Sonic 1 - Ducking ani extended to 2 frames

Discussion in 'Discussion and Q&A Archive' started by Alex, Jun 15, 2009.

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  1. Alex

    Alex Active Member Member

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    As the title suggests, I'm adding the 1st ducking frame from Sonic 2 to the Ducking animation in Sonic 1, to make it a smoother transition.


    I've added the art in SonMapEd to Sonic's tile graphics, and added it to the end of his sprites list. It's active sprite $5E.


    I'm still new to using ASM, so I wanted to start small, after following all the guides on adding Spindash, Jumpdash, Remove speed cap etc, I wanted to do something original by myself.


    Unfortunately, I've hit this snag, (after it was going so well too...D;) I'll include the Ducking animation from the Dissassemblies _anim file.. Original and the one I've edited:


    Original Duck Animation (1 frame)



    Code:
    SonAni_Duck:	dc.b $3F, $39, $FF, 0


    New Duck Animation (2 frames)





    Code:
    SonAni_Duck:	dc.b $10, $5E, $39, $FF, $FF,  0

    Upon pressing down, Sonic dissapears, then reappers in his 2nd Duck frame, then dissapears again, reappears again, and so on.


    I hope I've provided you with enough information, and I give you my word I've tried to work this out for myself for the last hour and a half or so, to no avail.


    Any help is greatly appreciated and will be noted, thanks in advance~
     
  2. Irixion

    Irixion Well-Known Member Member

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    Make sure you saved DPLC and mappings correctly, and get rid of one $FF
     
  3. IWasAPerson

    IWasAPerson Part Of This Complete Breakfast Member

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    That'll fix the no-sprite problem, but it will leave Sonic repeating the entire animation, which you probably don't want. Unless you like Sonic headbanging...


    Anyway, to fix the problem, put this in for the animation:



    Code:
    SonAni_Duck:	dc.b $10, $5E, $39, $FE,  1

    Using $FF tells the game to start the animation from the beginning. $FE is a function (right word here?) that tells the game to start the animation from a certain point, noted in the next byte. 1 in this case tells the game to go back 1 sprite value and start from there.


    I hope I explained this enough...most likely this will work. Also, 1st post here!
     
  4. Alex

    Alex Active Member Member

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    Right, I've done everything you guys have suggested, thanks for the quick responce!


    The animations now load, and stop upon reaching the 2nd frame, unfortunately, the art's turned into a jumbled pile of ass.


    This only happens to the ducking poses, everything else is fine.


    [​IMG]


    Which is unusual, because in Son Map Ed the art looks fine?


    EDIT: Just noticed, the second I save the dynamic load cues the mid crouch frame dissapears, and the crouching frame becomes distroterted. I'm at a loss, and it's incredibly frustrating.
     
    Last edited by a moderator: Jun 15, 2009
  5. Selbi

    Selbi The Euphonic Mess Member

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  6. Alex

    Alex Active Member Member

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    In that case I'll provide a screenshot soon; but I've tried some new tricks out in SonMapED, and now the tiles load properly in the program itself, (after reloading last night the tiles appeared messed up) but now a purple screen (similair to a checksum screen) prevents the title screen from loading. I think I remember reading the purple screen indicates too great a file size?


    Again, thanks for all your help thus far.
     
    Last edited by a moderator: Jun 15, 2009
  7. Alex

    Alex Active Member Member

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    Sorry about the double post, just wanted to say with your help I've found a solution to the problem and the ducking animation now works perfectly, so thanks alot to those who replied. :p
     
  8. Dark Lips

    Dark Lips Well-Known Member Member

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    I would be intrested to see how you did this? perhaps a little guide as I think its something most people would like to add to there sonic hacks.
     
  9. Alex

    Alex Active Member Member

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    Well, I'm currently porting Sonic's S3 sprites over, which means adding several frames to already existing animations; so when I've finished that I'll be sure to write up a quick "how to" guide.


    Obviously I'm new to ASM, but I think I'm getting the hang of the basics so far.


    Note, my method may not be the best way of doing it, but it's been working great for me, so try not to look at the guide too critically when it's released.


    Until I've finished this guide, maybe you should check Chimpo's guide out on the SCHG How-to section; if you haven't already, that is.


    http://info.sonicretro.org/SCHG_How-to:Use_SonMapEd/Part_1


    Will PM you when the guide is finished.


    Hope this helps~
     
  10. Animemaster

    Animemaster Lets get to work! Member

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    I'm not so sure about doing a tutorial. This is not hard stuff, this was one of the basic things I learned myself when I was a noob.
     
  11. Dark Lips

    Dark Lips Well-Known Member Member

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    I think its an ideal topic for a small guide as some of the smaller things get over looked sometimes - yea we can add peelouts and jump dash's but not everyone has looked into adding extra frames of animation.
     
  12. Alex

    Alex Active Member Member

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    A small how-to method wouldn't hurt though, seeing as the current SonMapEd guide is incomplete; I agree it's a simple thing that takes no longer than half an hour to work out. I myself had to figure it out aswell, as most members registered here have; but it's a push in the right direction nonetheless.


    I doubt however, that I would even attempt to submit the guide because of my inexperience.
     
    Last edited by a moderator: Jun 28, 2009
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