Basic Questions and Answers Thread

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

  1. warr1or2

    warr1or2 I AM CLG Member

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    Chunks are converted to the size the game you're converting to expects. Ok. so why is it after loading level crashes then? As I've stated i used the adding another zone to sonic 1 tutorial... using sonlvl for reference of level size & starting position.
     
  2. MainMemory

    MainMemory Well-Known Member Member

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    Well it's probably not the level data, unless you implemented it wrong, or there's an unknown bug in KensSharp.
     
  3. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    Ugh. There's a lot of things that can go wrong with the add a new zone tutorial, I know first hand (I tried 3 times). I've never gotten it to work, as of yet.
     
  4. warr1or2

    warr1or2 I AM CLG Member

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    I have a hunch on what it is. I may take the files from sonic 2s HPZ starting point & size and incbin in sonic 1 (here's hoping)


    edit: I'm wrong.


    and PacGuy I've tried this countless times, two different zones. one being a character change zone (hub zone - scrapped) and HPZ Different times


    Edit 2: You mean i have to include the kens.h somewhere?


    edit 3: wrong again
     
    Last edited by a moderator: Sep 28, 2014
  5. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    I have run into another annoying issue. When playing as Knuckles, for some odd reason part of the VRAM is filled with blank tiles. This doesn't seem to affect some levels like EHZ, HTZ or CNZ but is very obvious in other levels like CPZ where badnik art is overwritten and ARZ where the same happens. Another funny one is in SCZ where half the Tornado is missing. I (again) have no leads into what has caused this, everything is fine when playing as Sonic or Tails or both together. Here is a ROM, just go to the options and select Knuckles. Then press start on the Sound Test to go back to the Title Screen where you can a+start to get to the level select without a code.  
     
    Last edited by a moderator: Sep 27, 2014
  6. PotterAndMatrixFan

    PotterAndMatrixFan Newcomer Trialist

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    I'm wondering if anyone got a good and simple guide for creating music in S3K. Searched around, but it don't seem like it's that popular for S3K.

    (Maybe this is a noob question, but is there a way to import/convert music in a certain way, or does it have to be made from scratch?)
     
  7. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    S3k isn't hacked nearly as often, so there's less documentation on it. Your best bet is trying to get the Flamewing Driver in your hack; it's built off of the S3K driver, and it supports music from all the classic games, including custom Sonic 1 songs (which seem to be the standard in music hacking these days)
     
  8. warr1or2

    warr1or2 I AM CLG Member

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    Where in sonic1.asm can i change from sonic has to Richter has in the passed act x? I have mappings ready...


    dc.w bite_cbea below byte_cb3c


    Richter has below sonic has.
     
  9. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    I use Selbis' Sonic 1 text code generator. It's really convenient, and lets you edit pretty much all the text you'd want in the game.

    Edit: added quote
     
    Last edited by a moderator: Sep 28, 2014
  10. Clownacy

    Clownacy Retired Staff lolololo Member

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    You're completely off. He never said anything about getting S3K tracks into his non-S3K hack; he asked how to write songs for S3K's driver and how to port songs. Also, your remark about lack of documentation means nothing here, as S3K's format and driver have been thoroughly picked apart. Another thing is that Flamewing's driver does not support S1-formatted music. Flamewing's driver only supports S3K-formatted music; S1 tracks can simply be ported through SMPS2ASM.

    To really answer your question, PotterAndMatrixFan, you can refer to the SCHG's 'music hacking' documents for plenty of details: creating music should be similar to creating it for S1 or S2's drivers. It is more like S2, however, because of the bank-relative Z80 pointers. You should also be aware of the differing Coord. flags layout in S3K songs.


    Porting (SMPS) songs is also possible. Porting through hex requires that you know what you're doing, but there is also the option of SMPS2ASM, which 'breaks down' songs and then pieces them back together to work for the target driver. Details on hex-porting are available in the Retro documentation I mentioned earlier.
     
    Last edited by a moderator: Sep 28, 2014
  11. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    You're completely off. He never said anything about getting S3K tracks into his non-S3K hack; he asked how to write songs for S3K's driver and how to port songs. Also, your remark about lack of documentation means nothing here, as S3K's format and driver have been thoroughly picked apart. Another thing is that Flamewing's driver does not support S1-formatted music. Flamewing's driver only supports S3K-formatted music; S1 tracks can simply be ported through SMPS2ASM.




    I wasn't trying to imply that that he was hacking another game, just that the Flamewing driver might be a good way to help him out. Also, thanks for telling me S1 songs aren't directly supported, I had no idea xD
     
    Last edited by a moderator: Sep 28, 2014
  12. warr1or2

    warr1or2 I AM CLG Member

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    I use Selbis' Sonic 1 text code generator. It's really convenient, and lets you edit pretty much all the text you'd want in the game.

    Edit: added quote
    i used it too. what I'm asking is where to setup character branching so sonic's says sonic has... and Richter's says Richter has... and not mess nothing up. i know it lies somewhere in obj3a's code, but i don't know what to look for besides somewhere below move.l #map_obj3a,4(a1)
     
  13. PotterAndMatrixFan

    PotterAndMatrixFan Newcomer Trialist

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    You're completely off. He never said anything about getting S3K tracks into his non-S3K hack; he asked how to write songs for S3K's driver and how to port songs. Also, your remark about lack of documentation means nothing here, as S3K's format and driver have been thoroughly picked apart. Another thing is that Flamewing's driver does not support S1-formatted music. Flamewing's driver only supports S3K-formatted music; S1 tracks can simply be ported through SMPS2ASM.

    To really answer your question, PotterAndMatrixFan, you can refer to the SCHG's 'music hacking' documents for plenty of details: creating music should be similar to creating it for S1 or S2's drivers. It is more like S2, however, because of the bank-relative Z80 pointers. You should also be aware of the differing Coord. flags layout in S3K songs.


    Porting (SMPS) songs is also possible. Porting through hex requires that you know what you're doing, but there is also the option of SMPS2ASM, which 'breaks down' songs and then pieces them back together to work for the target driver. Details on hex-porting are available in the Retro documentation I mentioned earlier.




    Thanks, I give it a try.
     
  14. TheStoneBanana

    TheStoneBanana banana Member

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    I use Selbis' Sonic 1 text code generator. It's really convenient, and lets you edit pretty much all the text you'd want in the game.

    Edit: added quote
    i used it too. what I'm asking is where to setup character branching so sonic's says sonic has... and Richter's says Richter has... and not mess nothing up. i know it lies somewhere in obj3a's code, but i don't know what to look for besides somewhere below move.l #map_obj3a,4(a1)



    The mappings just go in byte_CBEA, which is a part of Map_obj3A. Not sure where you're looking at.
     
  15. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    How do you edit the press start button object in the hivebrain disassembly? I can't find it anywhere :
     
  16. nineko

    nineko I am the Holy Cat Member

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    What do you mean? If you want it to appear, there are various ways to do that. Here's one.
     
  17. Painto

    Painto Arthurus Paintus Erinaceus Member

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    Maybe you should look how the act numbers are handled? They change depending on act, so if you will create something similiar, but with character, it may work.
     
  18. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    Sorry, I meant editing the art. I've already gotten the object to appear, I just can't figure out how to change its artwork.
     
  19. Painto

    Painto Arthurus Paintus Erinaceus Member

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    "PRESS START BUTTON" text art is at the end of title screen foreground art file.

    [​IMG]

    EDIT: Updated with screenshot
     
    Last edited by a moderator: Sep 28, 2014
  20. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    Adding to this post here, I have done some more research and I'm pretty sure it has something to do with this: It is takes up the room of the art it's overwriting exactly , but then the art itself doesn't load in just blank tiles.   


    ArtTile_HUD_Bonus_Score = $0520

    But I can't seem to find where this is loaded in. I have also found out that the normal art loads in fine for a few frames when the title card is moving off screen:

    [​IMG]

    But then a frame later:

    [​IMG]

    I still don't any idea why this would only happen for Knuckles, I have gone through all parts where Knuckles loads other things and nothing seems wrong. (PLC's etc.)
     
    Last edited by a moderator: Sep 28, 2014