Sonic 2 Nick Arcade help

Discussion in 'Discussion and Q&A Archive' started by Dark Lips, Dec 13, 2010.

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  1. Dark Lips

    Dark Lips Well-Known Member Member

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    Hi there peeps, I am currently experimenting with the S2 NA dissasembely and have been splitting data and commenting code however I have also tried to get the special stage to work i can get it to do the white flash and make the special stage entry sound but then it stalls at either a white or light blue screen. Any ideas?
     
  2. DanielHall

    DanielHall Well-Known Member Member

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    How ironic, I make a comment about not enough hacks being Sonic 2 nick arcade, and we get one seconds later :lol:


    I never even knew about the special stages in the na proto. I'll look into it :lol:


    EDIT: Try adding it to gamemodearray No, forget that. It's already there.
     
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  3. DanielHall

    DanielHall Well-Known Member Member

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    A lot of the art is missing. Quite possibly all of it. :S
     
  4. Dark Lips

    Dark Lips Well-Known Member Member

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    Thanks for the intrest... tonight I have discovered that there is some code missing too so will be having a play, will keep you informed of my progress.
     
  5. Gardeguey

    Gardeguey Well-Known Member Member

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    Well... (Yes, it's a WIP release)


    I'm actually splitting data and commenting code for the s2na disasm.


    Also, the Special Stage crashes because of this:



    moveq #$14,d0
    bsr.w RunPLC_ROM



    The entry $14 of ArtLoadCues doesn't exist in the beta, comment/delete these lines, try it. But the game will crash anyway.
     
  6. IWasAPerson

    IWasAPerson Part Of This Complete Breakfast Member

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    Actually, I had a look through the S2NA disassembly back when I was working on cleaning it up and splitting it (come to think of it, I might start working on it again). Removing the two lines as GF64 has said is either going to make the game crash or do very strange things. The problem with the special stages is bad PLC pointers. with the PLC is that it was dummied out kinda hastily: entry $14 still exists in ArtLoadCues (the main PLC values for the game) but it's been replaced with PLC_Invalid, and it has been dummied out to one line, dc.w $10. Since all the code still exists for the special stage, what you have to do is replace PLC_Invalid with the Special Stage PLC entry in Sonic 1 and make sure that the art that the PLC calls for is somewhere in the disassembly. I have no idea if the art for it is still in the game or not, it probably isn't and you'd have to put it in.


    Same reason why theres a Purple Screen (Of Death? lol) when you go up to where Eggman should be in Final Zone: The boss PLC has been changed so that it only has entries for the EHZ boss and the CPZ boss. Hope this helps you out.
     
  7. Dark Lips

    Dark Lips Well-Known Member Member

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    ok guys thanks for the push in the right direction... this is what I have now


    /monthly_12_2010/post-580-1292412167_thumb.png


    I think some of the objects are still missing as it freezes at that point and am pretty sure its at the point where it trys to load the bumpers and what not, any ideas? is there anyway I can make the emulator step forward one command at a time and view it? I used to have a debugger on my spectrum that worked that way so I figured its worth asking.
     

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  8. Dark Lips

    Dark Lips Well-Known Member Member

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    hiya ok my next problem is GHZ I wantto remove whats left of Sonic 1's GHZ and replace it with standard Sonic 2 zone stuff however it uses some strange routine to convert the s1 art to s2 format.
     
  9. MicroChirp

    MicroChirp Wow, I was so stupid a few years ago... Member

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    Hm... S2 NA uses 256x256 tiles.
     
  10. DanielHall

    DanielHall Well-Known Member Member

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    No.
     
  11. Dark Lips

    Dark Lips Well-Known Member Member

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    dosnt the green hill zone use 256? becasue there is some kind of conversion subroutine in there I am just uncertain of how it works.
     
  12. MicroChirp

    MicroChirp Wow, I was so stupid a few years ago... Member

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    Well, yes, GHZ uses them I think, but only it.
     
  13. DanielHall

    DanielHall Well-Known Member Member

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    They all use 128x128, even Green Hill.
     
  14. Dark Lips

    Dark Lips Well-Known Member Member

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    ok next question - I know the art is in nem format what about the 16x16 and 128x128?
     
  15. Gardeguey

    Gardeguey Well-Known Member Member

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    Uncompressed (except GHZ's 128x128, which uses a unknown compression format)
     
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