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Difference between revisions of "Enigma Credits in Sonic 1"

From Sonic Retro

(Downloading the program)
(Downloading the program)
Line 7: Line 7:
  
 
==Downloading the program==
 
==Downloading the program==
[[File:Enigma_Credits.zip|Download this file]] and extract it to your project's root folder (e.g. C:\Sonic1).
+
[[Download this file|File:Enigma_Credits.zip]] and extract it to your project's root folder (e.g. C:\Sonic1).
  
 
==Configuring the game so it'll won't load the old script==
 
==Configuring the game so it'll won't load the old script==

Revision as of 21:49, 24 January 2016

(Original guide by Fukuller)

Hi there!
I programmed something I call as Enigma Credits.
Why would you need that? Simple: with that, you can add more names to your credits. (more than 5 big names (e.g. Mister Sandwich))
Please note: this tutorial is for the Hivebrain's ASM68k disassembly.

Downloading the program

File:Enigma_Credits.zip and extract it to your project's root folder (e.g. C:\Sonic1).

Configuring the game so it'll won't load the old script

Open up your "sonic1.asm".
Go to "Cred_ClrPallet:", then, find:

		move.b	#$8A,($FFFFD080).w ; load credits object

and replace it by:

		jsr	Credits_MapLoad	; We'll include this routine in the next step

Including the subroutine and the mappings

Let's include the routine we'll call to load the credits.
Add this before the "; end of 'ROM'":

		include  EniCredProg.asm	; here we include the "Credits_MapLoad" subroutine
		even
EniCred_0:	incbin	credeni\cred0.bin	; Credits #0 mappings
		even
EniCred_1:	incbin	credeni\cred1.bin	; Credits #1 mappings
		even
EniCred_2:	incbin	credeni\cred2.bin	; Credits #2 mappings
		even
EniCred_3:	incbin	credeni\cred3.bin	; Credits #3 mappings
		even
EniCred_4:	incbin	credeni\cred4.bin	; Credits #4 mappings
		even
EniCred_5:	incbin	credeni\cred5.bin	; Credits #5 mappings
		even
EniCred_6:	incbin	credeni\cred6.bin	; Credits #6 mappings
		even
EniCred_7:	incbin	credeni\cred7.bin	; Credits #7 mappings
		even
EniCred_8:	incbin	credeni\cred8.bin	; Credits #8 mappings
		even
EniCred_9:	incbin	credeni\cred9.bin	; Credits #9 mappings
		even

Save and build.
And that's all!

PlaneED Project

If you have PlaneED, then you probably want the project files.
Download them here.
Download link is broken

Important notes

I recommend using Sonic 2's credits title card font. (OR, you can spend 10 minutes to write a name/word.)
All the mappings are empty.

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)