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SCHG How-to

Difference between revisions of "Separate title art from GHZ/make GHZ load alternate art"

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Also, If you're going to be editing the art, it's best that you make a seperate file for the title screen. Look at this guide to do it: [[SCHG How-to:Make an Alternative Title Screen]]
 
Also, If you're going to be editing the art, it's best that you make a seperate file for the title screen. Look at this guide to do it: [[SCHG How-to:Make an Alternative Title Screen]]
  
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Revision as of 10:28, 13 September 2011

(Original guide by MKAmeX)

This guide assumes you have already merged the two GHZ files to make a single file (In this case, it should be 8x8GHZ.bin), this is actually a really easy thing to do.


First, load _inc/Main level load blocks.asm

You should see something like:

<asm> dc.l Nem_GHZ_2nd+$4000000 dc.l Blk16_GHZ+$5000000 dc.l Blk256_GHZ</asm>

Change it into:

<asm> dc.l Nem_GHZ+$4000000  ;changed from Nem_GHZ_2nd dc.l Blk16_GHZ+$5000000 dc.l Blk256_GHZ</asm>

Next, open sonic1.asm and look for:

<asm>Blk16_GHZ: incbin map16\ghz.bin even Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; Now only title screen and ending use this. even Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; Title Screen and ending only. even Blk256_GHZ: incbin map256\ghz.bin even Blk16_LZ: incbin map16\lz.bin even</asm>

add this above Nem_GHZ_1st:: <asm>Nem_GHZ: incbin artnem\8x8ghz.bin  ; New GHZ file. even</asm>

It should look like:

<asm>Blk16_GHZ: incbin map16\ghz.bin even Nem_GHZ: incbin artnem\8x8ghz.bin  ; New GHZ file. even Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; Now only title screen uses this. even Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; Title Screen only. even Blk256_GHZ: incbin map256\ghz.bin even Blk16_LZ: incbin map16\lz.bin even</asm>

Next, go to _inc/Pattern load cues.asm and find:

<asm>PLC_GHZ: dc.w $B dc.l Nem_GHZ_1st; GHZ main patterns dc.w 0 dc.l Nem_GHZ_2nd; GHZ secondary patterns dc.w $39A0</asm>

Change Nem_GHZ_1st into Nem_GHZ and remove Nem_GHZ_2nd. Next, you have to change $B into $A so it knows how many files to load. Your code should look like this.

<asm>PLC_GHZ: dc.w $A dc.l Nem_GHZ; GHZ main patterns dc.w 0</asm>

Load up your rom and it should load Correctly. You won't be able to tell if it worked or not unless you edit the art.

Also, If you're going to be editing the art, it's best that you make a seperate file for the title screen. Look at this guide to do it: SCHG How-to:Make an Alternative Title Screen

SCHG How-To Guide: Sonic the Hedgehog (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix the SEGA Sound | Display the Press Start Button Text | Fix the Level Select Menu | Fix the Hidden Points Bug | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix the Walk-Jump Bug | Correct Drowning Bugs | Fix the Death Boundary Bug | Fix the Camera Follow Bug | Fix Song Restoration Bugs | Fix the HUD Blinking | Fix the Level Select Graphics Bug | Fix a remember sprite related bug
Changing Design Choices
Change Spike Behavior | Collide with Water After Being Hurt | Fix Special Stage Jumping Physics | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Remove the Speed Cap | Port the REV01 Background Effects | Port Sonic 2's Level Art Loader | Retain Rings Between Acts | Add Sonic 2 (Simon Wai Prototype) Level Select | Improve ObjectMove Subroutines | Port Sonic 2 Level Select
Adding Features
Add Spin Dash ( Part 1 / Part 2 / Part 3 / Part 4 ) | Add Eggman Monitor | Add Super Sonic | Add the Air Roll
Sound Features
Expand the Sound Index | Play Different Songs Per Act | Port Sonic 2 Final Sound Driver | Port Sonic 3's Sound Driver | Port Flamewing's Sonic 3 & Knuckles Sound Driver | Change The SEGA Sound
Extending the Game
Load Chunks From ROM | Add Extra Characters | Make an Alternative Title Screen | Use Dynamic Tilesets | Make GHZ Load Alternate Art | Make Ending Load Alternate Art | Add a New Zone | Set Up the Goggle Monitor | Add New Moves | Add a Dynamic Collision System | Dynamic Special Stage Walls System | Extend Sprite Mappings and Art Limit | Enigma Credits | Use Dynamic Palettes
Miscellaneous
Convert the Hivebrain 2005 Disassembly to ASM68K
Split Disassembly Guides
Set Up a Split Disassembly | Basic Level Editing | Basic Art Editing | Basic ASM Editing (Spin Dash)