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SCHG How-to:Remove the Speed Cap

From Sonic Retro

(Ground speed cap fix originally by Tweaker; air speed cap fix originally by Puto)

Ground Speed Cap

Removing the speed cap requires taking a look at Sonic 2's version of Sonic_MoveLeft, and Sonic_MoveRight. First off, we should take a look at Sonic_MoveLeft (for example), and look at its code.

Sonic_MoveLeft:		   ; XREF: Sonic_Move
		move.w	$14(a0),d0
		beq.s	loc_13086
		bpl.s	loc_130B2
 
loc_13086:
		bset	#0,$22(a0)
		bne.s	loc_1309A
		bclr	#5,$22(a0)
		move.b	#1,$1D(a0)
 
loc_1309A:
		sub.w	d5,d0
		move.w	d6,d1
		neg.w	d1
		cmp.w	d1,d0
		bgt.s	loc_130A6
		move.w	d1,d0
 
loc_130A6:
		move.w	d0,$14(a0)
		move.b	#0,$1C(a0); use walking animation
		rts

This is the section we're looking for. Now, let's look up one of the lines in here until we find a matching pattern in S2.

loc_1C2A4:		   ; CODE XREF: h+515C p
		move.w	$14(a0),d0
		beq.s	loc_1C2AC
		bpl.s	loc_1C2DE
 
loc_1C2AC:		   ; CODE XREF: h+5334 j
		bset	#0,$22(a0)
		bne.s	loc_1C2C0
		bclr	#5,$22(a0)
		move.b	#1,$1D(a0)
 
loc_1C2C0:		   ; CODE XREF: h+533E j
		sub.w	d5,d0
		move.w	d6,d1
		neg.w	d1
		cmp.w	d1,d0
		bgt.s	loc_1C2D2
		add.w	d5,d0
		cmp.w	d1,d0
		ble.s	loc_1C2D2
		move.w	d1,d0
 
loc_1C2D2:		   ; CODE XREF: h+5354 j h+535A j
		move.w	d0,$14(a0)
		move.b	#0,$1C(a0)
		rts

Success! Now, let's compare the differences here. You'll notice S2's routine has 3 extra lines in it:

		add.w	d5,d0
		cmp.w	d1,d0
		ble.s	loc_1C2D2

So, what we want to do is add this code to Sonic 1's routine. Take these 3 lines and modify them to work with S1. You should end up with this:

Sonic_MoveLeft:		   ; XREF: Sonic_Move
		move.w	$14(a0),d0
		beq.s	loc_13086
		bpl.s	loc_130B2
 
loc_13086:
		bset	#0,$22(a0)
		bne.s	loc_1309A
		bclr	#5,$22(a0)
		move.b	#1,$1D(a0)
 
loc_1309A:
		sub.w	d5,d0
		move.w	d6,d1
		neg.w	d1
		cmp.w	d1,d0
		bgt.s	loc_130A6
		add.w	d5,d0
		cmp.w	d1,d0
		ble.s	loc_130A6
		move.w	d1,d0
 
loc_130A6:
		move.w	d0,$14(a0)
		move.b	#0,$1C(a0); use walking animation
		rts

Now, we have to do the same for Sonic_MoveRight. Once again, let's find the S2 equivalent of the routine using Sonic 1's routine.

Sonic 1's:

Sonic_MoveRight:	   ; XREF: Sonic_Move
		move.w	$14(a0),d0
		bmi.s	loc_13118
		bclr	#0,$22(a0)
		beq.s	loc_13104
		bclr	#5,$22(a0)
		move.b	#1,$1D(a0)
 
loc_13104:
		add.w	d5,d0
		cmp.w	d6,d0
		blt.s	loc_1310C
		move.w	d6,d0
 
loc_1310C:
		move.w	d0,$14(a0)
		move.b	#0,$1C(a0); use walking animation
		rts

And, with the same amount of backsearching, we can find Sonic 2's, which is the following:

loc_1C32A:		   ; CODE XREF: h+5168 p
		move.w	$14(a0),d0
		bmi.s	loc_1C35E
		bclr	#0,$22(a0)
		beq.s	loc_1C344
		bclr	#5,$22(a0)
		move.b	#1,$1D(a0)
 
loc_1C344:		   ; CODE XREF: h+53C2 j
		add.w	d5,d0
		cmp.w	d6,d0
		blt.s	loc_1C352
		sub.w	d5,d0
		cmp.w	d6,d0
		bge.s	loc_1C352
		move.w	d6,d0
 
loc_1C352:		   ; CODE XREF: h+53D4 j h+53DA j
		move.w	d0,$14(a0)
		move.b	#0,$1C(a0)
		rts

Now, once again, you'll notice the difference between the two routines is the following lines:

		sub.w	d5,d0
		cmp.w	d6,d0
		bge.s	loc_1C352

So, once again, let's apply these changes to work with S1, providing our final, result routine for S1:

Sonic_MoveRight:	   ; XREF: Sonic_Move
		move.w	$14(a0),d0
		bmi.s	loc_13118
		bclr	#0,$22(a0)
		beq.s	loc_13104
		bclr	#5,$22(a0)
		move.b	#1,$1D(a0)
 
loc_13104:
		add.w	d5,d0
		cmp.w	d6,d0
		blt.s	loc_1310C
		sub.w	d5,d0
		cmp.w	d6,d0
		bge.s	loc_1310C
		move.w	d6,d0
 
loc_1310C:
		move.w	d0,$14(a0)
		move.b	#0,$1C(a0); use walking animation
		rts

And that should be it! Build your new ROM, and the infamous (ground) speed cap should be gone!

Air Speed Cap

However, that still keeps the cap in mid-air. So let's adapt that to fix the speed cap in mid-air too.

Here's the original code:

Sonic_ChgJumpDir:		; XREF: Obj01_MdJump; Obj01_MdJump2
	move.w	($FFFFF760).w,d6	
	move.w	($FFFFF762).w,d5	
	asl.w	#1,d5	
	btst	#4,$22(a0)	
	bne.s Obj01_ResetScr2	
	move.w	$10(a0),d0	
	btst	#2,($FFFFF602).w; is left being pressed?	
	beq.s loc_13278; if not, branch	
	bset	#0,$22(a0)	
	sub.w	d5,d0	
	move.w	d6,d1	
	neg.w	d1	
	cmp.w	d1,d0	
	bgt.s	loc_13278	
	move.w	d1,d0
loc_13278:	
	btst	#3,($FFFFF602).w; is right being pressed?	
	beq.s   Obj01_JumpMove; if not, branch	
	bclr	#0,$22(a0)	
	add.w	d5,d0	
	cmp.w	d6,d0	
	blt.s	Obj01_JumpMove	
	move.w	d6,d0

As you can see, it works exactly the same way as the MoveLeft/Right routines. So let's apply the same fix. After bgt.s loc_13278, add the following lines:

	add.w d5,d0
	cmp.w d1,d0
	ble.s loc_13278

And do a similar thing after blt.s Obj01_JumpMove:

	sub.w d5,d0
	cmp.w d6,d0
	bge.s Obj01_JumpMove

Final result:

Sonic_ChgJumpDir:		; CODE XREF: ROM:00012E40 p ...
	move.w	($FFFFF760).w,d6
	move.w	($FFFFF762).w,d5
	asl.w	#1,d5
	btst	#4,$22(a0)	
	bne.s	Obj01_ResetScr2	
	move.w	$10(a0),d0	
	btst	#2,($FFFFF602).w; is left being pressed?	
	beq.s	loc_13278; if not, branch	
	bset	#0,$22(a0)	
	sub.w	d5,d0	
	move.w	d6,d1	
	neg.w	d1	
	cmp.w	d1,d0	
	bgt.s	loc_13278	
	add.w	d5,d0
	cmp.w	d1,d0 
	ble.s	 loc_13278	
	move.w	d1,d0
 
loc_13278:	; CODE XREF: Sonic_ChgJumpDir+1C j ...	
	btst	#3,($FFFFF602).w; is right being pressed?	
	beq.s	Obj01_JumpMove; if not, branch	
	bclr	#0,$22(a0)	
	add.w	d5,d0	
	cmp.w	d6,d0	
	blt.s	Obj01_JumpMove
	sub.w	d5,d0  
	cmp.w	d6,d0
	bge.s	Obj01_JumpMove 
	move.w	d6,d0