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  • Sonic 1 / Sonic 2 / Sonic 3|Sonic 3 & Knuckles code requests

    I've seen lately that Sonic 3 and Sonic 3K don't have very many codes for Tails, so I had a few ideas for codes and so I'm going to request those here.

    1. Tails uses Sonic's Insta-Shield. This requires a bit of explanation: There are some codes somewhere that allow Sonic to "glide" (dunno if it's supposed to be branching Knuckles' gliding maneuver or not, as I never checked ram with the code on,) so I thought it'd be cool if something like that could work for Tails in getting Sonic's insta-shield ability. The only way I've been able to do that, however, is through the character swap method that I did for my Tails is P1, Sonic P2 codes, but the camera is glitchy and Sonic doesn't ever use tails' respawn routines, so I thought I'd ask if there were an easier way that would do this.

    2. Tails Gravity Codes - Already done by Tony Hedstrom, not needed.

    3. Other characters get Tails' tails object: I have a code for that already that I found on a FAQ I found on GameFAQs. But the code is kinda glitchy and it doesn't work with the Sonic with Tails game mode because that code (I guess) disables Tails' CPU routines. (Dunno how though.)

    So there we go. If you guys need the codes that I have mentioned, I'd be glad to give them to you guys.
    Last edited by JeffCharizardFlame; 01-04-2015, 09:40:03 AM. Reason: Tails Gravity Codes had already been done.
    Well hello there, I am jeff, a senior from Iowa.

    Jeff

  • #2
    Originally posted by JeffCharizardFlame View Post
    I've seen lately that Sonic 3 and Sonic 3K don't have very many codes for Tails, so I had a few ideas for codes and so I'm going to request those here.

    2. Tails gravity codes
    Did you see the gravity codes here: http://codehut.gshi.org/SK_Sonic3GG.txt

    I made the codes a while back, but I think they will work on Tails too. Let me know if it doesn't work on Tails, or if you need a different type of code.
    The Code Hut: http://codehut.gshi.org/

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    • #3
      Alright, thanks Tony.

      I'm going to go ahead and post the others get Tails' Tails object code right now so I can have it up here for you guys.

      The code is a game genie code, so already I realize it may have some flaws in that sense, but anyways the code is AAPT-D2B0.
      Well hello there, I am jeff, a senior from Iowa.

      Jeff

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      • #4
        Originally posted by JeffCharizardFlame View Post
        I'm going to go ahead and post the others get Tails' Tails object code right now so I can have it up here for you guys.

        The code is a game genie code, so already I realize it may have some flaws in that sense, but anyways the code is AAPT-D2B0.
        A couple questions...

        Is that code for Sonic 3, or Sonic 3 w/Knuckles?

        What is your request exactly?
        The Code Hut: http://codehut.gshi.org/

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        • #5
          Doesn't matter which one, but that one only works for Sonic 3 with S&K attached. So I guess either an improved code that works with both modes or a code that just works on Sonic 3. lD Also, I tested the gravity codes, and they do work. So that's a plus. I'll be putting a strikethrough on that part of the first post. I would ask if it would be possible for someone to port the code making Tails always swim in Sonic 3 alone to S3K, but I'll wait on that until we figure out/get the tails tails object thing done. The code I posted gives Sonic alone and Knuckles the object that handles Tails' Tails. what I mean by this is that tails' tails show up on the sprite of the selected character, but it disables tails' cpu routines in the process if you are in a sonic and tails game, but the tails are somewhat glitchy when moving while jumping. The request is for an improved code that somewhat fixes this and/or a code that works on Sonic 3.
          Last edited by JeffCharizardFlame; 01-04-2015, 09:41:02 AM.
          Well hello there, I am jeff, a senior from Iowa.

          Jeff

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          • #6
            After looking at the "Tails' Tails" code, and several more codes from the same file at GameFaqs, I'm pretty sure most of them were made by entering random letters/numbers. Trying to fix that code would probably be way too time consuming. The code modifies a BEQ (Branch if Equal) destination. Maybe someone else will take a look at it.
            The Code Hut: http://codehut.gshi.org/

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            • #7
              OK. So this can be disregarded then. lD
              Well hello there, I am jeff, a senior from Iowa.

              Jeff

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              • #8
                Alright, new requests coming up.

                1. All characters use their super forms' speed, acceleration, and deceleration values.
                2. All characters have higher max speed and accelerate faster.
                3. This is kind of a fix request for the characters accelerate much faster code because it somehow takes away the spin dash's ability to roll on the ground. I'd like to see if this could be fixed.
                Well hello there, I am jeff, a senior from Iowa.

                Jeff

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                • #9
                  It'd be really cool for the three above codes to be done, but I don't know where all this is myself, so. o3o

                  OK, so in addition to those, I wonder if it would be at all possible to switch shield actions in either Sonic 3 or Sonic 3K. This kinda came from the Can Always Double Jump code made by Tony Hedstrom, so I'm wondering if something like that would be able to be done for, say, Can always bubble bounce or Can Always fireball dash. As for switching actions, the idea there is that shield actions swap, as an example, the Lightning Shield bounces (like the bubble shield) and the Bubble Shield double jumps.

                  Edit: Looking at the converted Game Genie codes for S3K equivalents of the Can always double jump/ Can always use fireball dash (011980:4E71 and 01193C:4E71 respectively) it looks like those are the addresses to the Lightning shield behavior and the Fire Shield behavior, with an NOP code to cancel out the other behaviors. or at least for the ones that those codes will affect. Where/how would I find the bubble bounce behavior address to do something similar?
                  Last edited by JeffCharizardFlame; 01-26-2015, 09:08:38 AM.
                  Well hello there, I am jeff, a senior from Iowa.

                  Jeff

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                  • #10
                    Tools Needed:
                    - Emulator w/ Debugger (I suggest MESS.)
                    - Knowledge of 68k ASM (Beginner/Intermediate)

                    Effect/Affect Related Attributes:

                    You'll want to start with finding the power up modifier for the character (bubbles should be included in this). Once you've found that, you'll need to set a breakpoint for read on that address, and dissect each part of the power up (should be several things reading the address to say display the proper graphic, play the correct sound, and then attributes). Once you find what read is controlling attributes associated with each power up (you can manually hard code values for other power ups to determine this), you'll then proceed to make small custom routines comparing the value to the power up you currently have, then if true having that value reassigned as another power up value instead for certain attributes you wish to take from other powerups. I call this method "hot swapping", which basically lets you keep your current power up, but makes the game think your using another for that particular instance.

                    Input related Attributes:

                    Some of these abilities may also be locked down by a small branch over that checks the value of the power up (these would be input related moves like the "Fireball Dash"). Think of these as extra moves that just happen to be associated with a power up value, and just check to see that you have said power up before they are allowed to execute. To find these, set a breakpoint for read on the power up address while attempting to performing the desired move (ex: "Fireball Dash"), and you should find a compare reading the power up value to determine if it should allow you to perform said move (branch over if not equal). Changing the branch instruction accordingly should allow you to perform said move without having the required power up.
                    Not taking any requests at this time.

                    Bored? Watch some of my hacks here.

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                    • #11
                      I'm not really a wiz at 68K, so I dunno how well this would blow over with me, knowing that I can get frustrated with codes FAR too easily if I don't get them working... That's the main hurdle that really prevents me from doing these with help, so. Also, if it weren't for the fact my bandwidth has a lot to do with not having proper utilities, then I'd most likely have more experience than I have. So if anyone's wondered why I ask so many requests a lot, there's why.
                      Well hello there, I am jeff, a senior from Iowa.

                      Jeff

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                      • #12
                        Originally posted by JeffCharizardFlame View Post
                        Alright, new requests coming up.

                        3. This is kind of a fix request for the characters accelerate much faster code because it somehow takes away the spin dash's ability to roll on the ground. I'd like to see if this could be fixed.
                        Adding this code fixes my "Sonic (or Sonic with Tails) accelerates much faster" code so Sonic can roll on the ground correctly when spin dashing. I haven't tested it with Tails or Knuckles yet, but it might work with them as well.

                        Sonic & Knuckles + Sonic 3

                        RELT-C6T0
                        Last edited by Tony H; 01-26-2015, 11:11:56 PM.
                        The Code Hut: http://codehut.gshi.org/

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                        • #13
                          The spindash fix code doesn't affect tails or knuckles. at least from what I noticed. Also, I've noticed that turning super/hyper or going underwater resets the acceleration to its normal values. Could there possibly be a way for the game to either not load a super form at all (disable transforming with all emeralds) or have the modified acceleration stay even after going super or underwater?
                          Well hello there, I am jeff, a senior from Iowa.

                          Jeff

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                          • #14
                            Maybe what I'll do is just make a "Pause and press A to enable faster acceleration" type code.
                            The Code Hut: http://codehut.gshi.org/

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                            • #15
                              I suppose that'd work too. lD
                              Well hello there, I am jeff, a senior from Iowa.

                              Jeff

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