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SCHG How-to

Retain Rings Between Acts in Sonic 1

From Sonic Retro

(Original guide by Afti, updated for the SVN/GitHub disassembly by MarioMario456)

This is a very simple guide to retaining rings between acts in Sonic 1. It's extremely easy, but, for those who literally have no ASM ability whatsoever...

Well, here it is. You literally need to delete one line, and add one line elsewhere.

Hivebrain's 2005 disassembly

Go to "Level_LoadObj:". You'll notice this line:

		move.w	d0,($FFFFFE20).w ; clear rings

This line deletes all of your rings. So, delete this line.

Then, go to "KillSonic:", and before this line:

		move.b	#0,($FFFFFE2D).w ; remove invincibility

add this line:

		move.w	#0,($FFFFFE20).w ; clear rings

And you'll retain rings between acts.

SVN/GitHub disassembly

Go to "Level_LoadObj:". You'll notice this line:

		move.w	d0,(v_rings).w	; clear rings

This line deletes all of your rings. So, delete this line.

Then, open "_incObj\sub ReactToItem.asm". Then, go to "KillSonic:", and before this line:

		move.b	#0,(v_invinc).w	; remove invincibility

add this line:

		move.w	#0,(v_rings).w ; clear rings

Now you'll retain rings between acts.

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)

|Retain Rings Between Acts in Sonic 1]]