Need help with object placement
#1
Posted 27 March 2012 - 03:44 AM
#2
Posted 27 March 2012 - 05:10 AM
The format is XX XX SY YY.
- XX XX is the X position
- -Y YY is the Y position
- S- is the Sub-type of the ring and is broken into bits (DAAA)
- AAA is the amount, from 000 to 111 will be from 1 ring to 8 rings
- D is the direction, if 0, they're horizontal, if 1, they're vertical
Here's an example of my random list here:
00 30 20 10 00 40 70 20 00 38 A0 30 FF FF
So that is:
00 30 20 10 (a ring at co-ordinates 0030x0010 with "2" (3 rings horizontally))
00 40 70 20 (a ring at co-ordinates 0040x0020 with "7" (8 rings horizontally))
00 38 A0 30 (a ring at co-ordinates 0038x0030 with "A" (3 rings vertically))
FF FF (End of list)
#3
Posted 28 March 2012 - 02:33 AM
Every 4 bytes is a ring object.
The format is XX XX SY YY.For you, you'll want 02 E9 ?0 4C with ? being the number of rings (and direction you want them). And ALWAYS ensure that the last 2 bytes of the entire list are FF FF so the system knows it's the end of the list.
- XX XX is the X position
- -Y YY is the Y position
- S- is the Sub-type of the ring and is broken into bits (DAAA)
- AAA is the amount, from 000 to 111 will be from 1 ring to 8 rings
- D is the direction, if 0, they're horizontal, if 1, they're vertical
Here's an example of my random list here:00 30 20 10 00 40 70 20 00 38 A0 30 FF FF
So that is:
00 30 20 10 (a ring at co-ordinates 0030x0010 with "2" (3 rings horizontally))
00 40 70 20 (a ring at co-ordinates 0040x0020 with "7" (8 rings horizontally))
00 38 A0 30 (a ring at co-ordinates 0038x0030 with "A" (3 rings vertically))
FF FF (End of list)
So in my case, I would need to, if I wanted to place 3 rings horizontally at 02E9004C, I would put it as 02E9204C right?
Also, on Sonic retro it says the WZ ring locations are located at $000483E0. Is this simply a pointer list, and if so, where are they pointing? It seems that it starts at $000483DA, 5 and a half slots for rings exist, and end at $000483F03.
Edited by Jamesoleruster, 28 March 2012 - 02:34 AM.
#4
Posted 28 March 2012 - 04:48 AM
I made you a file that already has the changes needed to be able to put rings and objects into your level. It is a rom, editable in ESEII. I was going to release the disam of it, but since it isn't even close to being ready, I made this. Hope this makes life easy.
a.zip 619.84K
3 downloadsJust open ESEII, load the rom, and get to editing. Basically, I made a copy of EHZ 1 and 2's object and ring layout, put it into Wood Zone's slot and made it where you can do what ever you wish. And as an added bonus, I also put in CNZ's final ring layouts just in case. As I said, this should make life easier.
#5
Posted 28 March 2012 - 10:34 AM
#6
Posted 28 March 2012 - 11:11 AM
ESEII doesn't move the levels to the end of the rom like it does for its final counterpart. Also, since there is no way for him to edit levels via a disassembly, well not yet anyway, this is the next best thing. Trying to do hex is a fucking headache for a first time hacker last time I remembered, so I'm saving this good fellow the stress of trying to understand it and not getting anywhere and actually make progress. Unfortunately, he can't do much in the moves department. but still, he could make some badass level layout hacks, or palette hacks.....
Edited by SuperEgg, 28 March 2012 - 11:14 AM.
#7
Posted 28 March 2012 - 03:57 PM
I don't discourage binary hacking either, I actually like the fact that Jamesoleruster is trying with binary (and actually understanding it too), at the end of the day, there have been two or three hacks that I can remember being made via binary/ESE, that are pretty sweet to play. As long as it's in the right hands, and directed in the right way, the final product will always be good no matter what methods were used.
#8
Posted 28 March 2012 - 09:36 PM
#9
Posted 29 March 2012 - 01:57 AM
Thank you very much!Merry Christmas.
I made you a file that already has the changes needed to be able to put rings and objects into your level. It is a rom, editable in ESEII. I was going to release the disam of it, but since it isn't even close to being ready, I made this. Hope this makes life easy.a.zip 619.84K 3 downloads
Just open ESEII, load the rom, and get to editing. Basically, I made a copy of EHZ 1 and 2's object and ring layout, put it into Wood Zone's slot and made it where you can do what ever you wish. And as an added bonus, I also put in CNZ's final ring layouts just in case. As I said, this should make life easier.
Time for some major work!
This doesn't seem to appear to be of my current rom though. Is it possible to do some copy pasta in the hex editor? Or do I need to send you my rom?
Also, I've used more than ESE and the hex editor. Sonik Sprite, NineKolor (before I discovered ESE) and TLP (unfortunately I didn't know how to use it, so I ended up replacing a certain CNZ tile with some tile from the EHZ cloud)
Pretty much layout-wise, I will use parts of Angel Island, Green Hill (from both S1 and Generations) as well as parts of the original and my own original parts, like a cave part with those bat badniks in NHZ Act 2 and the one alternate fast route starting on some loop in NHZ Act 1 (or maybe 2, forget).
But theres a thousand and two miles to go before its what I call complete, but I'm doing it a step at a time, and I'll make it there.
Edited by Jamesoleruster, 29 March 2012 - 02:18 AM.
#10
Posted 29 March 2012 - 03:07 AM
Also.......
Holy crap broseph, if I knew you were going to this, I would've just sent you my unfinished disam, probably would go a load more smoother. Anywho, I don't how you're gonna edit art in this rom, but I wish you good luck, because brother, you're gonna need it. Out of curiosity, what made you chose to hack Sonic 2 beta? I mean, don't get me wrong, I loved hacking SWS2B in binary as well, but still, why? I mean, if the issue is that there is no disassembly for it that is editable, then that is a problem I could solve, by making it with the things needed to make it editable. But I digress, good luck sir.
Edited by SuperEgg, 29 March 2012 - 03:10 AM.
#11
Posted 19 May 2012 - 07:04 AM
My current rom = the hack. Besides, working with ESE and some hex editing isn't the only thing I've done to the ROM. Can you make the changes you made to WZ and CNZ to my hacked rom?
What made me chose S2B Superegg are for a few reasons. Levels and uniqueness being the top two reasons.
SSL download: http://ifile.it/btshv9r
#12
Posted 20 May 2012 - 05:36 PM
#13
Posted 20 May 2012 - 09:15 PM
Bumped, I know.
My current rom = the hack. Besides, working with ESE and some hex editing isn't the only thing I've done to the ROM. Can you make the changes you made to WZ and CNZ to my hacked rom?
What made me chose S2B Superegg are for a few reasons. Levels and uniqueness being the top two reasons.
SSL download: http://ifile.it/btshv9r
Why don't you just use the rom I provided for you, make the changes on it, then you can move on? The rom I gave you already had all the the changes to the object table loading locations so that you could change or remove objects from the current level. Same goes for rings. You're making it way to hard on yourself by doing all this uneccesary editing with your old rom. Please don't take this as a "you sux, stop hacking" but what you are doing is way overly complicated for a beginner. I know, I tried the exact same thing as you and yielded next to no results. Then I found out about disassembly.....Anyways, the rom I provided for you has everything already there, all you have to do is move the rings, objects, ect in a way you want. There is no need to hex edit, because I asm'd that hoe into working for ESEII.
#14
Posted 07 June 2012 - 03:37 AM
Maybe I should lay it off for a while, maybe I can start a hack of Sonic 2 or 1, just to get the hang of it.
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