Basic Questions and Answers Thread

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

  1. DarkLeach

    DarkLeach Well-Known Member Member

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    I would but the problem is, I can't get the DPLC's to work in SonMapEd (Otherwise this wouldn't be a problem), If you can that would be great, It's just not working for me.


    You can download everything here As I'm sure SuperEgg wouldn't want me to put his files online separately.
     
  2. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    I meant your art, map and DLPC files but it does not matter. I had a crack at this and is not as simple as I thought.
     
  3. SuperEgg

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

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    Darkleach, go for it, that disam is very much outdated anyway.


    And, oddly enough, the DPLC isn't loading in my SME either, weird b/c I got it to long ago... I'll look into it.
     
  4. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    Really? I thought that was the newest.
     
  5. SuperEgg

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

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    not really, It was last updated and released back in Sept of last year. It is nowhere as nice as it could be, but like I said, I am fixing it.
     
  6. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    Ok so after playing some Sonic 3D Flickies Island, I wanted to try something. Knowing that I would fail I thought that I would ask here first.


    How would I go about making my own PCM to replace the SEGA sound?
     
  7. DarkLeach

    DarkLeach Well-Known Member Member

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    It was updated? I downloaded it when It first came out, and I've just had it sitting there in case I wanted to do something with it. And If I'm certain, didn't someone else release it? Or is that just me?


    cookietheguineapig : The File's you need are in the .zip below


    Sonic2NADisassemblyArt Files.zip
     

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  8. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    Well those DPLC are causing some trouble, no way to get those frames with out them. Strange I remeber doing this some time before, but in my opinion the Beta running art is overrated.
     
  9. SuperEgg

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

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    The interesting thing about it is that when you build the game, it works perfectly. But the dplc's will not load in SME. It's really kinda odd.
     
  10. DarkLeach

    DarkLeach Well-Known Member Member

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    Could it be the way they are extracted or written? Or that SonMapED doesn't support S2NA DPLC's? Isn't S2NA Sonic 1? Anyway you said you did get them to load once right? Did you do anything to those files since then and what exactly? I can't really think of anything else. Sorry If I wasn't much of a help, I'm new at this, but I don't want to mess up anything.
     
  11. SuperEgg

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

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    Good news Darkleach. The solution to the DPLC bug is a simple little thing. Go into the SonicDyn.txt (or asm if you've decided to make one), and at the end of it, add



    Code:
    
    even
    
    

    that is all. That should fix it. Quick note though, for some odd reason, the running sprites are herpaderped. I think you can manually fix those. ;)

    [/CODE]
     
  12. DarkLeach

    DarkLeach Well-Known Member Member

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    SuperEgg: Thanks It works fine, now the DPLC's load, however the Sprites look screwed up. Is that normal?


    Here are some examples:


    /monthly_01_2012/post-1593-0-92754900-1327211675_thumb.png


    /monthly_01_2012/post-1593-0-99263700-1327211695_thumb.png


    /monthly_01_2012/post-1593-0-79248700-1327211746_thumb.png


    On that,how would I fix the running animation so its editable and importable. Also, how would I extend the running Animation to 10 Frames instead of 4?
     

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  13. SuperEgg

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

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    hmm....wow. You're hacking experience keeps getting better and better doesn't Darkleach?


    Ok,....you're mappings are fucked. Dunno why, but they are. Have you messed with them yet? Either get a clean dplc file and do what I told you, or get a clean mapping file. Dunno which, but either way, sonething is not right.


    2. As far as the running sprite goes. You can


    a. go manually edit the running sprites.


    b. Do this


    1. Load your S1 shit into SME, export the running sprite into paint.


    2. save this sprite sheet. http://www.spriters-resource.com/genesis/sonicth2/sheet/10073


    3. Edit the exported sprite and copy over the new one from the s2 spritesheet.


    4. save it


    5. Import sprite inro correct place.


    6. Repeat for all frames


    7. ???


    8. Profit
     
  14. DarkLeach

    DarkLeach Well-Known Member Member

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    Does it matter that I downloaded the Original Release of your disassembly? I didn't even know you updated it, and I found out recently, but I didn't bother to download it..I know my hacking experience only gets better and better,but It helps me so I know what to do later, because I've gotten a LOT better since I first started ;)
     
  15. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    DarkLeach mine work fine. Here's my files. ClickMe
     
  16. DarkLeach

    DarkLeach Well-Known Member Member

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    Thanks Cookie! Was it hard to fix? All your mappings look perfectly mapped, except the extra running sprites which look hilarious. Why is that SuperEgg?


    Edit: I tried to export the S2NA Running Sprite I get this:


    /monthly_01_2012/post-1593-0-10839400-1327246739_thumb.png


    On the left is the exported S2NA Sprite and on the left is the Exported S1 Sprite. Why does the S2NA Sprite do that, although I did see it looking a bit messed up in S2NA... However SuperEgg I just saw the sprite sheet and will use it, but why are the running sprites doing this on export (From your mappings, tiles, and dplcs)?
     

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  17. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    I think the mappings were updated, I just put the even at the end of the DPLC.


    On another note those idle sprites look interesting, Might have to use them......


    [​IMG]


    Edit: Darkleach that is because of the way the mappings form the sprite. I would just stick to the sprite sheet to make things easy.
     
    Last edited by a moderator: Jan 22, 2012
  18. SuperEgg

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

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    Don't know why. It always works for me. But since it is going that way, when exporting, hit render sprite frame as opposed exporting it.
     
  19. DarkLeach

    DarkLeach Well-Known Member Member

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    I have another little problem:


    /monthly_01_2012/post-1593-0-07173700-1327252906_thumb.png


    The S2NA angle running sprite is slightly larger than the S1 angle running sprite. It shouldn't be a problem as you can resize, but every time I try to resize it, it doesn't seem quite right, is there a specific way I can resize?


    Cookie: That's an Idle Sprite? Looks more like the spinning sprite from Sonic 3 when It looks towards you.


    SuperEgg: I'll try that, maybe it'll work.
     

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  20. Pokepunch

    Pokepunch That guy who posts on occasion Member

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    Well if it wasnt an Idle sprite it is now.