Help - Porting Knuckles' Glide to Sonic 1

Discussion in 'Discussion and Q&A Archive' started by schmupfan, Mar 30, 2013.

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  1. schmupfan

    schmupfan Newcomer Member

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    Currently working on adding a glide move for Sonic in my hack, but not quite sure where to start. I've read up on the how-to guides on Sonic Retro, but still aren't sure. Would I be able to take code direct from Sonic and Knuckles, or would I have to start from the ground up?
     
  2. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    ....sigh....

    Just.....

    First question, do you understand the language? If so, Hooray!!! If not, welp, you're fucked.

    Next, no. You don't have to use the S3K disasm. Use the S2K disasm. It's a hell of lot port friendly. 
     
  3. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Okay, let's look.

    First, do you understand ASM? If you do, move on the next paragraph. If not, I recommend this guide to help you learn up on it: http://info.sonicretro.org/SCHG_How-to:Work_with_Motorola_68000_assembly

    Secondly, do not, and I repeat, do NOT use the Sonic 3 & Knuckles disassembly. That hunk of junk is only useful for inspiration to port stuff to Sonic 2, as it is probably the trickiest disassembly to work with out of the main three (Sonic 1, Sonic 2 Final REV01, and Sonic 3 & Knuckles). The KiS2 (Knuckles in Sonic 2) disassembly, though not necessarily possible to majorly edit, is best used for porting Knuckles to Sonic 1 and Sonic 2 for the time being (But someone may make it easier to work with in the future. After all, it's just Sonic 2 with Knuckles instead of Sonic and Tails, so it would use the same compression formats as Sonic 2...right? :huh: )
     
  4. schmupfan

    schmupfan Newcomer Member

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    Right...

    Sorry if I'm annoying you, just new to this thing.

    To answer your question, yes, I do understand the language, I just wasn't sure which game would be simpler to port from. Thinking about it now, I should have looked into S2K first.
     
  5. SpirituInsanum

    SpirituInsanum Well-Known Member Member

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    You can make your own easily enough if you know asm.

    Just think about the simplest ways to have it do what it has to do. All the double jump, falling slow, getting faster, having another animation is actually really easy. The tricky parts are the landing (which can actually be just an exception to the original reset on floor system), and the part to make it change directions and animate accordingly (although there are several easy ways to deal with this by simply changing the animation/frames according the speed).

    There are several guides you could read to help you get started, here's a good one: http://sonicresearch.org/forums/index.php?showtopic=972
     
    Last edited by a moderator: Mar 31, 2013
  6. StephenUK

    StephenUK Working on a Quackshot disassembly Member

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    I don't see what relevance this has to what he asked at all. Strictly speaking, S3K used the same compression formats as S1 and S2, except for the fact that the Kozinski format used a modular system for compression. Compression makes absolutely no difference to ASM code though, so whether you ported from S2K or S3K, it wouldn't make the slightest bit of difference, as long as you know what to convert and what not to convert. That entire paragraph had a sound of someone who actually doesn't know what they're talking about (due to the fact you don't understand ASM yourself) and isn't really helpful to anyone.
     
  7. Irixion

    Irixion Well-Known Member Member

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    I don't see what relevance this has to what he asked at all. Strictly speaking, S3K used the same compression formats as S1 and S2, except for the fact that the Kozinski format used a modular system for compression. Compression makes absolutely no difference to ASM code though, so whether you ported from S2K or S3K, it wouldn't make the slightest bit of difference, as long as you know what to convert and what not to convert. That entire paragraph had a sound of someone who actually doesn't know what they're talking about (due to the fact you don't understand ASM yourself) and isn't really helpful to anyone.

    This made me smile.

    It would though, be easier to work with KiS2, because of how similarly the disassemblies are formatted. Unless you're working with SVN, in that case you're out of luck. Majority of the work porting from KiS2 is just copy paste, fixing some branch errors, and writing some new code for object loading, collision with objects, palettes, and so on.
     
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