Difference between revisions of "Disable animated tiles in sonic 2"
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{{GuideBy|lavagaming1}} | {{GuideBy|lavagaming1}} | ||
− | + | ==preview== | |
− | in sonic 2 adding extra tiles glitches the art of the tiles in | + | in sonic 2 adding extra tiles glitches the art of non animated tiles with the |
+ | art of animated tiles like the flowers in emerald hill zone | ||
+ | to fix this go to your s2.asm file | ||
you'll find these lines | you'll find these lines | ||
<syntaxhighlight lang="asm"> | <syntaxhighlight lang="asm"> | ||
Line 57: | Line 59: | ||
zoneTableEnd | zoneTableEnd | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | this points where the animated tiles are stored in the game and | + | ==Fixing the bug== |
− | if you want to disable them change the Dynamic and Animated to | + | this points where the animated tiles are stored in the game and which zone are these tiles are for |
+ | if you want to disable them change the Dynamic and Animated to Null this will prevent the tiles to glitch in your level | ||
+ | it should look like this | ||
+ | <syntaxhighlight lang="asm"> | ||
+ | zoneOffsetTableEntry.w Dynamic_Null ; $00 | ||
+ | zoneOffsetTableEntry.w Animated_Null | ||
+ | </syntaxhighlight> | ||
+ | ==HAPPY HACKING== | ||
+ | {{S2Howtos}} |
Latest revision as of 15:02, 16 February 2020
(Original guide by lavagaming1)
preview
in sonic 2 adding extra tiles glitches the art of non animated tiles with the art of animated tiles like the flowers in emerald hill zone to fix this go to your s2.asm file you'll find these lines
PLC_DYNANM: zoneOrderedOffsetTable 2,2 ; Zone ID
zoneOffsetTableEntry.w Dynamic_Null ; $00
zoneOffsetTableEntry.w Animated_Null
zoneOffsetTableEntry.w Dynamic_Null ; $01
zoneOffsetTableEntry.w Animated_Null
zoneOffsetTableEntry.w Dynamic_Null ; $02
zoneOffsetTableEntry.w Animated_Null
zoneOffsetTableEntry.w Dynamic_Null ; $03
zoneOffsetTableEntry.w Animated_Null
zoneOffsetTableEntry.w Dynamic_Normal ; $04
zoneOffsetTableEntry.w Animated_MTZ
zoneOffsetTableEntry.w Dynamic_Normal ; $05
zoneOffsetTableEntry.w Animated_MTZ
zoneOffsetTableEntry.w Dynamic_Null ; $06
zoneOffsetTableEntry.w Animated_Null
zoneOffsetTableEntry.w Dynamic_HTZ ; $07
zoneOffsetTableEntry.w Animated_HTZ
zoneOffsetTableEntry.w Dynamic_Normal ; $08
zoneOffsetTableEntry.w Animated_HPZ
zoneOffsetTableEntry.w Dynamic_Null ; $09
zoneOffsetTableEntry.w Animated_Null
zoneOffsetTableEntry.w Dynamic_Null ; $0A
zoneOffsetTableEntry.w Animated_Null
zoneOffsetTableEntry.w Dynamic_Null ; $0B
zoneOffsetTableEntry.w Animated_Null
zoneOffsetTableEntry.w Dynamic_CNZ ; $0C
zoneOffsetTableEntry.w Animated_CNZ
zoneOffsetTableEntry.w Dynamic_Normal ; $0D
zoneOffsetTableEntry.w Animated_CPZ
zoneOffsetTableEntry.w Dynamic_Normal ; $0E
zoneOffsetTableEntry.w Animated_DEZ
zoneOffsetTableEntry.w Dynamic_ARZ ; $0F
zoneOffsetTableEntry.w Animated_ARZ
zoneOffsetTableEntry.w Dynamic_Null ; $10
zoneOffsetTableEntry.w Animated_Null
zoneTableEnd
Fixing the bug
this points where the animated tiles are stored in the game and which zone are these tiles are for if you want to disable them change the Dynamic and Animated to Null this will prevent the tiles to glitch in your level it should look like this
zoneOffsetTableEntry.w Dynamic_Null ; $00
zoneOffsetTableEntry.w Animated_Null