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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    https://info.sonicretro.org/SCHG_How-to:Extend_the_Sonic_1_sprite_mappings_and_art_limit
    Have you tried this? Specifically “other objects “
    Edit: New page so added quote
    Edit2: I transferred everything from the Hivebrain 256 disassembly to The Two eight disassembly since I had better experience with level porting on it. My question is, to convert from Sonic 2 to Sonic 1 two eight, what needs to be compressed and what compression used? I seem to have forgotten and search up and got nothing
     
    Last edited: Sep 28, 2022
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  2. Nik Pi

    Nik Pi Well-Known Member Member

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  3. JGamer2151

    JGamer2151 Active Member Member

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    Since I have personally never used the Project Sonic 1: Two-Eight disassembly before, I would say that to convert from Sonic 2 to the Two-Eight disassembly the level layouts, solitary binaries, and 8x8 tiles must be compressed into Kosinski, and 16x16 blocks compressed into Enigma. That’s just my quick and dirty answer to the solution, as I mentioned before I have never used the Two-Eight disassembly. If someone can explain this better than me, that would be appreciated.
     
  4. ⸸ devon ⸸

    ⸸ devon ⸸ There's nothing left but faith Member

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    The tiles are already in Kosinski in Sonic 2. It's Nemesis in the original Project 1 Two Eight disassembly, like it is in Sonic 1. The level layouts and collision are already compressed in Kosinski in Sonic 2, but they are uncompressed in Two Eight. I dunno about the further continuations made to the disassembly, though.
     
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  5. JGamer2151

    JGamer2151 Active Member Member

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    Ah yes, the level layouts and collision do not require compression to the Two-Eight project, and 8x8 tiles in said project remain in the Nemesis compression as with Sonic 1. Thanks for clarifying!

    Also, looking from what I read about the article on this project in Sonic Retro, it seems that the version made by Kramlat is the only one that required 16x16 blocks to be converted from Enigma to Kosinski. The rest of the versions afterwards (which included KingofHarts' version and the current GitHub version) do not require the conversion of 16x16 blocks from Enigma to Kosinski and mainly focused on several updates, improvements and bugfixes to the original project that was started by MarkeyJester many, many years ago.
     
    Last edited: Oct 3, 2022
  6. Saum22

    Saum22 Newcomer Member

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    How does one make Mighty's stomp ability from Mania work (namely, the part where his stomp gains immunity from spike damage losing him rings, but still knocks him back)? Is this a simple enough question to be asking in the mini questions, or should this be a separate thread?
     
  7. Saum22

    Saum22 Newcomer Member

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    How do you implement custom DLEs for Labyrinth Zone's water?

    Edit:
    Alright. Thanks for explaining this. Not really familiar using forums.
     
    Last edited: Oct 15, 2022
  8. Soldaten

    Soldaten The Coilgun Root Admin

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    @Saum22 Don't double post. Use the edit button
     
  9. NayTheGamer

    NayTheGamer Active Member Member

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    What is the Best Disassembly provided to the public?
     
  10. ⸸ devon ⸸

    ⸸ devon ⸸ There's nothing left but faith Member

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    "Best" depends on your needs, but I can show you the options and my opinions.

    For Sonic 1, you have Sonic Retro's disassembly, Hivebrain's 2022 disassembly, and Hivebrain's 2005 disassembly. Personally, I'm used to the 2005 disassembly as some others on here are, but it's ancient, and I don't think it's very friendly to work with for a beginner in the current year. The newer disassemblies provide better documentation and modern tool support. Personally, I think Hivebrain's 2022 disassembly has the better general layout overall, but it's also brand new on the scene and introduces some changes that actually break compatibility with the current tools.

    For Sonic 2, you have Sonic Retro's disassembly, and Xenowhirl's 2007 disassembly. The general layout between the 2 are roughly the same. The 2007 disassembly is better documented compared to Sonic 1's 2005 disassembly, but it's also ancient and not very well supported anymore.

    For Sonic 3&K, you only really have Sonic Retro's disassembly.

    A lot of the guides hosted on here and Sonic Retro's wiki are also very out of date. So much so that they were made for the old disassemblies and tools in mind. You can still learn to apply a good chunk of them to whatever disassembly you are using, though.
     
    Last edited: Oct 19, 2022
  11. NayTheGamer

    NayTheGamer Active Member Member

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    issue with the hivebrain 2022 disassembly however is that I can't open a level in sonlvl.
     
  12. ⸸ devon ⸸

    ⸸ devon ⸸ There's nothing left but faith Member

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  13. NayTheGamer

    NayTheGamer Active Member Member

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    Luckily there's a workaround. By using an older disassembly for the art and level layouts, you can copy those files to the hivebrain 2022 disassembly.
     
  14. Saum22

    Saum22 Newcomer Member

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    How does one import images as background/foreground tiling to SONLVL? Is modern Sonlvl not equipped to do so?

    I get numerous errors like this when trying to import custom level art for the game.

    nrq4F-tI.jpeg

    I assume it's a mapping problem. Problem: I don't know how to map.

    Here's the desired art

    l1629Fvc.png

    I used Sonic 1 empty and the graphics imported somewhat properly

    Edit: What's a Load Pattern Cue?
     
    Last edited: Oct 23, 2022
  15. NayTheGamer

    NayTheGamer Active Member Member

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    You may have too edit the Load Pattern Cues.
     
  16. Nik Pi

    Nik Pi Well-Known Member Member

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    How can I edit title cards in Sonic 1 2013 remake decompilation?
    EDIT: Stupid auto correction :mad:
     
    Last edited: Oct 23, 2022
  17. Saum22

    Saum22 Newcomer Member

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    How do I add in Load Pattern Cues? I got this error when trying to add Buzz Bombers back into Marble Zone


    C:\USERS\DREWT\DOWNLOADS\SONIC1EMPTY\SONIC1EMPTY\SONIC 1 TWO-EIGHT\SONIC1.ASM(38181) : Error : Label 'nem_buzz' multiply defined
    nem_buzz: incbin artnem\buzzbomb.bin

    Update: I commented the code (and then uncommented) and now this is happening:

    SN 68k version 2.53

    C:\USERS\DREWT\DOWNLOADS\SONIC1EMPTY\SONIC1EMPTY\SONIC 1 TWO-EIGHT\SONIC1.ASM(38181) : Error : Could not open file 'artnem\buzzbomb.bin'
    nem_buzz: incbin artnem\buzzbomb.bin
    Edit 2: Heck it, I'll show you my dissaembly

    I used Flex 2
    [​IMG]
     

    Attached Files:

    Last edited: Oct 24, 2022
  18. Inferno

    Inferno Rom Hacker Member

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    Sounds like your desired art is overflowing into object VRAM, to an extent that it likely isn't able to be fixed by moving objects around in VRAM, which the file Pattern Load Cues.asm handles for Nemesis-compressed art. PLCs are not loaded in Flex2, DPLCs, only used by Sonic in vanilla, are.

    Solution: Reduce the amount of tiles your new art is using.
     
  19. Saum22

    Saum22 Newcomer Member

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    I deleted all unused blocks in SONLVL, and am still having problems:

    SN 68k version 2.53

    C:\USERS\DREWT\DOWNLOADS\SONIC1EMPTY\SONIC1EMPTY\SONIC 1 TWO-EIGHT\SONIC1.ASM(38181) : Error : Label 'nem_buzz' multiply defined
    nem_buzz: incbin artnem\buzzbomb.bin
    Errors during pass 1 - pass 2 aborted
    Assembly completed.
    1 error(s) from 48426 lines in 0.9 seconds


    (These errors only came after I enabled the buzzbomber in Marble Zone)

    The error started when I did that.
     
    Last edited: Oct 26, 2022
  20. ⸸ devon ⸸

    ⸸ devon ⸸ There's nothing left but faith Member

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    If you are duplicating the buzz bomber graphics inclusion, then there is no need to. You can just edit the PLC list for Marble Zone to point to the graphics already included.