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Difference between revisions of "Disable floor collision while dying"

From Sonic Retro

(Added a new Esrael guide.)
 
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''(Guide written by [[Esrael]])''
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This is something that you are most likely to notice in [[Chemical Plant Zone]] while fighting the Act 2 boss. When your character dies, he will still detect any floor that is still above him, and if the detection returns a collision, the character will stop, and just drop like a rock, instead of move upwards like he normally does. This is not necessarily a bug, though it can be "fixed". Perform this fix if you don't want your character to detect floor tiles while dying.
 
This is something that you are most likely to notice in [[Chemical Plant Zone]] while fighting the Act 2 boss. When your character dies, he will still detect any floor that is still above him, and if the detection returns a collision, the character will stop, and just drop like a rock, instead of move upwards like he normally does. This is not necessarily a bug, though it can be "fixed". Perform this fix if you don't want your character to detect floor tiles while dying.
  
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Your character will no longer detect floor tiles above him when dying.
 
Your character will no longer detect floor tiles above him when dying.
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{{S2Howtos}}
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[[Category:SCHG How-tos|Disable floor collision while dying]]

Revision as of 02:52, 20 June 2012

(Guide written by Esrael)

This is something that you are most likely to notice in Chemical Plant Zone while fighting the Act 2 boss. When your character dies, he will still detect any floor that is still above him, and if the detection returns a collision, the character will stop, and just drop like a rock, instead of move upwards like he normally does. This is not necessarily a bug, though it can be "fixed". Perform this fix if you don't want your character to detect floor tiles while dying.

Find "loc_1E596" (Xenowhirl) or "Floor_ChkTile" (SVN) <asm>

loc_1E596

Floor_ChkTile:

       move.w  d2,d0 
       .... 
       movea.l d1,a1 
       rts 
===========================================================================
precalculated values for Floor_ChkTile
(Sonic 1 calculated it every time instead of using a table)

word_1E5D0: </asm>

and insert the following code: <asm>

loc_1E596

Floor_ChkTile:

       move.w  d2,d0 
       .... 
       movea.l d1,a1 
       cmpi.b  #$06, $0024(A0)   
       bne.s   Player_Not_Death   
       move.l  #$FFFF0000, A1                                                                    

Player_Not_Death:

       rts 
===========================================================================
precalculated values for Floor_ChkTile
(Sonic 1 calculated it every time instead of using a table)

word_1E5D0: </asm>

Your character will no longer detect floor tiles above him when dying.

SCHG How-To Guide: Sonic the Hedgehog 2 (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix Super Sonic Bugs | Use Correct Height When Roll Jumping | Fix Jump Height Bug When Exiting Water | Fix Screen Boundary Spin Dash Bug | Correct Drowning Bugs | Fix Camera Y Position for Tails | Fix Tails Subanimation Error | Fix Tails' Respawn Speeds | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix Rexon Crash | Fix Monitor Collision Bug | Fix EHZ Deformation Bug | Correct CPZ Boss Attack Behavior | Fix Bug in ARZ Boss Arrow's Platform Behavior | Fix ARZ Boss Walking on Air Glitch | Fix ARZ Boss Sprite Behavior | Fix Multiple CNZ Boss Bugs | Fix HTZ Background Scrolling Mountains | Fix OOZ Launcher Speed Up Glitch | Fix DEZ Giant Mech Collision Glitch | Fix Boss Deconstruction Behavior | Fix Speed Bugs | Fix 14 Continues Cheat | Fix Debug Mode Crash | Fix 99+ Lives | Fix Sonic 2's Sega Screen
Design Choices
Remove the Air Speed Cap | Disable Floor Collision While Dying | Modify Super Sonic Transformation Methods & Behavior | Enable/Disable Tails in Certain Levels | Collide with Water After Being Hurt | Retain Rings When Returning at a Star Post | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Insert LZ Water Ripple Effect | Restore Lost CPZ Boss Feature | Prevent SCZ Tornado Spin Dash Death | Improve ObjectMove Subroutines | Port S3K Rings Manager | Port S3K Object Manager | Port S3K Priority Manager | Edit Level Order with ASM‎ | Alter Ring Requirements in Special Stages | Make Special Stage Characters Use Normal DPLCs | Speed Up Ring Loss Process | Change spike behaviour in Sonic 2
Adding Features
Create Insta-kill and High Jump Monitors | Create Clone and Special Stage Monitors | Port Knuckles
Sound Features
Expand Music Index to Start at $00 | Port Sonic 1 Sound Driver | Port Sonic 2 Clone Driver | Port Sonic 3 Sound Driver | Port Flamewing's Sonic 3 & Knuckles Sound Driver | Expand the Music Index to Start at $00 (Sonic 2 Clone Driver Version) | Play Different Songs Per Act
Extending the Game
Extend the Level Index Past $10 | Extend the Level Select | Extend Water Tables | Add Extra Characters | Free Up 2 Universal SSTs