as the yellow flowers. So I either have to have yellow rings, or blue flowers. Is there anyway I can separate the ring from that pallet, and instead attach it to the HUD's or something like that? Thanks!

EDIT: I am also trying to make the Eggman Monitor work, I found it's line of code,



Obj2E_ChkEggman: ; XREF: Obj2E_Move
addq.b #2,$24(a0)
move.w #29,$1E(a0)
move.b $1C(a0),d0
cmpi.b #1,d0 ; does monitor contain Eggman?
bne.s Obj2E_ChkSonic
rts ; Eggman monitor does nothing


How do I change that "Eggman Monitor Does Nothing"? I want to make it hurt sonic like if he hit a badnik or landed on spikes.

Edited by Bluesfire, 01 June 2012 - 02:39 PM.

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#1034 MainMemory

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Posted 01 June 2012 - 02:41 PM

The HUD has one yellow on Sonic's palette line, the rings need three yellows.
You could try recoloring the flowers in some tile editor, but you may not have any colors that match what you want in that palette.
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#1035 redhotsonic

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Posted 01 June 2012 - 02:46 PM

EDIT:Obj2E_ChkEggman: ; XREF: Obj2E_Move
addq.b #2,$24(a0)
move.w #29,$1E(a0)
move.b $1C(a0),d0
cmpi.b #1,d0 ; does monitor contain Eggman?
bne.s Obj2E_ChkSonic
rts ; Eggman monitor does nothing


How do I change that "Eggman Monitor Does Nothing"? I want to make it hurt sonic like if he hit a badnik or landed on spikes.




In Sonic 2, it's simply:


robotnik_monitor:
addq.w #1,(a2)
bra.w Touch_ChkHurt2



Maybe that will help? Just replace this code with another monitor code that you're not going to use. "Touch_ChkHurt2" is more than likely named different in Sonic 1 though.


EDIT: Spellings

Edited by redhotsonic, 01 June 2012 - 02:48 PM.

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#1036 Bluesfire

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Posted 01 June 2012 - 02:51 PM

I added that code, Now the game won't boot. I think I need a different code, Maybe if I added something from an object that does hurt Sonic?

I'm sorry, I'm not quite sure what you mean. Do you mean to replace some code in the Robotnik Monitor object (Code I posted), Or find a monitor I am not using in Sonic 1?


EDIT: Here is the code for hurting Sonic by means of spikes. Maybe I could use this to my advantage?


Obj36_Hurt: ; XREF: Obj36_SideWays; Obj36_Upright
tst.b ($FFFFFE2D).w ; is Sonic invincible?
bne.s Obj36_Display ; if yes, branch
move.l a0,-(sp)
movea.l a0,a2
lea ($FFFFD000).w,a0
cmpi.b #4,$24(a0)
bcc.s loc_CF20
move.l $C(a0),d3
move.w $12(a0),d0
ext.l d0
asl.l #8,d0
sub.l d0,d3
move.l d3,$C(a0)
jsr HurtSonic


Edit: Scrolling through the ASM, I found an instance "Obj2E_NoMusic" and it's contents are blank. Can I tell the Eggman object to ridirect there and put a code that would hurt Sonic?

Edited by Bluesfire, 01 June 2012 - 03:11 PM.

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#1037 Tongara

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Posted 01 June 2012 - 03:04 PM

vladikcomper is 100% right. It is de to Sonic being moved from his regular start position in Green Hill act 1. They made the title screen use GHZ's properties, which also includes Sonic on the title... they obviously never thought that people would go ahead and start hacking their games. :P

Edited by MarkeyJester, 01 June 2012 - 09:21 PM.

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#1038 Kensou

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Posted 01 June 2012 - 03:42 PM

I didn't experimented this because I keep the Sonic position from the original but shouldn't this be fixed with the mappings of Sonic in the logo?
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#1039 Kensou

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Posted 01 June 2012 - 03:49 PM

No... if I remember well, that routine have an rts to terminate the invincibillity monitor routine without changing music when you are fighting with a boss... There is an Eggman monitor routine that is empty with an rts, that is the place.
You are asking even without testing your own thoughts and I think that is not the way, try your own stuff and study how asm works before asking for people to make the code for you.
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#1040 Bluesfire

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Posted 01 June 2012 - 06:42 PM

MainMemory, I can't find a tile editor tat can edit the flower. SonLVL doesn't show the flower in it's tile list, and I don't have mappings for it to load into SonMapED. Could you recommend a tile editor?

Edit: I got my robotnik monitor working, and added a spindash. :)

Edited by Bluesfire, 01 June 2012 - 08:43 PM.

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#1041 MainMemory

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Posted 01 June 2012 - 08:00 PM

I use yy-chr, the flower art is in the artunc folder.
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#1042 Bluesfire

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Posted 01 June 2012 - 08:43 PM

Is there an English version, MainMemory? I do not understand Japanese.

Edit: Nevermind, downloaded it and found it was in English.

Edited by Bluesfire, 01 June 2012 - 08:45 PM.

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#1043 Blazer

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Posted 01 June 2012 - 09:03 PM

@bluesfire: I couldnt help but to see that you are trying to enable the eggman. im suprised no one has told you about the code on the retro tutorials by nineko yet. just look there, add the code for it and it should work.

edit: nevermind i see you already added it.
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#1044 Bluesfire

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Posted 01 June 2012 - 09:40 PM

How do you edit the icons within the monitors? I have edited the monitor itself, but what of the icons?
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