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SCHG How-to

Use Dynamic Palettes in Sonic 1

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Original guide by PsychoSk8r from SSRG.

This will require the Old hivebrain ASM68K Disassembly.

Pallet Pointers 2&3

To start make copies of Pallet Pointers and rename them Pallet Pointers2&3

Then in Pallet Pointers2 replace the code with this.

	
; ---------------------------------------------------------------------------
; Pallet pointers 2
; ---------------------------------------------------------------------------
	dc.l Pal_SegaBG		; pallet address
	dc.w $FB00		; RAM address
	dc.w $1F		; (pallet length / 2) - 1
	dc.l Pal_Title
	dc.w $FB00
	dc.w $1F
	dc.l Pal_LevelSel
	dc.w $FB00
	dc.w $1F
	dc.l Pal_Sonic
	dc.w $FB00
	dc.w 7
	dc.l Pal_GHZ2
	dc.w $FB20
	dc.w $17
	dc.l Pal_LZ2
	dc.w $FB20
	dc.w $17
	dc.l Pal_MZ2
	dc.w $FB20
	dc.w $17
	dc.l Pal_SLZ2
	dc.w $FB20
	dc.w $17
	dc.l Pal_SYZ2
	dc.w $FB20
	dc.w $17
	dc.l Pal_SBZ1
	dc.w $FB20
	dc.w $17
	dc.l Pal_Special
	dc.w $FB00
	dc.w $1F
	dc.l Pal_LZWater2
	dc.w $FB00
	dc.w $1F
	dc.l Pal_SBZ3
	dc.w $FB20
	dc.w $17
	dc.l Pal_SBZ3Water
	dc.w $FB00
	dc.w $1F
	dc.l Pal_SBZ2
	dc.w $FB20
	dc.w $17
	dc.l Pal_LZSonWater2
	dc.w $FB00
	dc.w 7
	dc.l Pal_SBZ3SonWat
	dc.w $FB00
	dc.w 7
	dc.l Pal_SpeResult
	dc.w $FB00
	dc.w $1F
	dc.l Pal_SpeContinue
	dc.w $FB00
	dc.w $F
	dc.l Pal_Ending
	dc.w $FB00
	dc.w $1F

And in Pallet Pointers3 replace it with this.

	
; ---------------------------------------------------------------------------
; Pallet pointers 3
; ---------------------------------------------------------------------------
	dc.l Pal_SegaBG		; pallet address
	dc.w $FB00		; RAM address
	dc.w $1F		; (pallet length / 2) - 1
	dc.l Pal_Title
	dc.w $FB00
	dc.w $1F
	dc.l Pal_LevelSel
	dc.w $FB00
	dc.w $1F
	dc.l Pal_Sonic
	dc.w $FB00
	dc.w 7
	dc.l Pal_GHZ3
	dc.w $FB20
	dc.w $17
	dc.l Pal_LZ3
	dc.w $FB20
	dc.w $17
	dc.l Pal_MZ3
	dc.w $FB20
	dc.w $17
	dc.l Pal_SLZ3
	dc.w $FB20
	dc.w $17
	dc.l Pal_SYZ3
	dc.w $FB20
	dc.w $17
	dc.l Pal_SBZ1
	dc.w $FB20
	dc.w $17
	dc.l Pal_Special
	dc.w $FB00
	dc.w $1F
	dc.l Pal_LZWater3
	dc.w $FB00
	dc.w $1F
	dc.l Pal_SBZ3
	dc.w $FB20
	dc.w $17
	dc.l Pal_SBZ3Water
	dc.w $FB00
	dc.w $1F
	dc.l Pal_SBZ2
	dc.w $FB20
	dc.w $17
	dc.l Pal_LZSonWater3
	dc.w $FB00
	dc.w 7
	dc.l Pal_SBZ3SonWat
	dc.w $FB00
	dc.w 7
	dc.l Pal_SpeResult
	dc.w $FB00
	dc.w $1F
	dc.l Pal_SpeContinue
	dc.w $FB00
	dc.w $F
	dc.l Pal_Ending
	dc.w $FB00
	dc.w $1F

Then find PalPointers and right below it place this.

	
PalPointers2:
		include "_inc\Pallet pointers2.asm"
PalPointers3:
		include "_inc\Pallet pointers3.asm"

Then replace PalLoad1-4 with this.

	
; ---------------------------------------------------------------------------
; Subroutines to load pallets
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||

PalLoad1:
		move.b ($FFFFFE11),d1
		lea (PalPointers).l,a1
		cmp.b #0,d1
		beq.w PalLoad1_Continue
		lea (PalPointers2).l,a1
		cmp.b #1,d1
		beq.w PalLoad1_Continue
		lea (PalPointers3).l,a1

PalLoad1_Continue:
		lsl.w #3,d0
		adda.w d0,a1
		movea.l (a1)+,a2
		movea.w (a1)+,a3
		adda.w #$80,a3
		move.w (a1)+,d7

loc_2110:
		move.l (a2)+,(a3)+
		dbf d7,loc_2110
		rts
 ; End of function PalLoad1


; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||

PalLoad2:
		move.b ($FFFFFE11),d1
		lea (PalPointers).l,a1
		cmp.b #0,d1
		beq.w PalLoad2_Continue
		lea (PalPointers2).l,a1
		cmp.b #1,d1
		beq.w PalLoad2_Continue
		lea (PalPointers3).l,a1


PalLoad2_Continue:
		lsl.w #3,d0
		adda.w d0,a1
		movea.l (a1)+,a2
		movea.w (a1)+,a3
		move.w (a1)+,d7

loc_2128:
		move.l (a2)+,(a3)+
		dbf d7,loc_2128
		rts
; End of function PalLoad2


; ---------------------------------------------------------------------------
; Underwater pallet loading subroutine
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||

PalLoad3_Water:
		move.b ($FFFFFE11),d1
		lea (PalPointers).l,a1
		cmp.b #0,d1
		beq.w PalLoad3_Continue
		lea (PalPointers2).l,a1
		cmp.b #1,d1
		beq.w PalLoad3_Continue
		lea (PalPointers3).l,a1

PalLoad3_Continue:
		lsl.w #3,d0
		adda.w d0,a1
		movea.l (a1)+,a2
		movea.w (a1)+,a3
		suba.w #$80,a3
		move.w (a1)+,d7

loc_2144:
		move.l (a2)+,(a3)+
		dbf d7,loc_2144
		rts
; End of function PalLoad3_Water


; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||


PalLoad4_Water:
		move.b ($FFFFFE11),d1
		lea (PalPointers).l,a1
		cmp.b #0,d1
		beq.w PalLoad4_Continue
		lea (PalPointers2).l,a1
		cmp.b #1,d1
		beq.w PalLoad4_Continue
		lea (PalPointers3).l,a1

PalLoad4_Continue:
		lsl.w #3,d0
		adda.w d0,a1
		movea.l (a1)+,a2
		movea.w (a1)+,a3
		suba.w #$100,a3
		move.w (a1)+,d7
loc_2160:
		move.l (a2)+,(a3)+
		dbf d7,loc_2160
		rts
 ; End of function PalLoad4_Water

Adding Much More Palettes

Now this will be the longest part you'll need to add ALOT of palettes.

Oh and you don't need to worry about LZ4.

Now you will have dynamic palettes like S3&K and Knuckles Chaotix!

Original guide by PsychoSk8r.

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)

|Use Dynamic Palettes]]