Sorry about that, I need as many renditions as I can get, I need a bitmap file and an adressed asm file for recording. If there is any possibility that they can be provided. Please and thanks.You will need to give us more information, for example "32 bit palette entry point list" ...of what? A bitmap file? And what do you mean by "clearly visible rendition"? A documentation about it?
You're doing it again, leaving us out on information we need to know, in order to answer your question.
Basic Questions and Answers Thread
#1225
Posted 08 September 2012 - 04:42 PM
#1226
Posted 08 September 2012 - 07:33 PM
a Bitmap fileI need a bitmap file...
An addressed ASM file...and an adressed asm file for recording.
There you go, though I don't know how you intend on "recording" with an asm file.
#1227
Posted 08 September 2012 - 08:41 PM
Edited by Mike B Berry, 08 September 2012 - 08:41 PM.
#1228
Posted 08 September 2012 - 09:15 PM
On subject though, you need to be more thorough with what it is you want, explain to us step by step, what you intend to do, and do not leave information out, be very narrow on this:
- When you say "asm file", explain what language, you cannot expect us to assume it's 68k, because it might not be.
- When you say a "32 bit palette entry point list", explain what kind of list, you could mean a list of pointers, that could be either byte, word, double-word or even higher, or you could mean just palette data one directly after another.
http://sonicresearch.org/forums/index.php?showtopic=1335&st=1188#entry34418
http://sonicresearch.org/forums/index.php?showtopic=1335&st=1188#entry34793
After reading what you wrote, I thought you wanted to read from a palette held within a 32-bit bitmap file in an assembly language of some sort.
But that doesn't make much sense, so I can only assume that it's wrong.
#1229
Posted 08 September 2012 - 09:42 PM
Back on topic, explain to me, why would you need an asm file for a fan game? I'm still kinda lost as to why you need a list. Do you mind explaining what in God's name you are trying to accomplish?
#1230
Posted 08 September 2012 - 11:16 PM
SE: I needed an asm (MJ: Point of reasoning is that I don't know exactly what format the 32X games are in) file to record the pallet entries for the future. I'll be working with 32X dis-assemblies in the next couple of weeks.
I know what will be said, So I end it here and search for it by myself. Thanks for the help as usual.
#1231
Posted 09 September 2012 - 12:14 AM
ABBB BBGG GGGR RRRR
Where A is Alpha, B is blue, G is green and R is red, for a 32-bit colour from a bitmap, it would be (in bits):
0000 0000 BBBB BBBB GGGG GGGG RRRR RRRR
Where 0 is null (empty padding), B is blue, G is green and R is red, as far as I'm aware, when converting 32-bit (24) colour to the 16-bit (15) colour format, there is no direct format, but the best way is through logical AND clearing the lowest bits, i.e. as each colour segment in the 16-bit (15) colour format only has 5 bits, you remove the least significant bits of each segment to match that:
0000 0000 BBBB BBBB GGGG GGGG RRRR RRRR
Becomes:
0000 0000 BBBB B000 GGGG G000 RRRR R000
Then, the 0's can be removed by shifting the colours up into a 16-bit value:
0000 0000 0000 0000 0BBB BBGG GGGR RRRR
And setting the end bit as alpha (if needed), where alpha will set the pixel as behind or infront of Mega Drive VDP display (Depending on the settings).
You can generate a total of 0x8000 colours for CRAM, of course, the VDP isn't limited to a palette, it has a mode for displaying raw bitmap colour pixels on the display plane itself (in the 16-bit (15) format explained above), rather than individual ID's to referrence a colour in CRAM.
Here is an ASM file containing a load of dc.l long-word (32-bit) values of all possible 32x colours which can be generated, all 0x8000 of them.
#1232
Posted 10 September 2012 - 08:21 PM
Edit read other post beyond that post so it is 32x oh well should have read post after that sorry keeping this because it has some important information.Nope. I'm talking about the entire 32 bit pallet system. Not the 16 bit pallet listings. I'm going to implement it into my fan game as provided as my signature below because I'm too lazy to type it up. I would like to release it before Febuary 2013. But I can't seem to find the actual listing anywhere.
What are you talking about this appears to not even be a sonic hacking question instead it is a general computer programming question. You have alot to learn judging by your posts. On the m68k pointers are stored as a 32bit pointer even though the m68k is considered 16bit by some. Doing dc.l data will resault in 4 bytes which is 32 bit. I hope you spend more time learning to program and please pick a decent laungue HINT: C or asm is the way to go do not do java for games or even worse please do not use game maker or something similar. C or asm can get you good well paying jobs gamemaker will not. Java does lead to jobs but in my opion java is not made for making games C is faster than java when done properly but most people appear to use java for gui related stuff. I put that advice here because you appear to be young and I think this advice about jobs can help you and learning to program a game in C or asm could help you get a job so I would highly recomend learning C or asm. Asm may lead you to more microcontroller related jobs just so you are aware or reverse enginering jobs. Crap I am getting offtopic.
Edited by Sonic master, 10 September 2012 - 08:27 PM.
#1233
Posted 11 September 2012 - 12:20 AM
Before the snasm68k on s1 hacking studio 2 quit working on me I had 2 characters and was making a third.
1. Sonic
2. Richter
3. "SonicThree" which was taken from s1 hacking studio 1.
when i tried loading richter, the art became that of "SonicThree"
Now that I Migrated to a standalone Hivebrain disassembly, I'm managing 2 characters, knowing what happened before,
1. Sonic
2. SonicHS (SonicThree)
and am wanting to readd Richter, But don't want to Corrupt the others.
I may add more Sonics to it, so perhaps Sonic can "Cycle" through his various styles like i seen in a sonic 2 hack which pushing a button switched from sonic 2 style to sonic 3 & vice versa making it
1. Sonic
2. SonicHS (Jumpdash Enabled only)
3. SonicHSP (art, maps, cues, anims, code from s1hackingstudio 2)
4. SonicTwo (Sonic 2's art, maps, cues, code)
5. SonicThreeK (Sonic3K's art, maps, cues, code)
6. Richter (I still have his art, maps, cues, anims & what code i have for him ready)
Perhaps I can just make an Intro stage (or outtro stage) to change characters and perhaps have Richter with his own Final Stage
Edited by warr1or2, 11 September 2012 - 12:20 AM.
#1234
Posted 11 September 2012 - 10:48 PM
#1235
Posted 11 September 2012 - 11:04 PM
I do, but when i try...Exactly what is your question? You didn't post one? If you wanna know how to get the three characters in and they're just sprite swaps, you could set aside a RAM location, have it be 0, 1 or 2 for each character, then have the game check which of those is in the RAM address and load the appropriate DPLC/PLC/Mappings and Art.
At the moment I have Sonic, & SonicHS, but when i tried setting up Richter, sonic had Richter's art instead of his own.
http://sonicresearch.org/forums/index.php?showtopic=3241&hl=
as in this thread i mentioned i used the add extra characters tutorial at the retro, and was given a fix so that Richter would have his own moves.
i even
tst.b (FFFFFFFE).w
bne not sonic map, cues, art, anim
to make it so he was up and running. however attemptted SonicHS as third and richter started loading SonicHS
now since i migrated the project due to asm68k, snasm68k quit working i now have the problem vice versa.
sonic was loading richter's art instead, while SonicHS was fine
#1236
Posted 11 September 2012 - 11:38 PM
I do, but when i try...
Exactly what is your question? You didn't post one? If you wanna know how to get the three characters in and they're just sprite swaps, you could set aside a RAM location, have it be 0, 1 or 2 for each character, then have the game check which of those is in the RAM address and load the appropriate DPLC/PLC/Mappings and Art.
At the moment I have Sonic, & SonicHS, but when i tried setting up Richter, sonic had Richter's art instead of his own.
http://sonicresearch...wtopic=3241&hl=
as in this thread i mentioned i used the add extra characters tutorial at the retro, and was given a fix so that Richter would have his own moves.
i even
tst.b (FFFFFFFE).w
bne not sonic map, cues, art, anim
to make it so he was up and running. however attemptted SonicHS as third and richter started loading SonicHS
now since i migrated the project due to asm68k, snasm68k quit working i now have the problem vice versa.
sonic was loading richter's art instead, while SonicHS was fine
cmpi.b #1,($FFFFFFFE).w ; check 2nd character
beq.s Load2ndChar ; if so, load player 2
cmpi.b #2,($FFFFFFFE).w ; check 3rd character
beq.s Load3rdChar ; if so, load player 3
;code for the first character if not 2nd or 3rd
You want something like this, so if set to 1, it will load the 2nd, set to 2, the 3rd. If neither are set(in other words 0) then just load the first character like normal.
Also (FFFFFFFE).w, should be this: ($FFFFFFFE).w
Edited by Animemaster, 11 September 2012 - 11:43 PM.
#1237
Posted 12 September 2012 - 01:34 AM
#1238
Posted 12 September 2012 - 02:21 AM
loc_3230: tst.w ($FFFFF614).w beq.w Demo andi.b #$80,($FFFFF605).w ; check if Start is pressed beq.w loc_317C ; if not, branch sf.b ($FFFFFFFE).w ; reset character to Sonic btst #$05,($FFFFF604).w ; is the B button being held? beq Title_ChkLevSel ; if not, branch addq.b #$01,($FFFFFFFE).w ; increase ID to new character btst #$06,($FFFFF604).w ; is the A button being held? beq Title_ChkLevSel ; if not, branch addq.b #$02,($FFFFFFFE).w ; increase ID to new character btst #$04,($FFFFF604).w ; is the A button being held? beq Title_ChkLevSel ; if not, branch addq.b #$03,($FFFFFFFE).w btst #$03,($FFFFF604).w ; is the A button being held? beq Title_ChkLevSel ; if not, branch addq.b #$05,($FFFFFFFE).w ; increase ID to new character ; increase ID to new charactereach button press to select the character
yes i know, was typing & the button messed up on me without me realizing (these keys on the keyboard get stuck oftenAlso (FFFFFFFE).w, should be this: ($FFFFFFFE).w
the rest of what i did
SPLC_ReadEntry: moveq #0,d2 move.b (a2)+,d2 move.w d2,d0 lsr.b #4,d0 lsl.w #8,d2 move.b (a2)+,d2 lsl.w #5,d2 cmpi.b #$01, ($FFFFFFFE).w ; is the multiple character flag set to $01 (Metal Sonic)? bne.s SonicArtLoad ; if not, load Sonic's art lea (Art_SonicThree).l,a1 ; load Sonic Three's art cmpi.b #$02, ($FFFFFFFE).w beq.s SonicHSLoad bra.s ContLoadPLC ; branch to rest of code cmpi.b #$02, ($FFFFFFFE).w beq.s SonicHSLoad ;cmpi.b #$03, ($FFFFFFFE).w ;beq.s LoadRichter ;cmpi.b #$04, ($FFFFFFFE).w ;cmpi.b #$05, ($FFFFFFFE).w SonicArtLoad: lea (Art_Sonic).l, a1 ; load Sonic's art SonicHSLoad: lea (Art_SonicHS).l,a1 ; load Sonic Three's art ;LoadRichter: ; lea (Art_Richter).l,a1 ContLoadPLC: adda.l d2,a1
Edited by warr1or2, 12 September 2012 - 02:23 AM.
#1239
Posted 12 September 2012 - 02:45 AM
Look at those lines after SonicArtLoad. What happens is that the lea (Art_Sonic).l, a1 line is processed, but the next line being processed is lea (Art_SonicHS).l,a1, and then it's adda.l d2,a1. So Art_SonicHS replaces Art_Sonic in a1 and whatever you do, you end with that one being used.
#1240
Posted 12 September 2012 - 03:55 AM
#1241
Posted 13 September 2012 - 01:31 AM
#1242
Posted 13 September 2012 - 04:57 AM
How many times have we done this with him by the way? It's obvious that the material linked (Mainly the 68k guide) either hasn't been understood correctly, or he hasn't built a foundation around his studies. I have created a simple guide to run him through, but the main issues depend on what he is trying to accomplish. I myself have a couple things to learn. I'm sure that in time (the distant future, that is,) his issues will be resolved.This is basic 68k, if you don't know how to do a simple check like that I suggest looking at Retro's 68k guide.
Edited by Mike B Berry, 13 September 2012 - 05:00 AM.
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