Basic Questions and Answers Thread

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

  1. SpirituInsanum

    SpirituInsanum Well-Known Member Member

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    If you're talking about the pattern load cues you can load in sonmaped, there's no such thing for the boss, it's only for objects with dynamically loading art such as Sonic or the shields in s3.
     
  2. Mike B Berry

    Mike B Berry A grandiose return Member

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    I will attempt to download SonMapEd again, what will happen if I run into the same virus problem again?
     
  3. JP Doctor

    JP Doctor Active Member Member

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    Ah well that explains why I can't find it :p Thank you.
     
  4. rika_chou

    rika_chou Adopt Member

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    It's just your anti-virus program finding a false positive. There is no virus hidden in SonMapED.
     
  5. Mike B Berry

    Mike B Berry A grandiose return Member

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    True. But, man that get's me every time, so I will use SonMapED on my desktop, since I have no internet and it's way newer. Why not use it?
     
  6. SpirituInsanum

    SpirituInsanum Well-Known Member Member

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    I have a question.


    I wanted to change some art in sbz, more precisely the collapsing floor. It's a 4 tiles nemesis compressed art file. No matter what I do, sonmaped crashes when I try so save it in nemesis format. I saved it in uncompressed format and tried with the sonic data compression tool, and it crashed as well. It isn't a problem with write protection or anything, since I tried on different files. Actually if I double the tiles to have 8 tiles instead, it saves properly. I didn't try with 5/6/7 tiles.


    This isn't a problem since the art has to be loaded twice in a row for some reason, so doing a single file with 8 tiles is actually better in this case. But the problem is surprising.


    Is it a bug with the compression library or is there a minimum size required for the compression tools to work? Or is it something else?


    (If anybody wants to try, the file is sbzfloor.bin in the artnem folder.)
     
  7. Sonic master

    Sonic master Well-Known Member Member

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    You can try the KENSSharp frontend


    http://segaretro.org/KENSSharp


    See if that works also sometimes files generated by KENSSharp offer better compression ratio.
     
  8. MarkeyJester

    MarkeyJester ♡ ! Member

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    I am not entirely sure "what" the problem is personally, but I have hit that wall in the past, it has occured with me when the first tile isn't a null one (i.e. blank 0's). I would not say it's the format itself, the algorithm in Mega Drive games is designed to decompress this data so long as the output is within a multiple of 20 bytes (hex), I have noticed though that KENS has this issue with compressing a second file, by that I mean, you give it one file to compress, and then straight after giving it another, the second seems to crash or compress incorrectly. I would like to say that perhaps this is a dll issue, as TSDC also has this issue, not that I'm an expert on such subjects of dll/programs, it would be no suprise though that the issue you are having is of a similar nature.


    I'd say you'd probably have to go with what Sonic master is trying to shove down your neck =P It's either that or write your own personal program/tool to compress/decompress it properly.
     
  9. SpirituInsanum

    SpirituInsanum Well-Known Member Member

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    It works with Kenssharp, thanks. Well, it's good to have an alternative if it happens again.
     
  10. TheJeli

    TheJeli Umm... Member

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    Dunno if I have asked here before but I can't figure out how to make solid ground with SonED2 or SonLVL.


    Could anyone help me out? I'm stumped.
     
  11. redhotsonic

    redhotsonic Also known as RHS Member

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    [​IMG]
     
  12. TheJeli

    TheJeli Umm... Member

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    Thanks for that RHS!


    Now I can make some new art.


    EDIT: is there any way I can edit the level order for Sonic 2?
     
    Last edited by a moderator: Jul 8, 2012
  13. redhotsonic

    redhotsonic Also known as RHS Member

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    "word_142F8:" ("LevelOrder:" on SVN) in your ASM file.
     
  14. Mike B Berry

    Mike B Berry A grandiose return Member

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    Is there a more user friendly guide on importing the HPZ for the Sonic 2 Xenowhirl dis-assembly? I can't seem to import the art at all and it is starting to piss me off. I have my art files, but the zone Art location loads garbed EHZ graphics.
     
  15. rika_chou

    rika_chou Adopt Member

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    You need to make the zone slot actually load the right data, make sure it's compressed in the right format too. Also make sure you're including the art/mappings/palette files in the dissasembly.


    Look for "LevelArtPointers", find your zone slot, and edit it to load the ported data,
     
    Last edited by a moderator: Jul 9, 2012
  16. Mike B Berry

    Mike B Berry A grandiose return Member

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    My pointers are in the right spot, and the files are in the folders. I think they might be the wrong ones though. It'd be cheating if I asked for the 16x16 and 128x128 chuncks in a seperate binary format. But is there a step I'm missing?
     
  17. SuperEgg

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

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    http://sonicresearch.org/forums/index.php?showtopic=2859


    Merry Christmas, since I'm not releasing my disam anytime soon or go through all the work to release the files to make the necessary changes, there you go.
     
  18. Mike B Berry

    Mike B Berry A grandiose return Member

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    Alright this sums everything together, the layout is exactly how it was intended, but the deformation in the BG is partialy incomplete. and I know how to fix this. Thanks again.
     
    Last edited by a moderator: Jul 15, 2012
  19. Mike B Berry

    Mike B Berry A grandiose return Member

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    I've had a unique idea on how to give a more, camera differed view in a Sonic hack. Whenever Sonic or another character runs through the loop, The camera would also loop with them when they, well "Loop the loop." That way, there would be more space for sprites. Would I have to learn how the special stage does this effect and try to implement it separately? Or is this to far beyond the coding for both BG and deformation code and my abilities? I could really use a pointer about now please.
     
    Last edited by a moderator: Jul 15, 2012
  20. Mike B Berry

    Mike B Berry A grandiose return Member

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    Alright I have discovered a glitch in Labyrinth; at the begining of the zone, finish off the first badnik and line up with the three rings just after the pond. Using Selbis coded Jumpdash at the top of the screen, The level dosen't detect its top boundary, causing you to lauch up to the very top of the screen. This is a problem because you could zip across the screen, and when Sonic dies, he hits the top of the screen, the game checks the levels bottom boudary. This is a major issue when using my shitty-ass created drop dash (Selbi's edited Jump Dash.)


    To my understanding, this glitch works like the accidental deletion of rings, except the stages size is axis wrapped. RHS was the one who created the guide on fixing the deletion issue. But the level resize will be changed so the stage wraps the around the Y axis.


    The glitch has been resolved.
     
    Last edited by a moderator: Jul 15, 2012