Discussion in 'Discussion & Q&A' started by Malevolence, Jul 7, 2009.
Who can send me a 8x8ghz.bin for soned2 level design? (on artnem folder. And please don't anwser me update Soned2 or create copy of 8x8ghz1.bin & rename to 8x8ghz.bin)
Just so your sure that the file is right, I would recommend using this guide:
In the beginning, it tells you how to make your own 8x8GHZ.bin
You can actually do that by yourself. What you do is:
1. Decompress 8x8ghz1.bin and 8x8ghz2.bin from the Nemesis format.
2. Open up a hex editor and open up both decompressed files. Copy the contents of 8x8ghz2.bin and paste it right under the contents of 8x8ghz1.bin.
3. Save the file as 8x8ghz.bin.
4. Compress the newly made 8x8ghz.bin in Nemesis format.
Tada! If you followed these steps correctly, you have the 8x8ghz.bin you wanted for SonED2
Edit: Dammit TheStoneBanana, you posted before me.
Oh, i'm soo lazy, thank's (for all anwsers)
I feel this is relevant to your needs (http://forums.sonicretro.org/index.php?showtopic=24573&view=findpost&p=783395):
I've just finished writing a shell extension for Windows explorer that adds a submenu to the context menu for all files, allowing you to compress and decompress data. It looks like this:
You should be aware that the kenssharp program is invoked with the -s option, so the output file will have the same name as the input file, with the extension indicating the type of compression.
You can download the installer here. I have not tested the installer or the extension itself on a 32-bit platform, so let me know if it doesn't work.
Very useful and resourceful for compression/decompression.
Mmm. but his don't work's (because i have bad english)
The fact that people still use a combined GHZ art file when it's no longer necessary is disappointing.
I have a question exactly for MainMemory and some disassemblers:
In Sonic 1 GitHub/Hg, What is obGfx(a0)? How to assign a sprite and palette line for objects in ASM?
obGfx is a constant equal to the number 2, which refers to the offset in the object status table where the object's art properties are stored as a word. To assign graphics to an object, you must first load the art into VRAM, then the low 11 bits of the obGfx word are the tile number in VRAM where the graphics are stored, bits 13 and 14 are the palette number from 0 to 3, and bit 15 is the priority bit. The Sonic 2 disassembly has a MakeArtTile function that allows you to enter the tile, palette and priority separately, I don't know if Sonic 1 has one, otherwise you can enter something like:
move.w #((palette << 13) | tile), obGfx(a0)
If you want to enable high priority you can add an " | $8000" in the value.
I will make a macro of obGfx
Based on #make_art_tile
and how to decide the number of the art in the VRAM?
Divide the VRAM address by $20 to get the tile number.
How to get the art binary location on the vram and how to load sprite into vram?
To this you need to use Pattern load cues. I don't know where's in other diassemblies, but in the 2005 one is in _inc/Pattern load cues.asm
It's the same location in the others too.
Has anyone else tried Tornado's Sonic 1 Water Guide?
I've tried using it multiple times, but to no avail.
So, any luck?
Yeah, I got water working in GHZ thanks to that guide, so I can confirm that it works. What ends up happening (if anything) when you follow that guide's instuctions?
Funnily enough, it removes all of the water in the game. (Including Labyrinth Zone)
Odd. Sounds like the water level flag isn't being triggered in the level routine, though I'd have to actually see if you changed it properly to know for sure.
I'm also at work and about to end my lunch, so I won't be able to reply for about three hours. But maybe someone else who's used the guide could help out
I personally haven't used that guide, but it looks to be more complicated than many would need. All I did was add checks for other zones in the relevant places, and implemented new palettes and water effects where needed.
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