mutiple characters to sonic 2?

Discussion in 'Discussion and Q&A Archive' started by Goonie, Jun 14, 2010.

Thread Status:
Not open for further replies.
  1. Goonie

    Goonie Active Member Member

    Joined:
    Jun 14, 2010
    Messages:
    47
    Location:
    Australia
    Hi All


    anybody got the code/guide to adding more characters to sonic2? the sonic 1 guide is different.


    I currently have 2 characters ive done "shadow n knuckles" and ready to go using the sonic pallet.


    if i was to have a certain pallet for a character what would that bit of code/guide be? "eg. if i was to use espio seeing his pallet is purple"


    [EDIT] forgot to add i have done a search and only found something about objects, player_options and player_mode?


    Thanks heaps!
     
    Last edited by a moderator: Jun 14, 2010
  2. Goonie

    Goonie Active Member Member

    Joined:
    Jun 14, 2010
    Messages:
    47
    Location:
    Australia
    Okay ive got the answer to my pallet problem..


    Still unsure on how to add characters to s2....
     
  3. Dark Lips

    Dark Lips Well-Known Member Member

    Joined:
    Nov 14, 2008
    Messages:
    293
    Location:
    Wolverhampton UK
    When I added knuckles to sonic 2 I actually added him as a seperate object - ported from the s2k dissasembely, perhaps make a duplicate sonic object and change the the art and what not.
     
  4. Goonie

    Goonie Active Member Member

    Joined:
    Jun 14, 2010
    Messages:
    47
    Location:
    Australia
    duplicate the object in the s2.asm? im using the whirlpool 2007 disasembley similar to the 2005 hive for s1..... i have the characters, art,sprite and DPLC file.
     
  5. Dark Lips

    Dark Lips Well-Known Member Member

    Joined:
    Nov 14, 2008
    Messages:
    293
    Location:
    Wolverhampton UK
    duplicate the object in the s2.asm? im using the whirlpool 2007 disasembley similar to the 2005 hive for s1..... i have the characters, art,sprite and DPLC file.


    Never heard of that one :S - where did you get it from... wouldnt mind taking a look.
     
  6. DanielHall

    DanielHall Well-Known Member Member

    Joined:
    Jan 18, 2010
    Messages:
    860
    Location:
    North Wales
    Whirlpool? You mean Xenowhirl, right?
     
  7. Goonie

    Goonie Active Member Member

    Joined:
    Jun 14, 2010
    Messages:
    47
    Location:
    Australia
    using the "sonic 2(split and text by xenowhirl) disassembly. i knew it was whirl something lol


    the s2.asm file would be like using the sonic1.asm file.


    thanks


    [EDIT] got the name to show using the secret character method in option screen. but not character will show in-game.
     
    Last edited by a moderator: Jun 14, 2010
  8. MrSpade

    MrSpade It's meant to be Mr_Spad3 but y'know... Member

    Joined:
    Dec 5, 2009
    Messages:
    172
    Location:
    The UK
    Fail?


    In all seriousness, heres how it works:


    Sonic, In-game is simply an object, Obj01 to be precise.


    Now to create another playable character, you'll need to create another object, it wont matter what Obj no. it is, as long as it's unused.


    As Lips2k8 mentioned, you can simply take the object for another character straight out of the S2&K disassembly, all you'll need to do is copy&paste the object's code, whilst just tweaking a few parts of it such as the art files. (If you want someone else other than knuckles.)


    Now, I doubt that i'm gonna be any further help to you, simply because i'm just too lazy to even get another character into my own hack, let alone help someone else with it. :downs:
     
  9. shadowbeasts

    shadowbeasts I'm Legend Member

    Joined:
    Jan 5, 2009
    Messages:
    286
    Location:
    Good 'ol USA.
    I had the exact same problem as you. I created a a topic similar to this.
     
  10. Goonie

    Goonie Active Member Member

    Joined:
    Jun 14, 2010
    Messages:
    47
    Location:
    Australia
    yeah mate i used that method doing a search :downs: and now have it in my s2.asm file. how would i extend on that btw, with another character? duplicate the code?


    i have the characters uncompressed art, sprite and spriteDPLC file. so far...


    do i copy an object code in the asm and put these files somewhere in it??


    is this an object a file or code lol? im a goon with this character stuff but once i figure it out ill ace it :D
     
    Last edited by a moderator: Jun 14, 2010
  11. Dark Lips

    Dark Lips Well-Known Member Member

    Joined:
    Nov 14, 2008
    Messages:
    293
    Location:
    Wolverhampton UK
    You got my hopes up then as I thaught there may have been a new s2 dissasembely out in the wild lol.
     
  12. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Root Admin

    Joined:
    Aug 5, 2007
    Messages:
    1,793
    Location:
    Glasgow, Scotland
    Capital letters - a great invention that everyone should use.
     
  13. Irixion

    Irixion Well-Known Member Member

    Joined:
    Aug 11, 2007
    Messages:
    670
    Location:
    Ontario, Canada

    There's worst typists than that =P


    As per OP's question--since I've done it I can only tell you how I did.


    For sonic 2 you need to go to the Object table, find a blank object (I believe Obj4C is blank).


    ObjNull ; Obj4C


    It'll look something like that on the table, change that
     
  14. Goonie

    Goonie Active Member Member

    Joined:
    Jun 14, 2010
    Messages:
    47
    Location:
    Australia
    Thanks Irixion


    I'll give that a try B)
     
    Last edited by a moderator: Jun 16, 2010
  15. Irixion

    Irixion Well-Known Member Member

    Joined:
    Aug 11, 2007
    Messages:
    670
    Location:
    Ontario, Canada
    The errors you are getting are because of the data shift that I was talking about. Place it at the end of the ROM, but before 'END OF ROM'
     
  16. Goonie

    Goonie Active Member Member

    Joined:
    Jun 14, 2010
    Messages:
    47
    Location:
    Australia
    thankyou :lickrom:
     
  17. Goonie

    Goonie Active Member Member

    Joined:
    Jun 14, 2010
    Messages:
    47
    Location:
    Australia
    I've made progress, got an issue with the wrong art showing, but i got someone here helping me, thank you all.
     
  18. Mikel

    Mikel Science is true power! Member

    Joined:
    Oct 5, 2007
    Messages:
    19
    Location:
    Oklahoma
    Use this for initiating players in the options screen:



    InitPlayers_TailsAlone:
    subq.w #1,d0


    bne.s InitPlayers_CharacterNameHereAlone ; branch if this is a Tails alone game


    move.b #2,(MainCharacter).w ; load Obj02 Tails object at $FFFFB000


    move.b #8,(Tails_Dust).w ; load Obj08 Tails' spindash dust/splash object at $FFFFD100


    addi.w #4,(MainCharacter+y_pos).w


    rts


    ; ===========================================================================


    InitPlayers_CharacterNameHereAlone:


    move.b #$4C,(MainCharacter).w ; load Obj4C at $FFFFB000


    move.b #8,(Sonic_Dust).w ; load Obj08 Tails' spindash dust/splash object at $FFFFD100


    rts



    Replace CharacterNameHere with the name of the character you are adding.
     
  19. Goonie

    Goonie Active Member Member

    Joined:
    Jun 14, 2010
    Messages:
    47
    Location:
    Australia

    Well ive been trying to get this to work and waiting for help for awhile now....


    SO


    Ive got shadows name in the menu using the above code ...how do i change the object in the object index, if its Null, then i make is 4c i still get an error..


    anybody know how much of the s2k.asm i would copy to get knuckles into s2.asm?


    Ill give anyone credit in my hack if u can help :p its the only code thats got me stunned :p


    ps. i have msn, just pm me!@
     
    Last edited by a moderator: Jul 3, 2010
  20. Spanner

    Spanner The Tool Member

    Joined:
    Aug 9, 2007
    Messages:
    2,562
    Where did you get that guide? I'm sure I made this and it was a private thing.
     
Thread Status:
Not open for further replies.