Screwed-up level graphics

Discussion in 'Discussion and Q&A Archive' started by theocas, Aug 10, 2010.

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  1. theocas

    theocas #! Member

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    Yes, they are all for the BG. I suspect it is all due to the many different kinds of clouds in the Background. I removed all of that data for now, and I will port a different background later today and ley you know how it goes.
     
  2. MarkeyJester

    MarkeyJester ♡ ! Member

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    The reason I mentioned the solid data was because of the bitfields, I'm fully aware the BG has no solidity, but the bitfield is STILL THERE, but regardless.

    That's slightly false, the V-Ram size for all megadrive games remains the same, and the block format is the same from what I remember, but the chunk data for Sonic 2 is different as the bitfields needed to be changed to make room for a second solid data, this shorterns the block number you can select, Sonic 1 can hold upto 7FF diffierent blocks, while Sonic 2, 3FF, if anything, Sonic 1 is less limited, I would assume Sonic CD and S3&K to have the same issues as Sonic 2.


    Of course that still doesn't explain your problem.
     
  3. theocas

    theocas #! Member

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    Thanks for all the help, I ported a different BG that is completely in now. Now I have a serious question - how do I get the game to only use SLZ deformation on Acts 1 and 2? It would be a cmpi or something, but I don't know what to branch to. Or I could edit it, aka remove the last deformation line. All other of these deformation lines seem to work with the new BG.
     
  4. Animemaster

    Animemaster Lets get to work! Member

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    Yes I would say so, or create a sepearte deformation for act 3, so that when its not act 1 or act 2, it will branch to the different deformation code.
     
  5. theocas

    theocas #! Member

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    Yes, but how do I do that? I tried to branch to an rts, but the sprites scroll correctly, but the level tiles only seem to update every 16 pixels or so.
     
  6. DanielHall

    DanielHall Well-Known Member Member

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    Cmpi.X $X,($FFFFFE1X).w ; Is it act 1/2 of slz?


    bne.w No ; If not branch to a sub that uses act 3 specific deformation


    *SLZ 1 & 2 Deformation code*


    No:


    *SLZ 3 Deformation code*
     
  7. theocas

    theocas #! Member

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    I do get that part, but the part I don't understand is the deformation itself, not this act switch. I just need to remove the deformation for the last row (Is it called that). Does anyone know how to?
     
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