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Difference between revisions of "Shadow05"

From Sonic Retro

(Current Projects)
(A bug fix to my optimization)
Line 107: Line 107:
 
cp 80h ; stop flag?
 
cp 80h ; stop flag?
 
jp z,StopDAC ; if yes, branch
 
jp z,StopDAC ; if yes, branch
jp m,PauseDAC ; if < 80h, branch</syntaxhighlight>
+
jp m,PauseDAC ; if < 80h, branch
This will reduce the size by 2 bytes.
+
ret</syntaxhighlight>
 +
This will reduce the size by 1 byte.

Revision as of 07:24, 30 June 2018

Sonic Megamix "V5.0B"

  • I actually have a rom of Sonic the Hedgehog Megamix V5.0B I won't post a link (because i'll probably get banned) but here's some screenshots.

WARNING:These will contain ALOT of spoilers!

Preferences Screen

Preferences Sonic Megamix V5.0.png

City Outskirts

Updated City Outskirts.png

Starry Night

Updated Starry Night.png

Metallic Base

Updated Metallic Base.png

Notes

  • The time attack menu music has a few additional notes sounding like birds.
  • Special Stages are very different as they are based off the Sonic CD
  • The build was leaked in mid-2011.
  • Stealth uploaded a video of a even later build.
  • Ending and Credits crashes (Credits doesn't in original mode).
  • Stealth refers to it as "V5.0a" (Version 5.0 Alpha)
  • City Outskirts CD theme reminds me of Studiopolis act 1.
  • Final Fight is Unfinished

Current Projects

  • Doomsday Zone Animation
  • Project:Sonic
  • Sonic 1 Enhanced Edition
  • Sonic 1 AS Disassembly (A Enhanced version of the original.)

Sonic 1 Enhanced Edition

  • SRAM Support (Selbi's Guide) Link
  • Title Screen Menu (with new game and continue options)
  • Sonic CD Style Camera (Nat The Porcupine's Guide)
  • Spindash
  • Sonic 3 Object and Ring Managers (SSRG)
  • Super Peelout and Sonic CD Sound Effects(From the Free Assets thread from SSRG)

Help Page

Link


A Few Fixes

Death Egg Music Not Playing After Boss (All Revisions)

Fix

Goto loc_39BA4 and you'll see this.

	move.b	(Level_Music).w,d0

Change the b to a w.

Cause

The Game is trying to read the RAM address as a byte instead of a word which makes it load Sound 00 which is nothing.

Grabbers legs and skids are the wrong way (REV02 Only)

Fix

Goto InheritParentXYFlip: and you'll see this.

    if gameRevision<2
	andi.b	#$FC,d0
	move.b	status(a0),d2
	andi.b	#$FC,d2
	move.b	render_flags(a1),d1
	andi.b	#3,d1
    else
	; Peculiarly, REV02 changes this to only inherit the Y-flip.
	; This causes a bug where some sprites are displayed backwards (Silver Sonic's sparks and Grabber's legs).
	andi.b	#$FD,d0
	move.b	status(a0),d2
	andi.b	#$FD,d2
	move.b	render_flags(a1),d1
	andi.b	#2,d1
    endif

Remove the bit after the else and the if gameRevision<2.

Cause

Revisions 00 and 01 inherits the X and Y flips but for some reason in REV02 (Sonic Classics) they change it to only inherit the Y flip this means the sparks and legs won't be flipped horizontally.

Walking on air in WFZ (REV02 Only)

Fix

Goto loc_3B7BC: and you'll see this.

    if gameRevision<2
	andi.b	#standing_mask,d0
    else
	; I don't know what this change was meant to do, but it causes
	; Sonic to not fall off ObjBD's ascending platforms when they retract,
	; making him hover.
	andi.b	#2,d0	; 'Y-flipped' bit???
    endif

Like the last bug remove the REV02 check and everything below (and including) the else.

(Probable) Cause

It's possible that because the game isn't checking that Sonic is standing anymore this causes the game to think Sonic is on the ground.

A few optimizations for MegaPCM

Optimization #1

At Int_Normal and Int_NoOverride you'll see this.

	cp	80h			; stop flag?
	jp	z,StopDAC		; if yes, branch
	jp	m,PauseDAC		; if < 80h, branch

Delete them and replace them with this.

	jp	Int_StopFlag

Then above Int_Normal add this.

Int_StopFlag:
	cp	80h			; stop flag?
	jp	z,StopDAC		; if yes, branch
	jp	m,PauseDAC		; if < 80h, branch
	ret

This will reduce the size by 1 byte.