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There is a possibility that the project also shows data for a special stage in Sonic 2? I learned some memory addresses that are used during a special stage.
marzojr
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I fixed a few things in the hitbox display and made new versions of Gens for the 4 Genesis games; they are in the first post. Edit: After a brief talk with Aglar, I added anchor points for terrain collision in the modified versions of Gens. The new versions, and the details, are in the first post. Edit 2: As it turns out, I had neglected a factor that made the zip anchor incorrect. The first post has been updated with the new links.
Marzo Junior
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Can you please add support for this hack?
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
marzojr
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WST wrote:
Can you please add support for this hack?
Done. Changelog: Aug 25 2012:
  • Sonic 3 & Amy Rose support;
  • Updated Charmy in Sonic 1 support to v1.1;
  • Perfect rings counter in S2;
Edit: Anyway, I created a Hg repository for the Lua HUD; it is here. The "source" does not have the *.luaimg images nor the generated files, meaning you can't just clone the repository and load the script into Gens. It does have scripts to build these files; the scripts require a bash-compatible shell with Lua and png2gd both installed, meaning it can only be built in a *nix environment. I will see if it is possible to set MinGW/msys up to build on Windows. The scripts also need to know where to find the ROMs (all of the supported ones) so it can find where the HUD and boss codes are. I do provide a built download, which is essentially identical to the one at the top of the thread but with a readme file and licensing information. Edit 2: Added links to map for the original games.
Marzo Junior
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Looks like the HUD script does not work if started when Amy is Super Amy.
headers/widgets.lua:56: bad argument #3 to 'drawimage' (string expected, got nil)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
marzojr
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Will look into it.
Marzo Junior
marzojr
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New version of the HUD is up; you can download it on the Google Code project: here. Changelog: Sep 5/2012
  • Added horizontal scroll delay support for S2, S3, S&K, and their supported hacks.
  • Fixed bugs 'Sonic 3 & Amy' hack.
Edit: I made a new version that works regardless of where it is decompressed to. I also add a couple of scripts to it, at the same location as the other stand-alone scripts. Same download location.
Marzo Junior
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I've made a Windows package containing Gens (svn rev 304), some camhack-enabled Gens builds, useful Lua scripts and movie file editor. The only goal is to have a single file allowing to set up a complete Sonic TASing environment at any place in just a few clicks. Hopefully you'll find it useful. You can download it here.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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Joined: 7/6/2012
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How to capture a picture of the maps, or if it's not so easy, can anybody give me a map pack for sonic 3 & knuckles Master Edition 2 please.
~ [I]feeuzz
marzojr
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It takes work to dump maps; it either requires special tools or vastly more work. IF (BIG if) there are no code changes, compiling Gens with vanilla S&K maphack support would be up to the task. If it doesn't, you likely won't get much help regarding master edition 2 -- the dimbulb that made the hack not only did so by hacking master edition 1 without its author's consent (which, by itself, is already heavily frowned upon in the hacking scene), but when he got kicked out for it, he then started posing as if he had approval from SSRG by posting movies with their logo on YouTube. Also: you linked to a ROM. Not cool, man.
Marzo Junior
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oh my god! why I am I always the last to know these things? so, I try (by all means that I possess) and If I can I upload them.
~ [I]feeuzz
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marzojr wrote:
Ithe dimbulb that made the hack not only did so by hacking master edition 1 without its author's consent
master edition 2 maker is VegaLTE (mok425), maker of master edition 1 (this is what he said), no?
~ [I]feeuzz
marzojr
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No. Master Edition -- the original game -- was made by NovaWizard and released only on the forums of Sonic Retro: this thread. As the original creator of the game, there is high likelihood that he would ask a moderator to unlock the thread and post updates there. Without NovaWizard's consent, VegaLTE/mok45 made edits to Master Edition and tried to pass it off as if he did everything. GT Koopa was the first to notice (see his posts here, and the thread here). He is not welcome to SSRG, and yet, he is using their logo as if he has their approval. If he is saying he made Master Edition 1, he is lying. Unless he is calling his first unauthorized edit "Master Edition 1", in which case he is technically speaking the truth about this, but glossing over the fact that he stole someone else's work, edited it, then tried to pass it off as his own.
Marzo Junior
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ouch... sorry.
~ [I]feeuzz
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a last question about "sonic TAS tools", how to use multitrack recording please? ( I see a topic here but which is the good emulator please?)
~ [I]feeuzz
marzojr
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That form of multitrack described in the thread you linked to is horribly outdated; there is a new form build in to Gens (including the versions I provide): it is all in Tools->Movie->Tracks. Basically: by default, all tracks will be toggled on. If you want to disable (or re-enable) a track, press Crtl+Shift+1 (for player 1) or Ctrl+Shift+2 (for player 2). To re-enable both tracks, press Ctrl+Shift+A. When a track is toggled off, it will keep the input it had when you load a state. If you load a state with differing (or longer) input, then load an earlier state, the input will be changed to match this state. When a track is toggled on, it will behave as always: when loading a state, input past that state is discarded.
Marzo Junior
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thank you very much boss!
~ [I]feeuzz
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S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
marzojr
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I released a new version of the HUD script; download link at first post (basically, go to Google Code). Changes are: Jun 28/2013:
  • Fixed horizontal scroll delay for non-S3/S&K/S3&K.
  • Better object-oriented model including: class/extends syntax to declare a class/declare that it is derived from another class; automatically created <classname>.new method that allocates a new instance and calls the constructor you define (<classname>:constructor); Java-like super method to call the next constructor up on the class hierarchy; widget abstract class will throw an informative error if used.
  • Error handling code to check that (1) UI widgets only accept widgets as children and that (2) functions are supplied for callbacks.
  • ROM checker no longer caches the return value of s1tails_check -- it is only ever called once per ROM anyway.
  • Fixed two of Hyper Sonic's icons.
  • Icons are dynamically loaded as needed, instead of all at once at startup.
Marzo Junior
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Can you implement optional displaying expected jump trajectory, or at least expected vector of the speed? (upd) just realized that the trajectory depends on how long you are pressing the jump button. So, displaying the direction of the jump would be enough.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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How to remove "D000" from S1 camhack?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
WST
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feos wrote:
How to remove "D000" from S1 camhack?
Num lock?
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Would you be so kind to add the camera’s X/Y pixel position display? :)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
marzojr
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Will do so. I am also thinking of adding screen boundary display to help with capsules; this should come in handy.
Marzo Junior
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New version of the script is out, probably the last download that I will add to Google Code (since they are disabling downloads due to abuse). Changes:
  • Replaced score display by camera position display.
  • Added a level bounds display which shows where the player is stopped. Yellow is for player 1, magenta for player 2; magenta is drawn after, so if only magenta is being shown, then both are being coincident. These displays are keyed by the character's HUDs, and will only display if those are also being displayed. The computations in the games for level bounds use the player's centerpoint; the HUD uses their hitbox instead. This means that the boundary will shift when the character's size changes.
  • Found and added horizontal scroll delay for s1tails and for s1knux.
  • Fixed boss code tables for S&K and S3&Amy
  • Build scripts now skips missing ROMs and warns about it.
Marzo Junior