Basic Questions and Answers Thread

Discussion in 'Discussion & Q&A' started by Malevolence, Jul 7, 2009.

  1. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    “symbol double defined” means that a label listed twice, so you must not have deleted all the files from the original sound driver. Find the other place that has the label MusPtr_MiniB_SK and delete the code in that area.
     
  2. Wudibou

    Wudibou Newcomer In Limbo

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    Hello,
    I am making smooth sprites for sonic 1 ( sonic mania sprites to sonic 1 style) and do I need to make other sprites in the different angles (I have illegal instructions when I am trying to go in a loop) ?
     
  3. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    And?? I don't understand what is your question or your issue, but try to search a little before asking here.

    You will need this tool:
    http://info.sonicretro.org/RotSprite
     
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  4. Wudibou

    Wudibou Newcomer In Limbo

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    Well little problem...
    The sprites are fine but when I get to the top right corner of a loop the game crashes and here is the _anim of sonic's run :
    SonAni_Run: dc.b $FF, $5D, $5E, $5F, $60, $61, $62, $63, $64, $FF, $FF, $FF, $FF, $FF, $FF, $FF



    EDIT: I just saw that I forgot sprites frames :I
     
    Last edited: Oct 20, 2017
  5. Chainspike

    Chainspike Newcomer Trialist

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    Of course, I'll see if I can successfully build now.
     
  6. Wudibou

    Wudibou Newcomer In Limbo

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    Hello,
    I have a problem (still in loops) my sprites are really buggy can I put my rom so somebody can explain ?
    (PS: In the rom GHZ 1 is replaced with a line of terrain and a loop for testing purposes)
     
  7. Misinko

    Misinko Oh SHIT it's the Biolizard! Member

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    We're gonna need some screenshots as well as any code you may have modified. There's a veriety of reasons mappings can fail to load properly.
     
  8. Wudibou

    Wudibou Newcomer In Limbo

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    I can't give screenshots or I would spam the screenshot button...
    And the code that I have modified is the animation file of sonic to add my running sprites that I have put before.
    Also I have a question :
    Can I create a .zip or .rar file with Sonic's mapping, tiles and DPLC to put it on a post so anyone can see the problems ?
     
  9. NoneofyourBusiness

    NoneofyourBusiness Bag of plums. Member

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    Dumb question, can you do Netplay on Kega Fusion without exchanging IP addresses?
     
  10. Misinko

    Misinko Oh SHIT it's the Biolizard! Member

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    ...The either advance the game frame-by-frame or record it.

    Also, post the code again. Either slap it on Pastebin for easy re-use or throw it in code tags again. If you want us to help you, you need to present the information upfront instead of saying "oh I already posted it".
     
  11. Wudibou

    Wudibou Newcomer In Limbo

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    So here's the line in the animation of sonic :
    SonAni_Run: dc.b $FF, $5D, $5E, $5F, $60, $61, $62, $63, $64, $FF, $FF, $FF, $FF, $FF, $FF, $FF

    I will see what I can do to show...
    Finally, I'm on Gens.

    Edit: Well I failed to do what I wanted...

    [​IMG]
     
    Last edited: Oct 22, 2017
  12. StephenUK

    StephenUK Working on a Quackshot disassembly Member

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    If you're hacking Sonic 1 then it's because you have too many running frames. The frame routine is hard coded somewhere in Sonic's code and operates on a fixed number of frames. This is because it uses a fixed value increment to determine where the angled running frames are, same as for walking, as far as I remember. I don't have a disassembly to check at the moment so I can't be any more specific than that, but that should give you a starting point at least to find the issue.
     
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  13. Wudibou

    Wudibou Newcomer In Limbo

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  14. Wudibou

    Wudibou Newcomer In Limbo

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    I can't to any image and I don't have anything to record...
    It's gonna be difficult.
     
  15. Burst

    Burst You call this a connection? Oh, give me a break. Member

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    Hello! So, I want to do something.

    You know, the level select where you can play any level. However, I want that just certain levels are playable, so you can enter them and all the others not. How does that work?
     
  16. Ashuro

    Ashuro Anti-Cosmic Metal Of Death Member

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    Look at "ls_point.bin" under misc if you using Hivebrain 2005.
     
  17. Devon

    Devon Down you're going... down you're going... Member

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    In the level select level ID array data, if the ID selected is a negative number, then it won't load a level. Since the ID is a word value, that means you can pick any value within $8000-$FFFF.
     
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  18. warr1or2

    warr1or2 I AM CLG Member

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    I finally have Richter on the Sonic 1 Title screen instead of Sonic, but I have a problem.
    in SonMapEd he looks like this [​IMG] which is what I am going for.
    but in game... [​IMG] his face is red. What do I do to correct this? (Sonic 1 Hivebrain Disassembly)
    Edit: Blue suit is what I want, but not red face
     
  19. StephenUK

    StephenUK Working on a Quackshot disassembly Member

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    You'll probably find the Sonic title screen object has a palette offset in the art call. In the object, find the line that defines the art tile and change the first digit to alter the palette line (e.g. change $247C to $447C, $647C or $47C). 0 corresponds to no line offset, 2 to a 1 line offset, 4 to a 2 line offset and 6 to a 3 line offset. If you have SonMapEd using line 0, but the value in the object begins with a 2, it will use line 1. If SonMapEd uses line 1 but the object has a 2, it will use line 2 etc.

    Probably not the best way to explain it, but replying via mobile from work so it's the best I can offer at the moment.
     
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  20. warr1or2

    warr1or2 I AM CLG Member

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    thanks.
    Code:
    move.l #Map_obj0E,4(a0)
      ;move.w #$2300,2(a0)' - Original
      move.w #$6300,2(a0) - What I was looking for
      
    Edit: I have a new title screen ready, but however, noticed the Mappings have to be Enigma compressed (or can I use asm & recode it), what would be best to use?
     
    Last edited: Nov 2, 2017