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    #1 Malevolence

    Malevolence

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    Posted 07 July 2009 - 09:48 PM

    Lately there have been many new threads for very simple and basic questions that tend to be answered with a small amount of posts and then fall into oblivion. This thread is for those sort of questions that are believed to be very simple and not thread worthy, and also a way to keep those kinds of questions available with the answers in one thread in case someone is experiencing the same problem, and could easily look it up. Remember to check this thread or the forum for an answer before posting.
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    #2 fantasticfish

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    Posted 10 July 2009 - 12:15 AM

    I tried to put this code, (from a Sonic 1 ROM, below,) into my Sonic 2 hack, and it spat out an error about StartOfROM being $C.

    SRAMSupport:	dc.l $5241E020		; change to $5241E020 to create	SRAM
    dc.l $200000 ; SRAM start
    dc.l $20FFFF ; SRAM end

    How should I get this to work?

    I know I'm going about this the wrong way.

    :D

    Edited by fantasticfish, 10 July 2009 - 12:18 AM.

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    #3 fantasticfish

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    Posted 10 July 2009 - 12:33 AM

    ; ---------------------------------------------------------------------------
    ; Subroutine to perform a NEW move!!!!!!!!
    ; ---------------------------------------------------------------------------

    Sonic_WEIRD:
    btst #6,(Ctrl_1_Press).w
    beq.w Sonic_WEIRD_End ; If not, branch

    move.w #$3C,d0 ; set sound
    jsr (PlaySound).l ; play sound
    cmpi.w #1,(Ring_count).w ; does Sonic have at least 1 rings?
    bcs.s Sonic_WEIRD_End ; if not, branch
    subq.w #1,(Ring_count).w ; Subtract 1 rings.
    ori.b #1,(Update_HUD_rings).w ; Update the HUD.

    move.w #$1500,d0 ; set the speed to d0

    Sonic_WEIRD_ChkDirection:
    btst #0,$22(a0) ; is sonic facing left?
    beq.s Sonic_WEIRD_MovePlayer ; if yes, branch
    neg.w d0 ; if not, negate d0 (for jumping to the right)

    Sonic_WEIRD_MovePlayer:
    move.w d0,$10(a0) ; Move Sonic...


    Sonic_WEIRD_End:
    rts ; return
    ; End of function Sonic_WEIRD


    This code does everything--except for moving Sonic!

    Does anyone have any idea exactly why this code, inserted into Sonic 2, with the proper
    Obj01_MdNormal
    
    call does not work and how to fix it?

    I think the code was meant for in-air movement, but don't know how to fix it.

    Edited by fantasticfish, 10 July 2009 - 12:37 AM.

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    #4 hitaxas

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    Posted 10 July 2009 - 01:47 AM

    Don't call to this from Obj01_MdNormal, try md_jump or md_air.

    If that doesn't work, there might be something else wrong with the code.
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    #5 liamsonichacker

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    Posted 10 July 2009 - 01:55 AM

    I was just wondering if anyone could help me code the eggman monitor so it hurts sonic, I did try using the spike code but all it does is play the dieing sound

    Can any one help me please??
    • 0

    #6 MikeTH

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    Posted 10 July 2009 - 03:02 AM

    You need to show us the code before we can make any logical assumptions to what you did wrong. We don't know everything Liam, a lot of us here do know quite a bit though.
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    #7 MikeTH

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    Posted 10 July 2009 - 03:06 AM

    I tried to put this code, (from a Sonic 1 ROM, below,) into my Sonic 2 hack, and it spat out an error about StartOfROM being $C.

    SRAMSupport: dc.l $5241E020 ; change to $5241E020 to create SRAM
    dc.l $200000 ; SRAM start
    dc.l $20FFFF ; SRAM end


    How should I get this to work?

    I know I'm going about this the wrong way.

    blink.gif


    You most likely chose hex values that aren't empty. you should open up you hex editor and check, as using hex values that are already used cause games to go haywire. At least that's what I've learned form my in's and out's with ASM.
    • 0

    #8 fantasticfish

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    Posted 10 July 2009 - 12:42 PM

    Don't call to this from Obj01_MdNormal, try md_jump or md_air.

    If that doesn't work, there might be something else wrong with the code.


    No, you don't understand; I mean I want it to happen when you're on the ground.

    Sorry, about any unclearness.
    • 0

    #9 fantasticfish

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    Posted 10 July 2009 - 12:43 PM

    I tried to put this code, (from a Sonic 1 ROM, below,) into my Sonic 2 hack, and it spat out an error about StartOfROM being $C.

    SRAMSupport: dc.l $5241E020 ; change to $5241E020 to create SRAM
    dc.l $200000 ; SRAM start
    dc.l $20FFFF ; SRAM end


    How should I get this to work?

    I know I'm going about this the wrong way.

    blink.gif


    You most likely chose hex values that aren't empty. you should open up you hex editor and check, as using hex values that are already used cause games to go haywire. At least that's what I've learned form my in's and out's with ASM.


    Sorry, I don't understand you. Could you clarify?
    • 0

    #10 Selbi

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    Posted 10 July 2009 - 02:27 PM

    I was just wondering if anyone could help me code the eggman monitor so it hurts sonic, I did try using the spike code but all it does is play the dieing sound

    Can any one help me please??

    Check this out. Here is a simple guide on how to add this function.
    • 0

    #11 Irixion

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    Posted 10 July 2009 - 04:14 PM

    I was just wondering if anyone could help me code the eggman monitor so it hurts sonic, I did try using the spike code but all it does is play the dieing sound

    Can any one help me please??




    Just tell it to jump to Obj01_Hurt. That's it.
    • 0

    #12 fantasticfish

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    Posted 10 July 2009 - 06:03 PM

    {NEW QUESTION}

    I was thinking about music editing, noticed Qjimbo's porter tool, and it was extremely helpful--until I noticed all the ill effects on my hack, which used a disassembly. Does anyone know of an equivalent tool that works on the disassembly files?

    Edited by fantasticfish, 10 July 2009 - 06:04 PM.

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    #13 amphobius

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    Posted 10 July 2009 - 08:39 PM

    What porter tool.

    Also, questions don't need a {NEW QUESTION}, it's stupid. You don't see that on Ret- oh wait.

    It's bro- oh wait, it's slowly coming back.
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    #14 Animemaster

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    Posted 10 July 2009 - 08:49 PM

    ; ---------------------------------------------------------------------------
    ; Subroutine to perform a NEW move!!!!!!!!
    ; ---------------------------------------------------------------------------

    Sonic_WEIRD:
    btst #6,(Ctrl_1_Press).w
    beq.w Sonic_WEIRD_End ; If not, branch

    move.w #$3C,d0 ; set sound
    jsr (PlaySound).l ; play sound
    cmpi.w #1,(Ring_count).w ; does Sonic have at least 1 rings?
    bcs.s Sonic_WEIRD_End ; if not, branch
    subq.w #1,(Ring_count).w ; Subtract 1 rings.
    ori.b #1,(Update_HUD_rings).w ; Update the HUD.

    move.w #$1500,d0 ; set the speed to d0

    Sonic_WEIRD_ChkDirection:
    btst #0,$22(a0) ; is sonic facing left?
    beq.s Sonic_WEIRD_MovePlayer ; if yes, branch
    neg.w d0 ; if not, negate d0 (for jumping to the right)

    Sonic_WEIRD_MovePlayer:
    move.w d0,$10(a0) ; Move Sonic...


    Sonic_WEIRD_End:
    rts ; return
    ; End of function Sonic_WEIRD


    This code does everything--except for moving Sonic!

    Does anyone have any idea exactly why this code, inserted into Sonic 2, with the proper
    Obj01_MdNormal
    
    call does not work and how to fix it?

    I think the code was meant for in-air movement, but don't know how to fix it.

    Change $10 to $14, 10 is used in air, $14 is used on the floor.
    • 0

    #15 fantasticfish

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    Posted 11 July 2009 - 11:40 AM

    ; ---------------------------------------------------------------------------
    ; Subroutine to perform a NEW move!!!!!!!!
    ; ---------------------------------------------------------------------------

    Sonic_WEIRD:
    btst #6,(Ctrl_1_Press).w
    beq.w Sonic_WEIRD_End ; If not, branch

    move.w #$3C,d0 ; set sound
    jsr (PlaySound).l ; play sound
    cmpi.w #1,(Ring_count).w ; does Sonic have at least 1 rings?
    bcs.s Sonic_WEIRD_End ; if not, branch
    subq.w #1,(Ring_count).w ; Subtract 1 rings.
    ori.b #1,(Update_HUD_rings).w ; Update the HUD.

    move.w #$1500,d0 ; set the speed to d0

    Sonic_WEIRD_ChkDirection:
    btst #0,$22(a0) ; is sonic facing left?
    beq.s Sonic_WEIRD_MovePlayer ; if yes, branch
    neg.w d0 ; if not, negate d0 (for jumping to the right)

    Sonic_WEIRD_MovePlayer:
    move.w d0,$10(a0) ; Move Sonic...


    Sonic_WEIRD_End:
    rts ; return
    ; End of function Sonic_WEIRD


    This code does everything--except for moving Sonic!

    Does anyone have any idea exactly why this code, inserted into Sonic 2, with the proper
    Obj01_MdNormal
    
    call does not work and how to fix it?

    I think the code was meant for in-air movement, but don't know how to fix it.

    Change $10 to $14, 10 is used in air, $14 is used on the floor.


    Thanks a lot! It worked perfectly!
    • 0

    #16 Animemaster

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    Posted 12 July 2009 - 12:10 PM

    ; ---------------------------------------------------------------------------
    ; Subroutine to perform a NEW move!!!!!!!!
    ; ---------------------------------------------------------------------------

    Sonic_WEIRD:
    btst #6,(Ctrl_1_Press).w
    beq.w Sonic_WEIRD_End ; If not, branch

    move.w #$3C,d0 ; set sound
    jsr (PlaySound).l ; play sound
    cmpi.w #1,(Ring_count).w ; does Sonic have at least 1 rings?
    bcs.s Sonic_WEIRD_End ; if not, branch
    subq.w #1,(Ring_count).w ; Subtract 1 rings.
    ori.b #1,(Update_HUD_rings).w ; Update the HUD.

    move.w #$1500,d0 ; set the speed to d0

    Sonic_WEIRD_ChkDirection:
    btst #0,$22(a0) ; is sonic facing left?
    beq.s Sonic_WEIRD_MovePlayer ; if yes, branch
    neg.w d0 ; if not, negate d0 (for jumping to the right)

    Sonic_WEIRD_MovePlayer:
    move.w d0,$10(a0) ; Move Sonic...


    Sonic_WEIRD_End:
    rts ; return
    ; End of function Sonic_WEIRD


    This code does everything--except for moving Sonic!

    Does anyone have any idea exactly why this code, inserted into Sonic 2, with the proper
    Obj01_MdNormal
    
    call does not work and how to fix it?

    I think the code was meant for in-air movement, but don't know how to fix it.

    Change $10 to $14, 10 is used in air, $14 is used on the floor.


    Thanks a lot! It worked perfectly!

    No problem. :)
    • 0

    #17 *_Rydia3667_*

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    Posted 13 July 2009 - 08:12 PM

    Ok, I fixed the level select, but for Labyrinth Zone (The missing act from scrap brain act 3 and add final zone to scrap brain). Maybe I read the guide wrong, but I want to add sbz act 3 to labyrinth zone and add final zone to scrap brain zone so you can play through the last act of sbz. I think I made it confusing enough. Idk if this would help
    Green Hill Zone 1
    2
    3
    Marble Zone 1
    2
    3
    Spring Yard Zone 1
    2
    3
    Labyrinth Zone 1
    2
    3
    4 (SBZ act 3)
    Star Light Zone 1
    2
    3
    Scrap Brain Zone 1
    2
    3 (true 3rd act, Final Zone)
    Special Stage
    Sound Test.
    Do I just use ese or do asm (Thats what I did first trying to fix the level select)

    #18 Selbi

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    Posted 13 July 2009 - 08:17 PM

    You will need to edit the level select text, the level select pointers and the level order. I guess these 3 functions are all included in ESE, or at least 2 of them.

    Edited by Selbi, 13 July 2009 - 08:17 PM.

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