Basic Questions and Answers Thread

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

  1. Mike B Berry

    Mike B Berry A grandiose return Member

    Joined:
    Jun 6, 2012
    Messages:
    377
    Location:
    New places, newer motivation
    EDIT: Wanted to let everybody know that I no longer need help with my Q&A for the moment. Once I finish this, I'll be back for more.
     
    Last edited by a moderator: Jul 20, 2012
  2. Crash

    Crash Well-Known Member Member

    Joined:
    Jul 15, 2010
    Messages:
    302
    Location:
    Australia
    Yeah, optimise that shit then, you can't release a release a hack and say "oh hay yuo have to overclock your console to play!!!1"
     
  3. Mike B Berry

    Mike B Berry A grandiose return Member

    Joined:
    Jun 6, 2012
    Messages:
    377
    Location:
    New places, newer motivation
    No, sir... I have never even tried to state that I wanted any known hacks of mine to be overclocked. The hack I'm working on now is new. I see now that if the overclock can be done on a disassembly, with the aid of RHS's "Porting the S3K object manager in S2" guide, I may actually be able to eliminate common lags from the game entirely.


    This is embarrassing to say that the post above is considered as a misnomer, because the Object management system is far more powerful than that of S2; eliminating the lag almost entirely, yet I'm saying that it hasn't I haven't replaced it when I really have. But as of now, we can let this festering overclocking Q&A die down and run its course.
     
    Last edited by a moderator: Jul 20, 2012
  4. Crash

    Crash Well-Known Member Member

    Joined:
    Jul 15, 2010
    Messages:
    302
    Location:
    Australia
    You seem to be confusing the terms 'optimising' and 'overclocking'. Overclocking is modifying the hardware itself so that the CPU runs faster. What you're actually talking about is optimising, which is modifting the game code to be more efficient, and yeah there's plenty of guides here and at retro that will help you with this.


    I don't want to be rude, but I've noticed you using the wrong word a lot, not just technical terms but common words and turns of phrase, and it renders a lot of your posts nearly incomprehensible.
     
  5. RetroX

    RetroX Active Member Member

    Joined:
    Jun 15, 2012
    Messages:
    46
    Location:
    United States
    How do I use .asm in Sonic 1 SMPS? I wanted XM3SMPS to convert into it besides .bin and I was just wandering how to use it. Do I need a new Sound Driver?
     
  6. Crash

    Crash Well-Known Member Member

    Joined:
    Jul 15, 2010
    Messages:
    302
    Location:
    Australia
    There should be a file called _s1smps2asm_inc.asm in the xm3smps folder that contains the macros, copy that into your disassembly and include it at the start of sonic.asm with the other macros. Then you just replace the "incbin "mysong.bin" with "include "mysong.asm"
     
  7. Jamesoleruster

    Jamesoleruster 557-232-N00B Member

    Joined:
    Feb 17, 2010
    Messages:
    33
    ESE can fix all three easily.


    I know its possible to run Mac OS on a genesis (The same M68k (with same speed) processors) as its been done before, but I want to be able to not have to use a cartridge for everything but the processor like they did, as I want to run the original.


    Now I'm sure the RAM part would be easy, just have to replace the chip(s) to get it up from 64k to 128k, audio might need a little rewiring, and for the boot diskette and some other assorted hardware (such as the ADB ports for the mouse, keyboard, printer and other stuff) I might need to open up an actual Mac 128k for the connectors and find a way to combine it with a Super Magic Drive's hardware, and video output might be tricky, as the VDP might not be able to process the res of 512x384 that the Mac has, so there would have to be a way to work around that.
     
  8. Mike B Berry

    Mike B Berry A grandiose return Member

    Joined:
    Jun 6, 2012
    Messages:
    377
    Location:
    New places, newer motivation
    Alright, now the spinning and or collapsible platforms in SBZ act 2 are causing some rather interesting issues. Well for one it loads garbage in random areas. I would very much like to know what could cause this. [​IMG]
     
  9. MarkeyJester

    MarkeyJester ♡ ! Member

    Joined:
    Jun 27, 2009
    Messages:
    2,867
    It's hard to tell from just the screen shot, but you say it happens where the collapsing platforms are, yet their mappings are fine. I'm going to take a stab in the dark here and say that it's a monitor object that's inside those walls:


    [​IMG]


    They are hidden behind the wall, one of them is likely to be the issue.
     
  10. Pokepunch

    Pokepunch That guy who posts on occasion Member

    Joined:
    Aug 7, 2009
    Messages:
    270
    Location:
    UK
    Why are they there in the first place?
     
  11. SpirituInsanum

    SpirituInsanum Well-Known Member Member

    Joined:
    Feb 11, 2010
    Messages:
    642
    It's a mistake, there are 10 monitors in the walls in the level. They should be invisible solid objects (71).
     
  12. MainMemory

    MainMemory Well-Known Member Member

    Joined:
    Mar 29, 2011
    Messages:
    922
    Either someone entered the wrong ID or the IDs changed at some point. Their subtypes suggest they are supposed to be invisible solid block objects:


    [​IMG]
     
  13. MarkeyJester

    MarkeyJester ♡ ! Member

    Joined:
    Jun 27, 2009
    Messages:
    2,867
    During developement, it is assumed that the universal sized collision block (i.e. that block with robotnik icons on it) wasn't written when they were making the level, so they used the monitors temporarily, and had forgotten about them.


    Mind you, MainMemory's answer seems more valid.


    This is all "theory" though based on minor evidence, truth be known though, no one knows.
     
    Last edited by a moderator: Jul 29, 2012
  14. Mike B Berry

    Mike B Berry A grandiose return Member

    Joined:
    Jun 6, 2012
    Messages:
    377
    Location:
    New places, newer motivation
    It's possible to move the objects using ESEII, because It doesn't corrupt the Object placement files. I could get rid of them that way. I'm just fixing issues with the objects in game, not building my own leves at the moment. I'm just scraping the point accross, and it isn't a truly efficient way of resolving this. But the truly advanced stuff will wait until these objects or glitches are resolved.


    Also, when Sonic drowns around the second or third time. The time bubble stays active on the first pool of LZ act 1. After Sonic is off screen, a grabled mess loads in place of the countdown art. My question is because the timer is above the water? and how easily could this be resolved?
     
    Last edited by a moderator: Jul 29, 2012
  15. SuperEgg

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

    Joined:
    Oct 17, 2009
    Messages:
    Location:
    THE BEST GOD DAMN STATE OF TEXAS
    If you change ANYTHING in your ROM, it becomes unusable in ESEII. Plain and simple. The only way you could truly work with ESEII is if you are using a clean ROM, and you've finished layout editing with it AND it is Sonic 1. Once you disassemble it, edit the ASM, an compile it, you will find it impossible to use ESEII, and mainly because ESEII uses a set position in the ROM where the level art, layouts, ect should be. If you've added or removed ANYTHING from the ROM, it will become useless to use ESEII. But that is why there is SonED2 or SonLVL.
     
  16. MarkeyJester

    MarkeyJester ♡ ! Member

    Joined:
    Jun 27, 2009
    Messages:
    2,867
    Well actually no, not ANYTHING, you can change quite a lot of things, just so long as every bit of information that ESEII needs is in the exact same offset, so, if I changed GHZ's art, and when compressed, the data size turns out to be equal to or smaller than the original, as long as it's in the same place in the ROM, and the rest of the space where the data was filled is padded (via align or whatever), you can have ESEII open it without a fuss.


    I get what you're saying entirely, but I believe Mike is talking in a different context to what you're picking up on, and additionally, whether ESEII can read the data or not, is not the topic of discussion at this point in time, it's not the question he or anyone else asked.
     
  17. Mike B Berry

    Mike B Berry A grandiose return Member

    Joined:
    Jun 6, 2012
    Messages:
    377
    Location:
    New places, newer motivation
    What I meant is that I changed the original rom with ESEII and split the file just to use the OBJ position binary. Like MJ said, the grasped concept wasn't used in the way you must've thought SuperEgg. I wanted to swap the objects for my hack so I could use, above: The object positions.


    So what could possibly be the reason why the garbage loads in LZ? Here's a screen shot: I already know it's because the the count down number was above the water, What would I have to change to fix this?


    [​IMG]
     
    Last edited by a moderator: Jul 30, 2012
  18. SuperEgg

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

    Joined:
    Oct 17, 2009
    Messages:
    Location:
    THE BEST GOD DAMN STATE OF TEXAS
    OK, gotcha. Misread that big time. I'll look into it and see what I figure out.
     
  19. Mike B Berry

    Mike B Berry A grandiose return Member

    Joined:
    Jun 6, 2012
    Messages:
    377
    Location:
    New places, newer motivation
    No problem, anyway, pay no attention to the shitty commentary, I don't do very well during a video recording so... here is a video of some bugs in the hack I'm working on.


    http://www.youtube.com/watch?v=yCDkOBsv1KM


    Alright, a major edit has been made, the glitch with objects 26 and 2E has caused a fatal error in game that causes the game to crash on real hardware an emulators alike. Having noticed a little information given by SuperEgg that had been commented/deleted out of the dis-assembly, I had no choice but to paste over my previous set of monitor code.


    Also, the ending demo pointers have been restored.Thanks again SuperEgg
     
    Last edited by a moderator: Aug 1, 2012
  20. RetroX

    RetroX Active Member Member

    Joined:
    Jun 15, 2012
    Messages:
    46
    Location:
    United States
    A quick question about Sonic 3 DAC. In Sonic 3K Hg disasm, where are the dac samples "Go! (LBZ)" and "Come On! (Mini-Boss)"?