2 Questions

Discussion in 'Discussion and Q&A Archive' started by Hanoch, Aug 16, 2008.

Thread Status:
Not open for further replies.
  1. Hanoch

    Hanoch Well-Known Member Member

    Joined:
    Aug 3, 2008
    Messages:
    312
    Location:
    Israel
    byte_C9FE: dc.b 12 ; ROINED HILL


    dc.b $F8, 5, 0, $3A, $F0


    dc.b $F8, 5, 0, $32, $F0


    dc.b $F8, 1, 0, $20, $C


    dc.b $F8, 5, 0, $2E, $14


    dc.b $F8, 5, 0, $10, $20


    dc.b $F8, 5, 0, $C, $44


    dc.b $F8, 1, 0, $20, $24


    dc.b $F8, 5, 0, $26, $2C


    dc.b $F8, 5, 0, $26, $3C


    If u ask why its rOined hill and not ruined, its because I couldn't find a byte for the letter 'U' and I dont understand letter bytes in asm.


    But when i play the game it looks like R INELID ZONE and it has tiles from green hill zone.


    The 2nd question is how do i create new objects? I want to create a miniboss so I want to know if SonMapEd can do it (I saw someone that created a miniboss in Sonic 1 Time Travel hack)
     
    Last edited by a moderator: Aug 16, 2008
  2. Estlib

    Estlib Sahkamina Member

    Joined:
    Aug 28, 2008
    Messages:
    83
    you couldve always used ese 1
     
  3. Hanoch

    Hanoch Well-Known Member Member

    Joined:
    Aug 3, 2008
    Messages:
    312
    Location:
    Israel
    I already found out how to change title cards. Untill you answered my questions i found out doing it myself.
     
  4. Sephiroth

    Sephiroth WHY SO CURIOUS?!? Member

    Joined:
    Aug 11, 2007
    Messages:
    507
    Location:
    Qatar, M.E.
    No, he couldn't, not with a disassembly. That's just retarded. If you are doing it with a hex hack, then ESE works fine, but with a dissassembly, how would you? You would have to change the names every time you run build.bat, and if you did it before using split.bat, then it would just revert, as the title card mappings are in an asm file that comes with the disassembly.
     
    Last edited by a moderator: Sep 26, 2008
  5. Hanoch

    Hanoch Well-Known Member Member

    Joined:
    Aug 3, 2008
    Messages:
    312
    Location:
    Israel
    No its not, its insinde sonic1.asm in Map_obj34. I copied it to _maps so now i can edit the blue thing and the colour of the text with sonmappedd.
     
  6. Sephiroth

    Sephiroth WHY SO CURIOUS?!? Member

    Joined:
    Aug 11, 2007
    Messages:
    507
    Location:
    Qatar, M.E.
    And the ASM file comes from where? The Disassembly.
     
  7. Hanoch

    Hanoch Well-Known Member Member

    Joined:
    Aug 3, 2008
    Messages:
    312
    Location:
    Israel
    Right.
     
  8. nineko

    nineko I am the Holy Cat Member

    Joined:
    Mar 24, 2008
    Messages:
    1,902
    Location:
    italy
    Hey Hanoch, since it turns out that I can't send Private Messages to you, here is the answer to your question, I hope that you don't mind if I post it to the public, but I have no other choice.

    You are on the right way.
    lvl_ord.bin defines what level is going to be played after you beat the one you're in it, and it's sorted by zone and act.


    It should look like


    00 01 (from GHZ1, go to GHZ2)


    00 02 (from GHZ2, go to GHZ3)


    02 00 (from GHZ3, go to MZ1)


    00 00 (from GHZ4, go to GHZ1) (all the non-valid levels point to 00 00)


    01 01 (from LZ1, go to LZ2)


    01 02 (from LZ2, go to LZ3)


    03 00 (from LZ3, go to SLZ1)


    05 02 (from LZ4, go to SBZ3) (read: from the level that appears to be SBZ3, go to the level that appears to be FZ)


    02 01 (from MZ1, go to MZ2)


    etc


    Now, as you see, this only lets you pick the level to be played after you beat the first one; you start in GHZ1 because of a value which is hardcoded into the asm file. But you can edit that.


    Go to PlayLevel and make it look like this:



    Code:
    PlayLevel:
    
    		move.w	#$0x0x,$FFFE10
    
    PlayLevel_LS:
    where 0x0x is the level you want to start in. Same thing here:

    Code:
    SS_ChkEnd_Reg:
    
    		move.b	#$C,($FFFFF600).w; set	screen mode to $0C (level)
    
    		cmpi.w	#$503,($FFFFFE10).w; is level number higher than FZ?
    
    		bcs.s	SS_End&#59; if not, branch
    
    
    
    		move.w	#$0x0x,($FFFFFE10).w
    
    
    
    SS_End:
    I hope that this helps!
     
  9. Hanoch

    Hanoch Well-Known Member Member

    Joined:
    Aug 3, 2008
    Messages:
    312
    Location:
    Israel
    Thank you very much nineko! have you thought about putting this guide on the wiki?
     
Thread Status:
Not open for further replies.