Difference between revisions of "How to port paralax plouds to the Nick Arcade prototype"
From Sonic Retro
Line 234: | Line 234: | ||
that's it! | that's it! | ||
+ | |||
+ | Note by shadow05 i'm going to make a guide on how to port beta 4's background deformation system into the nick arcade prototype soon | ||
{{S2BHowtos}} | {{S2BHowtos}} | ||
[[Category:SCHG How-tos|Port parallax clouds to the nick arcade prototype]] | [[Category:SCHG How-tos|Port parallax clouds to the nick arcade prototype]] |
Revision as of 21:36, 23 September 2017
Hello everyone shadow05 here and today i'm going to show you how to port the scrolling clouds to the nick arcade prototype
First of all get the text nick arcade disassembly and the esrael assembler and then replace the entire routine with this
Deform_HTZ: ; DATA XREF: ROM:Deform_Index�o
tst.w ($FFFFFFD8).w
bne loc_62B4
tst.b ($FFFFEEBC).w
bne loc_6236
move.w ($FFFFEE0C).w,($FFFFF618).w
lea ($FFFFE000).w,a1
move.w ($FFFFEE00).w,d0
neg.w d0
move.w d0,d2
swap.w d0
move.w d2,d0
asr.w #$3,d0
move.w #$7F,d1
loc_6134:
move.l d0,(a1)+
dbra d1, loc_6134
move.l d0,d4
move.w ($FFFFA822).w,d0
addq.w #$4,($FFFFA822).w
sub.w d0,d2
move.w d2,d0
move.w d0,d1
asr.w #$1,d0
asr.w #$4,d1
sub.w d1,d0
ext.l d0
asl.l #$8,d0
divs.w #$70,d0
ext.l d0
asl.l #$8,d0
lea ($FFFFA800).w,a2
moveq #0,d3
move.w d1,d3
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,(a2)+
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,(a2)+
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,(a2)+
move.w d3,(a2)+
swap.w d3
add.l d0,d3
add.l d0,d3
swap.w d3
moveq #$3,d1
loc_642C: ; CODE XREF: ROM:0000642E�j
move.w d3,(a2)+
move.w d3,(a2)+
move.w d3,(a2)+
swap.w d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
swap.w d3
dbra d1, loc_642C
add.l d0,d0
add.l d0,d0
move.w d3,d4
move.l d4,(a1)+
move.l d4,(a1)+
move.l d4,(a1)+
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.l d4,(a1)+
move.l d4,(a1)+
move.l d4,(a1)+
move.l d4,(a1)+
move.l d4,(a1)+
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.w #$6,d1
loc_61C6:
move.l d4,(a1)+
dbra d1, loc_61C6
swap.w d3
add.l d0,d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.w #$7,d1
loc_61DA:
move.l d4,(a1)+
dbra d1, loc_61DA
swap.w d3
add.l d0,d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.w #$9,d1
loc_61EE:
move.l d4,(a1)+
dbra d1, loc_61EE
swap.w d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.w #$E,d1
loc_6204:
move.l d4,(a1)+
dbra d1, loc_6204
swap.w d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
swap.w d3
move.w #$2,d2
loc_6218:
move.w d3,d4
move.w #$F,d1
loc_621E:
move.l d4,(a1)+
dbra d1, loc_621E
swap.w d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
swap.w d3
dbra d2, loc_6218
rts
loc_6236:
move.w ($FFFFEEB4).w,d4
ext.l d4
lsl.l #$8,d4
moveq #$2,d6
move.w ($FFFFEEB6).w,d5
ext.l d5
lsl.l #$8,d5
moveq #0,d6
move.w ($FFFFEE0C).w,($FFFFF618).w
move.w ($FFFFEE04).w,($FFFFF616).w
move.w ($FFFFEE0C).w,($FFFFF618).w
moveq #0,d2
tst.b ($FFFFEEBD).w
beq.s loc_6292
move.w ($FFFFFE04).w,d0
andi.w #$3F,d0
lea $00(a1,d0), a1
moveq #0,d0
move.b (a1)+, d0
add.w d0,($FFFFF616).w
add.w d0,($FFFFF618).w
add.w d0,($FFFFEEF4).w
move.b (a1)+,d2
add.w d2,($FFFFEEF0).w
loc_6292:
lea ($FFFFE000).w,a1
move.w #$DF,d1
move.w ($FFFFEE00).w,d0
add.w d2,d0
neg.w d0
swap.w d0
move.w ($FFFFEE08).w,d0
add.w d2,d0
neg.w d0
loc_62AB:
move.l d0,(a1)+
dbra d1, loc_62AB
rts
loc_62B4:
move.w ($FFFFEEB0).w,d4
ext.l d4
asl.l #$6,d4
move.w ($FFFFEEB2).w,d5
ext.l d5
asl.l #$2,d5
moveq #0,d5
move.b #$00,($FFFFEE52).w
move.w ($FFFFEE0C).w,($FFFFF618).w
andi.l #$FFFEFFFE,($FFFFF616).w
lea ($FFFFE000).w,a1
move.w #$6F,d1
move.w ($FFFFEE00).w,d0
neg.w d0
swap.w d0
move.w ($FFFFEE08).w,d0
neg.w d0
loc_62F4:
move.l d0,(a1)+
dbra d1, loc_62F4
move.w ($FFFFEEB8).w,d4
ext.l d4
asl.l #$6,d4
add.l d4,($FFFFEE28).w
moveq #0,d0
move.w d0,($FFFFF620).w
subi.w #$E0,($FFFFF620).w
move.w ($FFFFEE24).w,($FFFFF61E).w
subi.w #$E0,($FFFFF61E).w
andi.l #$FFFEFFFE,($FFFFF61E).w
lea ($FFFFE1B0).w,a1
move.w #$73,d1
move.w ($FFFFEE20).w,d0
neg.w d0
swap.w d0
move.w ($FFFFEE28).w,d0
neg.w d0
loc_633C:
move.l d0,(a1)+
dbra d1, loc_633C
rts
that's it!
Note by shadow05 i'm going to make a guide on how to port beta 4's background deformation system into the nick arcade prototype soon
SCHG How-To Guide: Sonic 2 Beta (16-bit) |
---|
Fixing Bugs |
Fix EHZ Deformation Bug |
Design Choices |
Add final spindash to Sonic 2 Beta |