Basic Questions and Answers Thread

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

  1. CollinAB

    CollinAB Active Member Exiled

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    As for the S2 Clone driver, how do I Free up that $600 through however I choose?
     
  2. MainMemory

    MainMemory Well-Known Member Member

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    255 rings.
     
  3. CollinAB

    CollinAB Active Member Exiled

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    Where do i put the Clone_Driver_RAM label?
     
  4. PixelVoxel

    PixelVoxel Newcomer Trialist

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    I thank you for your help, Irixion. However, that also introduces yet another issue: in all of the level events (or maybe I just couldn't tell), nothing states the coordinates for screen locking. And there's barely anything for the Act 1's of a level except a branch to Act 2 behavior. I would assume that's because every Act 1's ending is handled the same.

    Also searching for keywords that would obviously be related to what I'm looking for doesn't actually do anything when the same thing is repeated eight times in a row.
     
  5. presto

    presto Raised from the dead... Member

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    Hello, lately, I've been working on my Sonic 1 hack, and today, when I build it and I try to play it, this happens:
     



    I asked a couple people, and they didn't know the cause either. If anyone knows why this may happen, tell me.

    Have a great day!

    EDIT: EVERY time I try adding something like this (in this case making monitors breakable with insta-shield):


    cmpi.b #$8D,($FFFFD380).w ; is loaded shield the insta-shield
    beq.s loc_A25C ; beanch

    it does the thing seen in the video.
     
    Last edited by a moderator: Dec 1, 2014
  6. Devon

    Devon I'm a loser, baby, so why don't you kill me? Member

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    As for the S2 Clone driver, how do I Free up that $600 through however I choose?




    Here's a tutorial that has the collision read from the ROM, thus saving up to about $600 bytes of RAM.
     
  7. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Level size. 'Nuff said.

    Okay, to be a bit more specific, the signpost's intended general area of location, as far as I know, is determined by the horizontal level size (x end, basically). Look for LEVEL SIZE ARRAY.
     
    Last edited by a moderator: Nov 30, 2014
  8. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    What things have you tried to change? We can't help you unless know what your doing. For example, I have a theory of what might have happened if and only if your using the S1 128 disassembly, as well as other loose theories based on broken object subtypes. We can't really pinpoint it down and give helpful advice unless you tell us the last couple of changes that might have caused this.
     
  9. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    Yes it is using an undefined subtype for the collapsible ground. The spot where the collapsible ground object is, is where the most glitched art appears. 
     
  10. warr1or2

    warr1or2 I AM CLG Member

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    Trying again with the extra zone in sonic 1



    This time took the time to diagnose the problem.

    First i converted HPZ from Sonic 2 Nick Arcade (Objects, layout & all) with the Level Converter. Foregroung layout & objects (rings & Monitors) were correct but the Background layout was incorrect. Easy fix though, no trouble there.

    Second I followed the add a new zone in sonic 1 tutorial at SonicRetro, Ported some things needed from the Nick Arcade S2 Build, Aniart from MZ, build, play through GHZ1 (in this hack called Nightmare Hill Zone) & went to HPZ. GHZ Music Played & ALPHA BETA ZONE ACT 1 Title Card appeared & Crash.

    So what I did to find out where the problem lies is change every HPZ to GHZ one at a time & if no change, change back to HPZ. when I got...


    dc.l Nem_HPZ+$4000000
    dc.l Blk16_HPZ+$5000000
    dc.l Blk256_HPZ
    dc.b 0, $94, $14, $14


    ...here, I changed Nem_HPZ to GHZ's, nothing, BLK16 - nothing, BLK256 - HOLD UP NOW! The stage loaded with GHZ's art. So i made changes


    dc.l Nem_HPZ; Commented out -----> +$4000000
    dc.l Blk16_HPZ; AND ----------->+$5000000
    dc.l Blk256_GHZ
    dc.b 0, $94, $14, $14


    and it still loaded, though something was off, GHZ's music has some odd loop to it.

    So i changed title card to read HIDDEN PALACE ZONE & take the converted from sonic 2 Hidden Palace Zone I had in another S1 disassembly, changed Blk256_GHZ back to Blk256_HPZ & Crash.

    After seeing the level load (corrupted & Richter far above camera) I seen the Marble Zone's aniart loaded (placehplder at the moment till it works 100 percent) & HPZ's Palcycle working, problem 1 lies in loading HPZ's 256x256.

    in the video I pieced together with videopad, the first part you can see is loading 256x256 GHZ, while the 2nd short is 256x256 HPZ. Also text change to read "THE GAME CRASHED"

    I don't get why this is happening since the converted HPZ loads correctly in sonlvl, but won't load at all in game.
     
  11. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    You're using GHZ ArtLoad Cues. Either create a new one, or use an empty one.
     
  12. Devon

    Devon I'm a loser, baby, so why don't you kill me? Member

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    Also, Hidden Palace uses 128x128 sized chunks and Sonic 1 uses 256x256. You'll have to convert the layout and chunks to use 256x256 somehow, or use the Sonic One Two Eight disassembly, which utilizes the 128x128 system. For deformation and background scrolling, you'll have to port the REV01 background effects and port the routines from Sonic 2 (yes, the code for HPZ's deformation is still in Sonic 2, along with the background scrolling), but it may be possible to have the code changed to work with Sonic 1. As for collision, you'll need to use Sonic 2's angle and height mappings, unless you can convert the collision data to use Sonic 1's.
     
    Last edited by a moderator: Dec 4, 2014
  13. warr1or2

    warr1or2 I AM CLG Member

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    I know

    done this to check if it will load & it did.

    I did

    But what i'm not understanding is when  I try to have it load HPZ it crashes, but if i change it to any sonic 1 level it loads, but the music acts up.

    everything taken fron the NA build (or should port ALL Sonic 1 REV01 deform?)
     
    Last edited by a moderator: Dec 5, 2014
  14. PotterAndMatrixFan

    PotterAndMatrixFan Newcomer Trialist

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    So I've been trying for a long time now having seperate Super Sonic art, but all I can manage is seperate mappings working correctly. I have a .bin that contains the Super art and also files for his mappings and DPLC, but instead Sonic's normal art shows up whenever I transform.

    Maybe I'm doing something wrong?

    I'm using the GitHub disassembly if anyone is wondering.

    EDIT: Nevermind, got it working.
     
    Last edited by a moderator: Dec 8, 2014
  15. warr1or2

    warr1or2 I AM CLG Member

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    Tried this & still crashes & a new problem rises

    followed rev01 port guide & only 2 zones work completely unless I revert everything but GHZ & LZ back to originality
     
  16. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    After seeing all the cool things in Sonic128, I decided that I'd port my hack to it. After all the files and asm code were done being ported, it ran fine. That was until tried playing the later levels. Unfortunately, every level after Marble Zone became a mess when played. Did I forget to port something?

    Note: This is the Hivebrain 2005 Disassembly

    [​IMG][​IMG][​IMG][​IMG]

    Thanks!
     
  17. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Seems like some kind of VRAM issue or something to me. Maybe you didn't port everything you needed to?

    Actually, lemme rephrase: What exactly did you port? (Bold each that is true.)

    - Modified code

    - 8x8 tiles

    - 16x16 blocks

    - 256x256 chunks (should've been converted to 128x128)

    - Palettes

    - Object art

    - Music

    - Other miscellaneous stuff (please list)

    It probably has something to do with one of the above. I just need to know which one it could be.
     
    Last edited by a moderator: Dec 11, 2014
  18. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    Pretty much just code that's unrelated to the code changed when porting.
     
  19. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    Which code? It may seem unrelated, but things can be connected in strange and odd ways, especially in a disassembled rom. Try temporarily removing your new code and adding arts of it in, bit by bit, to see what your issue is. Also, your screenshots suggest that you added more artwork, too, something which is much more important to mention then you might think.
     
  20. PotterAndMatrixFan

    PotterAndMatrixFan Newcomer Trialist

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    Well, I got the Super Sonic sprites working, and then this happens:



    (Also happens on Flying Battery)

    Anyone know what's causing it? Only happens with Hyper Sonic so far.
     
    Last edited by a moderator: Dec 11, 2014