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SCHG How-to

Add Spin Dash to Sonic 1/Part 4

From Sonic Retro

(Original guide by Mercury)

2005 HiveBrain's disassembly

This will fix the issue which causes weird camera movements if the player performs a Spin Dash at the very beginning of a level since the camera will try to follow bad data from the array of Sonic's previous positions. The following code therefore clears the aforementioned array and should be added right after the loc_60D0 label:

		clr.w	($FFFFF7A8).w		; reset Sonic's position tracking index
		lea	($FFFFCB00).w,a2	; load the tracking array into a2
		moveq	#63,d2				; begin a 64-step loop
@looppoint:
		move.w	d1,(a2)+			; fill in X
		move.w	d0,(a2)+			; fill in Y
		dbf	d2,@looppoint		; loop


Another little issue is when using objects like spring right after spindashing. The game does not quite know how to accommodate after you suddenly change direction. It is fairly easy fix, so let's go to Obj41_AniLR, and right below the lable add this line:

		clr.w	($FFFFC904).w	; clear screen delay counter


And finally, there's an annoying bug that occurs when rolling into a Caterkiller too fast, which will result Sonic in taking damage despite the head being destroyed already. This happens because the spiked body segments are actually not getting deleted immediately after destroying the head, but rather one frame later. To fix this, go to loc_16C7C: and right below the label add:

		clr.b	$20(a1)	; immediately remove all touch response values when destroying the head to avoid taking damage


GitHub disassembly

This will fix the issue which causes weird camera movements if the player performs a Spin Dash at the very beginning of a level since the camera will try to follow bad data from the array of Sonic's previous positions. The following code therefore clears the aforementioned array. Open _inc\LevelSizeLoad & BgScrollSpeed.asm (or its JP1 counterpart if you have the JP1 revision enabled), and add theese lines at the beggining or the LevSz_SkipStartPos label:

		clr.w (v_trackpos).w ; reset Sonic's position tracking index 
		lea (v_tracksonic).w,a2 ; load the tracking array into a2 
		moveq #63,d2 ; begin a 64-step loop 
@looppoint: 
		move.w d1,(a2)+ ; fill in X 
		move.w d0,(a2)+ ; fill in Y 
		dbf d2,@looppoint ; loop


Another little issue is when using objects like spring right after spindashing. The game does not quite know how to accommodate after you suddenly change direction. It is fairly easy fix, so let's go to Spring_AniLR, and right below the lable add this line:

		clr.w ($FFFFC904).w	; clear screen delay counter


And finally, there's an annoying bug that occurs when rolling into a Caterkiller too fast, which will result Sonic in taking damage despite the head being destroyed already. This happens because the spiked body segments are actually not getting deleted immediately after destroying the head, but rather one frame later. To fix this, go to loc_16C7C: and right below the label add:

		clr.b	obColType(a1)	; immediately remove all touch response values when destroying the head to avoid taking damage


That's it!

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)

|Add Spin Dash to Sonic 1/Part 4]]