End level sign question

Discussion in 'Discussion and Q&A Archive' started by InfiniteWave, Apr 19, 2013.

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  1. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    So i'm new here and i'm in the middle of a Sonic 2 "Hardtype" mod, basically as the new says it's a harder version of Sonic 2 with modified layouts and stuff. But I wanted Wood Zone and Hidden Palace zone and currently Wood Zone's background is all glitched out and I don't know why so I skipped it for now and went to try some things in HPZ and I set a end level sign where I wanted it to end but then I came across a few problems.

    1:I added two springs to help me go up apart of the stage that was in the original layout the spring graphics don't show.

    2:Just like the springs, the sign post graphics doesn't show either.

    3:The sign post glitches out when Sonic passes through it and he dissapears and the camera scrolls and Sonic ends up stuck within a wall until the drowning timer ends.

    So how do I make the levels end just like any other stage?

    I'm using the 2007 dissasmbly that has WZ and HPZ already restored.
     
  2. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    Your level size is too large, set the level size to the screen position where your signpost is located, use Soned2 to find the right screen postion to find out where to end the level.

    Edit: If you dont know where to find the routine that controls the level size, open your file in notebook and search for Lvlsize and thats where you will find where to change the level boundaries and length. In the level size routine WZ is number 2 and HPZ is number 8
     
    Last edited by a moderator: Apr 19, 2013
  3. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    Thanks, I will let you know if everything worked out.

    EDIT: It worked, but what about the spring's graphics not showing up and the air bubble graphics are messed up too.
     
    Last edited by a moderator: Apr 19, 2013
  4. redhotsonic

    redhotsonic Also known as RHS Member

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    During the game, the signpost art isn't there.  And the springs and etc look perfectly fine.  But when you come near the end of the level, the signpost art then loads up because of routine "CheckLoadSignpostArt".  But, the art has got to load up somewhere, so it replaces some art from before (like the springs for example).  Because you've passed all the springs in the level and now at the end, it think it's safe to over-write that art.  So it does.  Plus, the text for "Sonic has passed" and etc also loads up, and that's got to go somewhere too!

    In your ASM file, go to "CheckLoadSignpostArt:" (sub_4C48).  Here, it's pretty much checking every frame if you're near the end of the level, and if you are, load the signpost art.

    So what you can do is make the spring's art load somewhere else in the VRAM where it will not get over-written by the signpost and edit it's art_tile mappings offset (easiest option), or make the signpost art load somewhere else in the VRAM and edit it's art_tile offset.
     
  5. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    Well originally I thought that I placed the springs too close to the end, so I went back to soned2 and placed a spring close to the beginning of the level and the same thing happened. But I might try your method and see if it works.

    Also, would it be possible to make a sub routine that checks if you have collected every ring and if not it removes the sign post until you do? Since HPZ doesn't have that many tiles (and I suck at making stuff like that) or objects I would make it so that if the level is HPZ1 and 2 the player needs to collect every ring in order to pass the stage.
     
  6. SpirituInsanum

    SpirituInsanum Well-Known Member Member

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    That's how the perfect works in s2 iirc (and it seems you're using s2). So you could just see what the perfect checks and use that as a condition for your signpost to load & show.
     
  7. InfiniteWave

    InfiniteWave Veteran Of The Arte & Sword Member

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    Ok thanks.
     
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