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SCHG How-to

Have a functional Eggman monitor in Sonic 1

From Sonic Retro

Hivebrain's Sonic 1 disassembly (2005)

(Original guide by nineko) This very simple guide will tell you how to get a functional Eggman monitor in Sonic 1. It targets the Hivebrain 2005 Disassembly.

Open "sonic1.asm" and find this code:

Obj2E_ChkEggman:    ; XREF: Obj2E_Move
        addq.b    #2,$24(a0)
        move.w    #29,$1E(a0)
        move.b    $1C(a0),d0
        cmpi.b    #1,d0; does monitor contain Eggman?
        bne.s    Obj2E_ChkSonic
        rts    ; Eggman monitor does nothing
And replace it with this:
Obj2E_ChkEggman:    ; XREF: Obj2E_Move
        addq.b    #2,$24(a0)
        move.w    #29,$1E(a0)
        move.b    $1C(a0),d0
        cmpi.b    #1,d0; does monitor contain Eggman?
        bne.s    Obj2E_ChkSonic ; if not, go and check for the next monitor type (1-up icon)
        move.l    a0,a1 ; move a0 to a1, because Touch_ChkHurt wants the damaging object to be in a1
        move.l    a0,-(sp) ; push a0 on the stack, and decrement stack pointer
        lea    ($FFFFD000).w,a0 ; put Sonic's ram address in a0, because Touch_ChkHurt wants the damaged object to be in a0
        jsr    Touch_ChkHurt ; run the Touch_ChkHurt routine
        move.l    (sp)+,a0 ; pop the previous value of a0 from the stack, and increment stack pointer
        rts ; The Eggman monitor now does something!
Simple, isn't it? And it's set up in a way to use the regular "Touch_ChkHurt" routine, so shields and invincibilities are already taken in account by existing code, and the Eggman monitor will damage you like every other hazard would.

SVN and HG Disassemblies

(adjunction by AlexShx) This very simple guide will tell you how to get a functional Eggman monitor in Sonic 1 using the SVN (info) (676 kB) or the HG disassemblies.

Go to the folder called "_incObj" and open the ASM file "2E Monitor Content Power-Up", now go to the label "Pow_ChkEggman". You should see this code:

Pow_ChkEggman:
		move.b	obAnim(a0),d0
		cmpi.b	#1,d0		; does monitor contain Eggman?
		bne.s	Pow_ChkSonic
		rts			; Eggman monitor does nothing
; ===========================================================================
Now change this:
		rts			; Eggman monitor does nothing
To this:
		bra		Spik_Hurt  ; Eggman monitor hits Sonic
DONE!

This is the most simple way to get a functional Eggman monitor in SVN and Hg disassemblies, you just need to branch the code to "Spik_Hurt" routine, the same used for spikes (object 36)!

  • Sonic will not lose rings if he has a shield and nothing will happen if he is invincible
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)

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