-
Notifications
You must be signed in to change notification settings - Fork 76
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
HPZ in new version of decomp #65
Comments
I've been watching clownacy's "How to restore hidden palace zone to sonic 2" video and there isnt any .bins in the directorys he goes to in the first 5 min i think |
@Clownacy any ideas? |
The tiles and blocks look correct, so the problem must be with the chunks. The .bins were renamed to suit the compression formats they use, so the are now .kos file because they're compressed in the Kosinski format. |
@Clownacy I have stored them in dropbox (and forgot which one i named for the chunk). Links: |
I used the master branch. |
I checked classic and it has the .bins |
Where can i find the chunks in the master branch and the s2 aug 21st disasm |
That's because it's outdated. If you want the exact version of the master branch that was used in the video, it can be found here.
|
I'll try when i get on a win10 machine, I am currently on a android device right now. |
I will update you when i get it to look normal |
Got a new error send you img in a few min if I can't fix it |
The thing before 'A1' is supposed to be a comma, not a full stop. |
oh that's was the issue |
oh wrong one |
@Clownacy it has crashed but loaded |
heres the zip |
@Clownacy what do i do if it crashes? |
You could install an error handler, like Flamewing's or Vladikcomper's, to see exactly what code is crashing and why. Since the game was previously not crashing, you could also undo changes until the game stops crashing. My guess is that the chunks are in the wrong compression format, causing the Kosinski decompressor to crash the game. |
@Clownacy got this when setting up debugger (valadikcomper)
|
What ClownMDEmu shows is normal: you're disassembling the ROM's header, not its code. The first 0x200 bytes of the ROM is header data. The assembler error messages are saying that 85883/ 40372 : ; byte_40372:
85884/ 40372 : (MACRO) APM_EHZ: begin_animpat
85884/ 40372 : =$40372 APM_EHZ label *
85884/ 40372 : =$78 APM_EHZ_Len := APM_EHZ_End - APM_EHZ_Blocks
85884/ 40372 : 1788 dc.w $1800 - APM_EHZ_Len
85884/ 40374 : 003B dc.w bytesToWcnt(APM_EHZ_Len)
85884/ 40376 : APM_EHZ_Blocks: |
i can't find the part of the code you said, heres the link to my s2.lsthttps://drive.google.com/file/d/1YpuNOiERIHg0IAV5r8W1molmLx1zQJDd/view?usp=sharing |
The code I'm describing is at line 150556. You can find it by searching 'byte_40372'. Oddly, the labels that the error messages are saying do not exist do exists, as proven by One thing that often happens is that one error will cause hundreds of bogus errors to occur after it. In this case, only the first few errors are actually real, and the many ones after them should be ignored. Were there any error messages before the ones you posted earlier? |
no, it only happened when i tried installing the error handler |
they are matching but wrong location |
I am having trouble with HPZ which replaces OOZ in my rom hack im working on it loads but....
can someone help?
The text was updated successfully, but these errors were encountered: