Difference between revisions of "Correct Drowning Bugs in Sonic 1"
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− | ''(Guide by [[redhotsonic]])'' | + | ''(Guide by [[User:Redhotsonic|redhotsonic]])'' |
These bugs are present in both Sonic's 1 & 2, but have been fixed in Sonic 3 (& Knuckles). | These bugs are present in both Sonic's 1 & 2, but have been fixed in Sonic 3 (& Knuckles). | ||
Line 16: | Line 16: | ||
Now, I'm going to show you how to fix these bugs in Sonic 1 and Sonic 2, the way Sonic 3 and Knuckles did it. It's not that hard, I've done all the research for you. This guide will show you the fix for Sonic 1, for the SVN disassembly. If you are looking for the Sonic 2 fix, its [[SCHG_How-to:Correct_Drowning_Bugs_in_Sonic_2|here]]. | Now, I'm going to show you how to fix these bugs in Sonic 1 and Sonic 2, the way Sonic 3 and Knuckles did it. It's not that hard, I've done all the research for you. This guide will show you the fix for Sonic 1, for the SVN disassembly. If you are looking for the Sonic 2 fix, its [[SCHG_How-to:Correct_Drowning_Bugs_in_Sonic_2|here]]. | ||
+ | ==Hivebrain== | ||
+ | ''(Addition by [[User:Luigi Hero|Luigi Hero]])'' | ||
+ | |||
+ | '''First''', we need to make little edit to the drowning-routine. | ||
+ | |||
+ | Go to "Obj0A_ReduceAir:" and just after the "move.w #0,$14(a0)" command, insert this: | ||
+ | <syntaxhighlight lang="asm"> | ||
+ | move.b #$A,$24(a0) ; Force the character to drown | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | And just after "move.b #1,($FFFFF744).w", insert this: | ||
+ | <syntaxhighlight lang="asm"> | ||
+ | move.b #0,($FFFFFE1E).w ; Stop the timer immediately | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | So you have this: | ||
+ | <syntaxhighlight lang="asm"> | ||
+ | Obj0A_ReduceAir: | ||
+ | subq.w #1,($FFFFFE14).w ; subtract 1 from air remaining | ||
+ | bcc.w Obj0A_GoMakeItem ; if air is above 0, branch | ||
+ | bsr.w ResumeMusic | ||
+ | move.b #$81,($FFFFF7C8).w ; lock controls | ||
+ | move.w #$B2,d0 | ||
+ | jsr (PlaySound_Special).l ; play drowning sound | ||
+ | move.b #$A,$34(a0) | ||
+ | move.w #1,$36(a0) | ||
+ | move.w #$78,$2C(a0) | ||
+ | move.l a0,-(sp) | ||
+ | lea ($FFFFD000).w,a0 | ||
+ | bsr.w Sonic_ResetOnFloor | ||
+ | move.b #$17,$1C(a0) ; use Sonic's drowning animation | ||
+ | bset #1,$22(a0) | ||
+ | bset #7,2(a0) | ||
+ | move.w #0,$12(a0) | ||
+ | move.w #0,$10(a0) | ||
+ | move.w #0,$14(a0) | ||
+ | move.b #$A,$24(a0) ; Force the character to drown | ||
+ | move.b #1,($FFFFF744).w | ||
+ | move.b #0,($FFFFFE1E).w ; Stop the timer immediately | ||
+ | movea.l (sp)+,a0 | ||
+ | rts | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | Next, go to "loc_13F86:" and change all this: | ||
+ | |||
+ | <syntaxhighlight lang="asm"> | ||
+ | loc_13F86: | ||
+ | subq.w #1,$2C(a0) | ||
+ | bne.s loc_13F94 | ||
+ | move.b #6,($FFFFD024).w | ||
+ | rts | ||
+ | ; =========================================================================== | ||
+ | |||
+ | loc_13F94: | ||
+ | move.l a0,-(sp) | ||
+ | lea ($FFFFD000).w,a0 | ||
+ | jsr SpeedToPos | ||
+ | addi.w #$10,$12(a0) | ||
+ | movea.l (sp)+,a0 | ||
+ | bra.s loc_13FAC | ||
+ | </syntaxhighlight> | ||
+ | To this: | ||
+ | <syntaxhighlight lang="asm"> | ||
+ | loc_13F86: | ||
+ | subq.w #1,$2C(a0) | ||
+ | bne.s loc_13FAC ; Make it jump straight to this location | ||
+ | move.b #6,($FFFFD000+$24).w | ||
+ | rts | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | Right, that's the drowning-routine finished. Now, we need to make Sonic apply to this. Open the main ASM file and go to "Obj01_Index:" and add this line at the end of the table: | ||
+ | <syntaxhighlight lang="asm"> | ||
+ | dc.w Sonic_Drowned-Obj01_Index | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | So you have: | ||
+ | <syntaxhighlight lang="asm"> | ||
+ | Obj01_Index: dc.w Obj01_Main-Obj01_Index | ||
+ | dc.w Obj01_Control-Obj01_Index | ||
+ | dc.w Obj01_Hurt-Obj01_Index | ||
+ | dc.w Obj01_Death-Obj01_Index | ||
+ | dc.w Obj01_ResetLevel-Obj01_Index | ||
+ | dc.w Sonic_Drowned-Obj01_Index | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | Next, find "; End of function Sonic_Loops" and just below it, insert this: | ||
+ | |||
+ | <syntaxhighlight lang="asm"> | ||
+ | ; --------------------------------------------------------------------------- | ||
+ | ; Sonic when he's drowning | ||
+ | ; --------------------------------------------------------------------------- | ||
+ | |||
+ | ; ||||||||||||||| S U B R O U T I N E ||||||||||||||||||||||||||||||||||||||| | ||
+ | |||
+ | |||
+ | Sonic_Drowned: | ||
+ | bsr.w SpeedToPos ; Make Sonic able to move | ||
+ | addi.w #$10,$12(a0) ; Apply gravity | ||
+ | bsr.w Sonic_RecordPos ; Record position | ||
+ | bsr.s Sonic_Animate ; Animate Sonic | ||
+ | bsr.w LoadSonicDynPLC ; Load Sonic's DPLCs | ||
+ | bra.w DisplaySprite ; And finally, display Sonic | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | There, all done. When you drown, everything will be normal. If you got hurt then drown, everything will still be normal and you won't be able to hit the floor, nor will you fall fast. Also, as soon as Sonic drowns, the timer will stop immediately, rather than continuing to countdown. Because of this, there is no way you can get Time Over when drowning. | ||
+ | |||
+ | BUT WAIT! There's just ONE MORE THING! You'll find that no bubbles come from Sonic's mouth when he is in his drowning animation. Bubbles come out of his mouth normally, and the countdown numbers work fine... but after he drowns, no bubbles come out. To fix this: | ||
+ | |||
+ | Go to label "loc_D362:" and between the label and it's first command, insert this: | ||
+ | <syntaxhighlight lang="asm"> | ||
+ | cmpi.b #$A,($FFFFD000+$24).w ; Has Sonic drowned? | ||
+ | beq.s loc_D348 ; If so, run objects a little longer | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | So you have this: | ||
+ | <syntaxhighlight lang="asm"> | ||
+ | loc_D362: | ||
+ | cmpi.b #$A,($FFFFD000+$24).w ; Has Sonic drowned? | ||
+ | beq.s loc_D348 ; If so, run objects a little longer | ||
+ | moveq #$1F,d7 | ||
+ | bsr.s loc_D348 | ||
+ | moveq #$5F,d7 | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | Done. This allows objects to run for a little bit longer than normal, allowing the bubbles to run out of Sonic's mouth like normal. | ||
+ | |||
+ | ==SVN== | ||
'''First''', we need to make little edit to the drowning-routine. You need to open the "0A - Drowning Countdown.asm". | '''First''', we need to make little edit to the drowning-routine. You need to open the "0A - Drowning Countdown.asm". | ||
Go to "@reduceair:" and just after the "move.w #0,obInertia(a0)" command, insert this: | Go to "@reduceair:" and just after the "move.w #0,obInertia(a0)" command, insert this: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
move.b #$A,obRoutine(a0) ; Force the character to drown | move.b #$A,obRoutine(a0) ; Force the character to drown | ||
− | </ | + | </syntaxhighlight> |
And just after "move.b #1,(f_nobgscroll).w", insert this: | And just after "move.b #1,(f_nobgscroll).w", insert this: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
move.b #0,(f_timecount).w ; Stop the timer immediately | move.b #0,(f_timecount).w ; Stop the timer immediately | ||
− | </ | + | </syntaxhighlight> |
So you have this: | So you have this: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
@reduceair: | @reduceair: | ||
subq.w #1,(v_air).w ; subtract 1 from air remaining | subq.w #1,(v_air).w ; subtract 1 from air remaining | ||
Line 55: | Line 182: | ||
movea.l (sp)+,a0 | movea.l (sp)+,a0 | ||
rts | rts | ||
− | </ | + | </syntaxhighlight> |
Next, go to "@loc_13F86:" and change all this: | Next, go to "@loc_13F86:" and change all this: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
@loc_13F86: | @loc_13F86: | ||
subq.w #1,$2C(a0) | subq.w #1,$2C(a0) | ||
Line 72: | Line 199: | ||
addi.w #$10,obVelY(a0) | addi.w #$10,obVelY(a0) | ||
movea.l (sp)+,a0 | movea.l (sp)+,a0 | ||
− | bra.s @nochange | + | bra.s @nochange</syntaxhighlight> |
− | </ | ||
To this: | To this: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
@loc_13F86: | @loc_13F86: | ||
subq.w #1,$2C(a0) | subq.w #1,$2C(a0) | ||
Line 82: | Line 208: | ||
move.b #6,(v_player+obRoutine).w | move.b #6,(v_player+obRoutine).w | ||
rts | rts | ||
− | </ | + | </syntaxhighlight> |
Right, that's the drowning-routine finished. Now, we need to make Sonic apply to this. Open the main ASM file and go to "Sonic_Index:" and add this line at the end of the table: | Right, that's the drowning-routine finished. Now, we need to make Sonic apply to this. Open the main ASM file and go to "Sonic_Index:" and add this line at the end of the table: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
dc.w Sonic_Drowned-Sonic_Index | dc.w Sonic_Drowned-Sonic_Index | ||
− | </ | + | </syntaxhighlight> |
So you have: | So you have: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
Sonic_Index: dc.w Sonic_Main-Sonic_Index | Sonic_Index: dc.w Sonic_Main-Sonic_Index | ||
dc.w Sonic_Control-Sonic_Index | dc.w Sonic_Control-Sonic_Index | ||
Line 97: | Line 223: | ||
dc.w Sonic_ResetLevel-Sonic_Index | dc.w Sonic_ResetLevel-Sonic_Index | ||
dc.w Sonic_Drowned-Sonic_Index | dc.w Sonic_Drowned-Sonic_Index | ||
− | </ | + | </syntaxhighlight> |
Next, find "include "_incObj\Sonic Loops.asm"" and just below it, insert this: | Next, find "include "_incObj\Sonic Loops.asm"" and just below it, insert this: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
include "_incObj\Sonic Drowns.asm" | include "_incObj\Sonic Drowns.asm" | ||
− | </ | + | </syntaxhighlight> |
Then, in the "_incObj" folder, make a new ASM file called "Sonic Drowns.asm" and insert this: | Then, in the "_incObj" folder, make a new ASM file called "Sonic Drowns.asm" and insert this: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
; --------------------------------------------------------------------------- | ; --------------------------------------------------------------------------- | ||
; Sonic when he's drowning | ; Sonic when he's drowning | ||
Line 120: | Line 246: | ||
bsr.w Sonic_LoadGfx ; Load Sonic's DPLCs | bsr.w Sonic_LoadGfx ; Load Sonic's DPLCs | ||
bra.w DisplaySprite ; And finally, display Sonic | bra.w DisplaySprite ; And finally, display Sonic | ||
− | </ | + | </syntaxhighlight> |
There, all done. When you drown, everything will be normal. If you got hurt then drown, everything will still be normal and you won't be able to hit the floor, nor will you fall fast. Also, as soon as Sonic drowns, the timer will stop immediately, rather than continuing to countdown. Because of this, there is no way you can get Time Over when drowning. | There, all done. When you drown, everything will be normal. If you got hurt then drown, everything will still be normal and you won't be able to hit the floor, nor will you fall fast. Also, as soon as Sonic drowns, the timer will stop immediately, rather than continuing to countdown. Because of this, there is no way you can get Time Over when drowning. | ||
Line 127: | Line 253: | ||
Go to label "loc_D362:" and between the label and it's first command, insert this: | Go to label "loc_D362:" and between the label and it's first command, insert this: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
cmpi.b #$A,(v_player+obRoutine).w ; Has Sonic drowned? | cmpi.b #$A,(v_player+obRoutine).w ; Has Sonic drowned? | ||
beq.s loc_D348 ; If so, run objects a little longer | beq.s loc_D348 ; If so, run objects a little longer | ||
− | </ | + | </syntaxhighlight> |
So you have this: | So you have this: | ||
− | <asm> | + | <syntaxhighlight lang="asm"> |
loc_D362: | loc_D362: | ||
cmpi.b #$A,(v_player+obRoutine).w ; Has Sonic drowned? | cmpi.b #$A,(v_player+obRoutine).w ; Has Sonic drowned? | ||
Line 140: | Line 266: | ||
bsr.s loc_D348 | bsr.s loc_D348 | ||
moveq #$5F,d7 | moveq #$5F,d7 | ||
− | </ | + | </syntaxhighlight> |
Done. This allows objects to run for a little bit longer than normal, allowing the bubbles to run out of Sonic's mouth like normal. | Done. This allows objects to run for a little bit longer than normal, allowing the bubbles to run out of Sonic's mouth like normal. | ||
{{S1Howtos}} | {{S1Howtos}} | ||
− | + | |{{PAGENAME}}]] |
Latest revision as of 10:51, 25 August 2018
(Guide by redhotsonic)
These bugs are present in both Sonic's 1 & 2, but have been fixed in Sonic 3 (& Knuckles).
So, you're underwater, timer starts, can't find air, AND... you drown. But what happens if you get hurt as soon as you're about to drown? Watch this video and find out: [1]
Basically, what happens, is if you're hurt and you haven't landed yet, when you drown, Sonic will still be using the gravity from his falling back from hurt state. He will also be able to detect the floors and walls. Hence why in this video, I was able to move about after drowning. However, there is a timer present, and it will force you to the bottom of the screen and restart within seconds.
Also, in both 1 & 2, there is another bug, although, hard to pull off. If you drown around the 9:58 mark, then the timer hits 9:59 and you're still drowning, Sonic will all of a sudden zoom to the top of the screen then back down again, really fast, in his death animation. The Time over appears.
In Sonic 2, there is an extra bug. When you and Tails (sidekick) drowns (normally), when Sonic reaches to the bottom of the screen, if Tails hasn't yet, he will suddenly start flying and move closer to where you drowned, but will continue to fall downwards.
In Sonic 3 and Knuckles, all of these have been fixed. It doesn't matter if you're in the hurt state, Sonic will still fall normally and will ignore the floor. And unless Tails entered the water at the exact same time as you (like he does at the beginning of HCZ1), Tails will automatically start swimming to where you drowned but will not fall. If he did enter the water at the same time, he will drown with you, but won't have time to do that bug where he would start flying suddenly. Time over will still make an appearance if you drown near the 9:58 mark, but Sonic won't misbehave.
Now, I'm going to show you how to fix these bugs in Sonic 1 and Sonic 2, the way Sonic 3 and Knuckles did it. It's not that hard, I've done all the research for you. This guide will show you the fix for Sonic 1, for the SVN disassembly. If you are looking for the Sonic 2 fix, its here.
Hivebrain
(Addition by Luigi Hero)
First, we need to make little edit to the drowning-routine.
Go to "Obj0A_ReduceAir:" and just after the "move.w #0,$14(a0)" command, insert this:
move.b #$A,$24(a0) ; Force the character to drown
And just after "move.b #1,($FFFFF744).w", insert this:
move.b #0,($FFFFFE1E).w ; Stop the timer immediately
So you have this:
Obj0A_ReduceAir:
subq.w #1,($FFFFFE14).w ; subtract 1 from air remaining
bcc.w Obj0A_GoMakeItem ; if air is above 0, branch
bsr.w ResumeMusic
move.b #$81,($FFFFF7C8).w ; lock controls
move.w #$B2,d0
jsr (PlaySound_Special).l ; play drowning sound
move.b #$A,$34(a0)
move.w #1,$36(a0)
move.w #$78,$2C(a0)
move.l a0,-(sp)
lea ($FFFFD000).w,a0
bsr.w Sonic_ResetOnFloor
move.b #$17,$1C(a0) ; use Sonic's drowning animation
bset #1,$22(a0)
bset #7,2(a0)
move.w #0,$12(a0)
move.w #0,$10(a0)
move.w #0,$14(a0)
move.b #$A,$24(a0) ; Force the character to drown
move.b #1,($FFFFF744).w
move.b #0,($FFFFFE1E).w ; Stop the timer immediately
movea.l (sp)+,a0
rts
Next, go to "loc_13F86:" and change all this:
loc_13F86:
subq.w #1,$2C(a0)
bne.s loc_13F94
move.b #6,($FFFFD024).w
rts
; ===========================================================================
loc_13F94:
move.l a0,-(sp)
lea ($FFFFD000).w,a0
jsr SpeedToPos
addi.w #$10,$12(a0)
movea.l (sp)+,a0
bra.s loc_13FAC
To this:
loc_13F86:
subq.w #1,$2C(a0)
bne.s loc_13FAC ; Make it jump straight to this location
move.b #6,($FFFFD000+$24).w
rts
Right, that's the drowning-routine finished. Now, we need to make Sonic apply to this. Open the main ASM file and go to "Obj01_Index:" and add this line at the end of the table:
dc.w Sonic_Drowned-Obj01_Index
So you have:
Obj01_Index: dc.w Obj01_Main-Obj01_Index
dc.w Obj01_Control-Obj01_Index
dc.w Obj01_Hurt-Obj01_Index
dc.w Obj01_Death-Obj01_Index
dc.w Obj01_ResetLevel-Obj01_Index
dc.w Sonic_Drowned-Obj01_Index
Next, find "; End of function Sonic_Loops" and just below it, insert this:
; ---------------------------------------------------------------------------
; Sonic when he's drowning
; ---------------------------------------------------------------------------
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
Sonic_Drowned:
bsr.w SpeedToPos ; Make Sonic able to move
addi.w #$10,$12(a0) ; Apply gravity
bsr.w Sonic_RecordPos ; Record position
bsr.s Sonic_Animate ; Animate Sonic
bsr.w LoadSonicDynPLC ; Load Sonic's DPLCs
bra.w DisplaySprite ; And finally, display Sonic
There, all done. When you drown, everything will be normal. If you got hurt then drown, everything will still be normal and you won't be able to hit the floor, nor will you fall fast. Also, as soon as Sonic drowns, the timer will stop immediately, rather than continuing to countdown. Because of this, there is no way you can get Time Over when drowning.
BUT WAIT! There's just ONE MORE THING! You'll find that no bubbles come from Sonic's mouth when he is in his drowning animation. Bubbles come out of his mouth normally, and the countdown numbers work fine... but after he drowns, no bubbles come out. To fix this:
Go to label "loc_D362:" and between the label and it's first command, insert this:
cmpi.b #$A,($FFFFD000+$24).w ; Has Sonic drowned?
beq.s loc_D348 ; If so, run objects a little longer
So you have this:
loc_D362:
cmpi.b #$A,($FFFFD000+$24).w ; Has Sonic drowned?
beq.s loc_D348 ; If so, run objects a little longer
moveq #$1F,d7
bsr.s loc_D348
moveq #$5F,d7
Done. This allows objects to run for a little bit longer than normal, allowing the bubbles to run out of Sonic's mouth like normal.
SVN
First, we need to make little edit to the drowning-routine. You need to open the "0A - Drowning Countdown.asm".
Go to "@reduceair:" and just after the "move.w #0,obInertia(a0)" command, insert this:
move.b #$A,obRoutine(a0) ; Force the character to drown
And just after "move.b #1,(f_nobgscroll).w", insert this:
move.b #0,(f_timecount).w ; Stop the timer immediately
So you have this:
@reduceair:
subq.w #1,(v_air).w ; subtract 1 from air remaining
bcc.w @gotomakenum ; if air is above 0, branch
; Sonic drowns here
bsr.w ResumeMusic
move.b #$81,(f_lockmulti).w ; lock controls
sfx sfx_Drown ; play drowning sound
move.b #$A,$34(a0)
move.w #1,$36(a0)
move.w #$78,$2C(a0)
move.l a0,-(sp)
lea (v_player).w,a0
bsr.w Sonic_ResetOnFloor
move.b #$17,obAnim(a0) ; use Sonic's drowning animation
bset #1,obStatus(a0)
bset #7,obGfx(a0)
move.w #0,obVelY(a0)
move.w #0,obVelX(a0)
move.w #0,obInertia(a0)
move.b #$A,obRoutine(a0) ; Force the character to drown
move.b #1,(f_nobgscroll).w
move.b #0,(f_timecount).w ; Stop the timer immediately
movea.l (sp)+,a0
rts
Next, go to "@loc_13F86:" and change all this:
@loc_13F86:
subq.w #1,$2C(a0)
bne.s @loc_13F94
move.b #6,(v_player+obRoutine).w
rts
; ===========================================================================
@loc_13F94:
move.l a0,-(sp)
lea (v_player).w,a0
jsr SpeedToPos
addi.w #$10,obVelY(a0)
movea.l (sp)+,a0
bra.s @nochange
To this:
@loc_13F86:
subq.w #1,$2C(a0)
bne.s @nochange ; Make it jump straight to this location
move.b #6,(v_player+obRoutine).w
rts
Right, that's the drowning-routine finished. Now, we need to make Sonic apply to this. Open the main ASM file and go to "Sonic_Index:" and add this line at the end of the table:
dc.w Sonic_Drowned-Sonic_Index
So you have:
Sonic_Index: dc.w Sonic_Main-Sonic_Index
dc.w Sonic_Control-Sonic_Index
dc.w Sonic_Hurt-Sonic_Index
dc.w Sonic_Death-Sonic_Index
dc.w Sonic_ResetLevel-Sonic_Index
dc.w Sonic_Drowned-Sonic_Index
Next, find "include "_incObj\Sonic Loops.asm"" and just below it, insert this:
include "_incObj\Sonic Drowns.asm"
Then, in the "_incObj" folder, make a new ASM file called "Sonic Drowns.asm" and insert this:
; ---------------------------------------------------------------------------
; Sonic when he's drowning
; ---------------------------------------------------------------------------
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
Sonic_Drowned:
bsr.w SpeedToPos ; Make Sonic able to move
addi.w #$10,y_vel(a0) ; Apply gravity
bsr.w Sonic_RecordPosition ; Record position
bsr.s Sonic_Animate ; Animate Sonic
bsr.w Sonic_LoadGfx ; Load Sonic's DPLCs
bra.w DisplaySprite ; And finally, display Sonic
There, all done. When you drown, everything will be normal. If you got hurt then drown, everything will still be normal and you won't be able to hit the floor, nor will you fall fast. Also, as soon as Sonic drowns, the timer will stop immediately, rather than continuing to countdown. Because of this, there is no way you can get Time Over when drowning.
BUT WAIT! There's just ONE MORE THING! You'll find that no bubbles come from Sonic's mouth when he is in his drowning animation. Bubbles come out of his mouth normally, and the countdown numbers work fine... but after he drowns, no bubbles come out. To fix this:
Go to label "loc_D362:" and between the label and it's first command, insert this:
cmpi.b #$A,(v_player+obRoutine).w ; Has Sonic drowned?
beq.s loc_D348 ; If so, run objects a little longer
So you have this:
loc_D362:
cmpi.b #$A,(v_player+obRoutine).w ; Has Sonic drowned?
beq.s loc_D348 ; If so, run objects a little longer
moveq #$1F,d7
bsr.s loc_D348
moveq #$5F,d7
Done. This allows objects to run for a little bit longer than normal, allowing the bubbles to run out of Sonic's mouth like normal.
|Correct Drowning Bugs in Sonic 1]]