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#91 vladikcomper

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Posted 18 February 2010 - 10:34 AM

I did that, and then it gave me about 200 jump distance too big errors. What are those?

I don't know much about Sonic 2 compiler but I guess it says that some branch offsets are overflowed. That means
after you had added contents from "sonic.asm" and "knukles.asm" some labels got too far for some branch commands.
I wonder where you have placed your new code and what's in those ASM-files?
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#92 Irixion

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Posted 18 February 2010 - 11:24 AM

You can't just add your .asm files anywhere, that shifts the data over and a lot of previously reaching commands such as bra are no longer going to reach. add your stuff at the end of the asm file to prevent this.
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#93 DalekSam

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Posted 18 February 2010 - 05:42 PM

You can't just add your .asm files anywhere, that shifts the data over and a lot of previously reaching commands such as bra are no longer going to reach. add your stuff at the end of the asm file to prevent this.

If there's things like macros, such as the s1smps2asm ones, it is very unwise to do this. I suggest the top (and I mean that) of the ASM file instead, for things like that. That means nothing will get overwritten, and easily found. :huh:

Edited by DalekSam, 18 February 2010 - 05:42 PM.

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#94 vladikcomper

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Posted 18 February 2010 - 06:50 PM

If there's things like macros, such as the s1smps2asm ones, it is very unwise to do this. I suggest the top (and I mean that) of the ASM file instead, for things like that. That means nothing will get overwritten, and easily found. ;)

In the top of the file there are vectors and initialization routines. Of course, it's possible to put your data there but that would be a little unwise. It's better to place your data in the middle or in the end of ROM.

ADDED: BTW if you add the data to the end, nothing will be overwritten as well :huh:

Edited by vladikcomper, 18 February 2010 - 06:56 PM.

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#95 Zero

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Posted 18 February 2010 - 07:36 PM

I have a question for sonic 1:

when you have multiple characters, how do you get the hud to load instantly instead of after a demo or special stage attempt?

I can't seem to make it load unless the above conditions are met....

EDIT: Found a temperary solution.

Edited by Zero, 23 February 2010 - 04:09 PM.

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#96 SamplingMastersNix

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Posted 21 February 2010 - 10:11 PM

Quick question using SonED2:

Is it possible to import a tileset made in GIMP? If so, how do I make a tileset? As in, what needs to be kept in mind when making Sonic 1 hacks with original tilesets?
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#97 SpirituInsanum

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Posted 21 February 2010 - 11:06 PM

Quick question using SonED2:

Is it possible to import a tileset made in GIMP? If so, how do I make a tileset? As in, what needs to be kept in mind when making Sonic 1 hacks with original tilesets?

If you really mean tiles (8x8), yes, it's possible, but it may be a huge lot of work since tiles are hard to recognize. If you really want to edit the tiles themselves, you should first export the tiles from an existing level (misc > export to image > tiles), then open them in GIMP and edit them. Don't forget you can only use one row of colors per tile (the rows top-left when you're in soned2's tile editor), so editing tiles in GIMP may not be really user-friendly.

I think you should try with blocks instead, the palette problems are a little more complex (1 row of colors per tile, 4 tiles per block), but it's much easier to see what you're doing with those.

Palettes are probably the only problem actually.

Then import with file > import from image > tiles (or blocks). It may take a few seconds (chunks do, don't know about tiles and blocks).
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#98 Animemaster

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Posted 22 February 2010 - 09:15 AM

The things you have to note, is it has to be in pcx format, there is a guide on retro that can help you import art. Though if your just editing a few tiles, I recomend editing with in soned2.
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#99 SpirituInsanum

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Posted 22 February 2010 - 07:14 PM

I have a question.

What would be the most effective way to clear several bits in the same word at the same time? For example, say I want to clear bits 3, 4 and 6 in FFFFFF90, I'd like to know what's the fastest operation for the hardware (or emulator) to do that.

If I remember correctly, what I want is technically an AND, with a %10100111 ($A7) mask, but the AND doesn't look to be used to do this, and there may be an other solution. ;)

I needed several flags for something. So far I've been using bclr to clear each bit separately, that was easier to correct errors, but there's probably a better way to do it.
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#100 MarkeyJester

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Posted 22 February 2010 - 08:23 PM

and.b #$A7,($FFFFFF90).w

is the best option as far as I know.
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#101 SpirituInsanum

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Posted 22 February 2010 - 08:49 PM

Great, it works. Thank you ;)
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#102 RandomAvatarFan

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Posted 27 February 2010 - 04:37 PM

So, I was placing objects in SonEd2. I had placed object 1C in GHZ, which was listed as "scenery" that was for GHZ (the bridge ties) The first time it showed up as a glob in game. The second time I tried placing the object, it was an invisible object that hurt sonic, but could be destroyed like a badnik. SonEd2 still says it's scenery.

Also, I placed a spring, and it doesn't Spring sonic. This Spring is 41,00,00 and the scenery I have is 1C,00,00 and 1C,00,04 (mirrored) I tried changing the second and third bits, but nothing changed.
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#103 Pokepunch

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Posted 27 February 2010 - 07:43 PM

Hi I was trying to give eggman different signpost art,but I needed non-symmetrical mappings (he has symmetrical mapping normally)So I made new mappings. (SonMapEd)But when I played it I got thisDoes anybody know whats wrong?
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#104 SpirituInsanum

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Posted 27 February 2010 - 11:02 PM

So, I was placing objects in SonEd2. I had placed object 1C in GHZ, which was listed as "scenery" that was for GHZ (the bridge ties) The first time it showed up as a glob in game. The second time I tried placing the object, it was an invisible object that hurt sonic, but could be destroyed like a badnik. SonEd2 still says it's scenery.

Also, I placed a spring, and it doesn't Spring sonic. This Spring is 41,00,00 and the scenery I have is 1C,00,00 and 1C,00,04 (mirrored) I tried changing the second and third bits, but nothing changed.

For the scenery, it has to be 1C,03,00/04 for the bridge ties.

No idea for the spring, maybe you can check all the param fields (in your case it should be unknown, red, unknown, up, unknown) , remember sprite state (should be 'no'), and draw dir (normal/normal).
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#105 RandomAvatarFan

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Posted 28 February 2010 - 12:19 AM

So, I was placing objects in SonEd2. I had placed object 1C in GHZ, which was listed as "scenery" that was for GHZ (the bridge ties) The first time it showed up as a glob in game. The second time I tried placing the object, it was an invisible object that hurt sonic, but could be destroyed like a badnik. SonEd2 still says it's scenery.

Also, I placed a spring, and it doesn't Spring sonic. This Spring is 41,00,00 and the scenery I have is 1C,00,00 and 1C,00,04 (mirrored) I tried changing the second and third bits, but nothing changed.

For the scenery, it has to be 1C,03,00/04 for the bridge ties.

No idea for the spring, maybe you can check all the param fields (in your case it should be unknown, red, unknown, up, unknown) , remember sprite state (should be 'no'), and draw dir (normal/normal).

Alright, the bridge ties work now, Thank you! But for the spring I still can't get it. I looked at it in a clean split, but it's the same. I got rid of mine and placed it back in and now it works. I don't know. Thank you though ;)
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#106 Pokepunch

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Posted 03 March 2010 - 07:56 PM

Dont worry fixed it.
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#107 nicogearX

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Posted 08 March 2010 - 04:53 PM

thanks, this will help a lot for what i want to do, i may upload it soon if things go well :P

Edited by nicogearX, 08 March 2010 - 07:02 PM.

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#108 nicogearX

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Posted 08 March 2010 - 07:05 PM

really strange......but the posts that were in the 7th page before disappeared and now there's no 7th page(until i posted this)!!!
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