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Difference between revisions of "Sonic the Hedgehog:Enhanced Edition"

From Sonic Retro

(Bugs)
Line 1: Line 1:
Now i don't have to post bugs on the main page also post you're solutions here.
+
Now i don't have to post bugs and changes on the main page also post you're solutions here.
 +
==Additions since V0.5==
 +
*REV01 Effects
 +
*32X Support (Code from Sonic 1 32x hack lol)
 +
*A bug fix
 
==Bugs==
 
==Bugs==
*Static after roll sound.
+
*Static after roll sound (fixed on 32X)
 
*Rings not deleted during credits. (Fixed Nearly)
 
*Rings not deleted during credits. (Fixed Nearly)
*Glichy Sonic in SBZ1 (fixed by remove 3 sonic objects at the area)
+
*Peelout sound sometimes missing a channel (fixed on 32X)
*Peelout sound sometimes missing a channel.
 
 
 
 
==Solutions==
 
==Solutions==
How to fix Bug #2.
 
 
go to "'''''Credits:'''''" and find this bit of coding:
 
<syntaxhighlight lang="asm">
 
Cred_ClrPallet:
 
move.l d0,(a1)+
 
dbf d1,Cred_ClrPallet ; fill pallet with black ($0000)
 
 
moveq #3,d0
 
bsr.w PalLoad1 ; load Sonic's pallet
 
move.b #$8A,($FFFFD080).w ; load credits object
 
jsr ObjectsLoad
 
jsr BuildSprites
 
bsr.w EndingDemoLoad
 
moveq #0,d0
 
move.b ($FFFFFE10).w,d0
 
lsl.w #4,d0
 
lea (MainLoadBlocks).l,a2 ; load block mappings etc
 
lea (a2,d0.w),a2
 
moveq #0,d0
 
move.b (a2),d0
 
beq.s loc_5862
 
bsr.w LoadPLC ; load level patterns
 
 
loc_5862:
 
moveq #1,d0
 
bsr.w LoadPLC ; load standard level patterns
 
move.w #120,($FFFFF614).w ; display a credit for 2 seconds
 
bsr.w Pal_FadeTo
 
 
Cred_WaitLoop:
 
move.b #4,($FFFFF62A).w
 
bsr.w DelayProgram
 
bsr.w RunPLC_RAM
 
tst.w ($FFFFF614).w ; have 2 seconds elapsed?
 
bne.s Cred_WaitLoop ; if not, branch
 
tst.l ($FFFFF680).w ; have level gfx finished decompressing?
 
bne.s Cred_WaitLoop ; if not, branch
 
cmpi.w #9,($FFFFFFF4).w ; have the credits finished?
 
beq.w TryAgainEnd ; if yes, branch
 
rts
 
</syntaxhighlight>
 
Change it to this
 
<syntaxhighlight lang="asm">
 
Cred_ClrPallet:
 
move.l d0,(a1)+
 
dbf d1,Cred_ClrPallet ; fill pallet with black ($0000)
 
 
moveq #3,d0
 
bsr.w PalLoad1 ; load Sonic's pallet
 
move.b #$8A,($FFFFD080).w ; load credits object
 
jsr ObjectsLoad
 
jsr BuildSprites
 
bsr.w EndingDemoLoad
 
moveq #0,d0
 
move.b ($FFFFFE10).w,d0
 
lsl.w #4,d0
 
lea (MainLoadBlocks).l,a2 ; load block mappings etc
 
lea (a2,d0.w),a2
 
moveq #0,d0
 
move.b (a2),d0
 
beq.s loc_5862
 
bsr.w LoadPLC ; load level patterns
 
 
loc_5862:
 
moveq #1,d0
 
bsr.w LoadPLC ; load standard level patterns
 
move.w #120,($FFFFF614).w ; display a credit for 2 seconds
 
bsr.w Pal_FadeTo
 
 
Cred_WaitLoop:
 
move.b #4,($FFFFF62A).w
 
bsr.w DelayProgram
 
jsr RingsManager
 
bsr.w RunPLC_RAM
 
tst.w ($FFFFF614).w ; have 2 seconds elapsed?
 
bne.s Cred_WaitLoop ; if not, branch
 
tst.l ($FFFFF680).w ; have level gfx finished decompressing?
 
bne.s Cred_WaitLoop ; if not, branch
 
cmpi.w #9,($FFFFFFF4).w ; have the credits finished?
 
beq.w TryAgainEnd ; if yes, branch
 
rts
 
</syntaxhighlight>
 
I found this out because i was just looking at the code.
 
 
==Future Features==
 
==Future Features==
*REV01 effects.
 
 
*Spike bug fix.
 
*Spike bug fix.
 
*Control Options.
 
*Control Options.

Revision as of 03:23, 5 June 2018

Now i don't have to post bugs and changes on the main page also post you're solutions here.

Additions since V0.5

  • REV01 Effects
  • 32X Support (Code from Sonic 1 32x hack lol)
  • A bug fix

Bugs

  • Static after roll sound (fixed on 32X)
  • Rings not deleted during credits. (Fixed Nearly)
  • Peelout sound sometimes missing a channel (fixed on 32X)

Solutions

Future Features

  • Spike bug fix.
  • Control Options.