GHZ3 Object Issues

Discussion in 'Discussion and Q&A Archive' started by CS2612, Jun 9, 2015.

  1. CS2612

    CS2612 FamiTracker Trash Member

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    Hello, all.

    I recently finished editing the first level of my unnamed S1 ROM hack, however i've come across a weird issue: all the new level geography is in place, but all the original objects in GHZ3 are in their original positions, even though SonLVL shows them as i intended. Here's about the best example i could find: rings in the floor, monitors in the air, and an unreachable platform.

    [​IMG]

    What the flyin' fuck is going on here? Is it more coding issues, like with the glitchy title screen? Or did i do something wrong?

    Any help is appreciated.
     
    Last edited by a moderator: Jun 9, 2015
  2. Niko

    Niko All's well that ends well, right? Member

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    If you're using SonLVL, it's because you're editing the wrong revision.
    If you're using "rev01," make sure your dissassemly is set to use the rev01 files.

    Rev01 looks at files labeled "JP" in the objpos folder.

    Make sure your dissassembly is looking for the right file, the one you edited.

    EDIT: Oh, aren't you using ReadySonic? Just open up sonic1.asm and change "objpos\ghz3.bin" to "objpos\ghz3 (JP1).bin"
     
     
    Last edited by a moderator: Jun 9, 2015
  3. CS2612

    CS2612 FamiTracker Trash Member

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    Well, i've used the Rev01 build the whole time, the objects in GHZ1 and 2 are fine, and what the hell is a "ReadySonic"?
     
    Last edited by a moderator: Jun 9, 2015
  4. Niko

    Niko All's well that ends well, right? Member

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    -cough-
    Sorry, I was thinking of someone else  helped.

    There's two ways to fix your problem.
    If SonLVL is editing Sonic 1 Rev01, and it's not loading, it's because you're compiling Rev00. 
    Either
    1:  make the dissasembly have revision=1 if it has that,

    2: copy/paste objpos\ghz3 (JP1).bin over ghz3.bin.

    or

    3: Change the disassembly directly as I said before.

    (ReadySonic is a Sonic 1 dissassembly with added moves, Bagumba was using it.)
     
    Last edited by a moderator: Jun 9, 2015
  5. CS2612

    CS2612 FamiTracker Trash Member

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    Well, you were right. The level was using the Rev00 object layout. I'll fix it soon. Thanks, Calvin.