Fix Blue Knuckles
From Sonic Retro
(Original guide by Tamkis)
(Additional and optional steps by AlexShx and BlueKnuckles04)
Contents
Who is Blue Knuckles: the bug explained
Most people do not know, but in S3&K, there is a “hidden character” that is “unlockable” via Game Genie/Action Replay codes. This hidden character is Blue Knuckles. He is more than a palette change of the normal Red Knuckles; actually, he is identified internally as the character used for values greater than 3 for the variable player_mode. This variable, as the name states, determines what character(s) are in the game. The values are as follows:
- #0. Sonic & Tails
- #1. Sonic alone
- #2. Tails alone
- #3. Red Knuckles
- #4+.Blue Knuckles
The problem with making Blue Knuckles a playable character, however, is that he is not blue in the Special Stages, and most of his level events fail to work. In the Special Stages, he transforms into Sonic (lol). These errors happen, because Sega, in the asm code of S3&K (sonic3k.asm), mostly used comparison statements such as this:
cmpi.w #3,(Player_mode).w
bne.s [label]
The label jumped to in statements like that would do something specific for when the player_mode is NOT 3 (Red Knuckles). Blue Knuckles is player_mode ID #4, so, with that statement, the game would go to the label meant for Sonic &/or Tails player modes, which is not what we want. We want Blue Knuckles to do the code after the bne.s, which is meant for Red Knuckles. This guide will fix statements of this format.
The other comparison statement that is causing problems is in this format:
cmpi.w #3,(Player_mode).w
beq.s [label]
If player_mode is #3 (Red Knuckles), the game will jump to a label for special processing for Knuckles events. If player_mode is NOT #3 (Red Knuckles), then the game will execute code for Sonic &/or Tails. Since Blue Knuckles (ID #4) is NOT ID #3, the game will execute Sonic &/or Tails code for Blue Knuckles, which is not what we want. We want Blue Knuckles to execute code for Red Knuckles. This guide will also fix statements of this format.
Making Blue Knuckles selectable
Save Screen
However, before we fix level events and other similar things for Blue Knuckles, let us make him a character that can be selected through ordinary means, without GG/AR codes. First, let us make him a selectable character in the Save Screen.
In the sonic3k.asm file in your S3&K .svn disasm, go to label SaveScreen_MainLoop / loc_C802 It should look something like this:
; loc_C802
SaveScreen_MainLoop:
move.b #$1E,(V_int_routine).w
jsr (Wait_VSync).l
addq.w #1,(Level_frame_counter).w
jsr (Process_Sprites).l
move.w (Camera_X_pos_copy).w,d0
neg.w d0
move.w d0,(H_scroll_buffer+2).w
jsr (Render_Sprites).l
lea (Normal_palette_line_3+$2).w,a0
moveq #$E,d0
move.w ($FFFFE666).w,d1
addq.w #1,d1
cmpi.w #3,d1
bcs.s +
moveq #0,d1
Change this:
addq.w #1,d1
cmpi.w #3,d1
To this:
addq.w #1,d1
cmpi.w #4,d1 ; Blue Knuckles Fix: Now character #4 is the highest selectable
Then, go to label Obj_SaveScreen_NoSave_Slot / Obj_SaveScreen_D30C
It should look something like this:
Obj_SaveScreen_NoSave_Slot:
move.b #$F,$1D(a0)
move.w ($FFFFEF4C).w,d0
addq.w #3,d0
move.b d0,$22(a0)
tst.b ($FFFFEF4B).w
bne.s loc_D396
Change this:
addq.w #3,d0
To this:
addq.w #4,d0 ; Blue Knuckles Fix: No Save Slot - Now character #4 is the highest selectable
Afterwards, go to subprgm sub_D6D0; it should look like this:
sub_D6D0:
moveq #0,d2
tst.w ($FFFFB07A).w
bne.s loc_D6FA
move.b (Ctrl_1_pressed).w,d1
lsr.w #1,d1
bcc.s loc_D6EE
moveq #$5B,d2
addq.w #1,d0
cmpi.w #3,d0
bls.s loc_D6FA
moveq #0,d0
bra.s loc_D6FA
; ---------------------------------------------------------------------------
Change this:
cmpi.w #3,d0
To this:
cmpi.w #4,d0 ; Blue Knuckles Fix: Save Slot Update Character - Now character #4 is the highest selectable
Furthermore, go to label loc_D6EE.
It should look like this:
loc_D6EE:
lsr.w #1,d1
bcc.s loc_D6FA
moveq #$5B,d2
subq.w #1,d0
bpl.s loc_D6FA
moveq #3,d0
Change this:
moveq #3,d0
To this:
moveq #4,d0 ; Blue Knuckles Fix: Save Slot Update Character - Reset character to #4 if below #0 (negative)
Those modifications changed the max player_mode for the Save Screen, from #3 (Red Knuckles) to #4 (Blue Knuckles). Note that Blue Knuckles’ picture in the Save screen shows part of the “Del” sign seen when deleting a save, instead of a picture of a blue Knuckles. You will have to repoint manually the art to a suitable picture for Blue Knuckles. Use SonMapED and modify General\Save Menu\Map - Save Screen General.asm
Level Select Screen
Next, we will fix the character select for the Level Select screen. This character selection is done by pressing C on the level select screen. Pressing C will increment the player_mode. As before, we will change the max character from #3 (Red Knuckles) to #4 (Blue Knuckles).
There is only one step to fix it here. Go to loc_7F46. It should look like this:
loc_7F46:
btst #5,(Ctrl_1_pressed).w
beq.s locret_7F60
addq.w #1,(Player_option).w
cmpi.w #4,(Player_option).w
bcs.s locret_7F60
move.w #0,(Player_option).w
Change this:
cmpi.w #4,(Player_option).w
bcs.s locret_7F60
To this:
cmpi.w #5,(Player_option).w ; Blue Knuckles Fix: 04 is the highest selectable player_option
blo.s locret_7F60 ; Used mnemonic "blo" instead of "bcs" - if player_option is lower than 5 don't reset to 0
Note: You can make Blue Knuckles available only in the Level Select Screen.
Fixing bugs
Now that Blue Knuckles is available for selection by normal means, we still have to fix all of his level events and other bugs. To do so, we will have to fix the player_mode comparison statements that were shown before. Search for every instance of “cmpi.w #3, (player_mode).w”:
- If the statement afterwards is “beq.s [label]”, change it to “bhs.s [label]”. (Branch if Higher or Same, the assembler will convert it to “bcc.s” when assembling)
- If the statement afterwards is “bne.s [label]”, change it to “blo.s [label]”. (Branch if LOwer than, the assembler will convert it to “bcs.s” when assembling)
If you did all of the replacements correctly, all of the level events and most other things for Blue Knuckles will work. But wait! In replacing ALL of those conditional statements, you inadvertently made player #4 (Blue Knuckles) red and fixed the bugs that made him blue! The following steps will restore the bugs that made player #4 blue.
Go to the following labels and revert what you changed back to the original code (i.e. change “bhs.s [label]” to “beq.s [label]” and “blo.s [label]” to “bne.s [label]”),
The labels, and what reverting the code back does:
- loc_61BE - Makes player #4 blue above water.
- loc_7A18 - Makes player #4 blue underwater.
- loc_8284 - Makes player #4 blue in Special Stages.
- sub_2E2C0 - Makes the palette blue and makes player #4's continue icon blue on the Special Stage Results Screen.
- loc_55C84 - Makes player #4 blue when entering the pyramid after SOZ miniboss.
- loc_5CA1A - Makes player #4's continue icon blue on the Continue Screen.
In Sound Test, there are restrictions that prevent player_modes from accessing stages they wouldn't normally go to. Knuckles' restrictions now also apply to Blue Knuckles because we changed the conditional statements. Normally, Knuckles doesn't go to Sky Sanctuary 1. Instead, he goes to Sky Sanctuary 2. Knuckles can't go to Sky Sanctuary 1 from Sound Test. This means that now Blue Knuckles can't go to Sky Sanctuary 1 from Sound Test either, but he can still go there from a file. This does not make sense. If a stage is accessible from a file, it should also be accessible from Sound Test. There are two ways to fix this bug: make Blue Knuckles go to Sky Sanctuary 2 instead of Sky Sanctuary 1 when playing on a file, or make Knuckles' restrictions not apply to Blue Knuckles in Sound Test. Also, when Blue Knuckles finishes Hidden Palace Zone, he now goes to Sky Sanctuary 2 like Knuckles does, but when resetting and then choosing the file again, Blue Knuckles goes to Sky Sanctuary 1 like Sonic & Tails do. We are going to fix both of these bugs at once by making Blue Knuckles go to Sky Sanctuary 2 when choosing a file.
Go to sub_DA4E. It should look like this:
sub_DA4E:
cmpi.w #3,$34(a0)
bne.s loc_DA62
...
Change this:
bne.s loc_DA62
To this:
blo.s loc_DA62
If you also want to make Knuckles' restrictions not apply to Blue Knuckles, go to loc_7D6C. It should look like this:
loc_7D6C:
tst.w ($FFFFFFE2).w
bne.s loc_7DBA
cmpi.w #3,(Player_mode).w
blo.s loc_7D9E ; Changed from earlier step
...
Ok, now change this:
blo.s loc_7D9E ; Changed from earlier step
Back to this:
bne.s loc_7D9E ; Only apply Knuckles' restrictions to Knuckles, not to Blue Knuckles
Note: You can completely disable restrictions in Sound Test if you want. To do this, change the statement immediately after
tst.w ($FFFFFFE2).w
from
bne.s loc_7DBA
to
bra.s loc_7DBA
So you should have
loc_7D6C:
tst.w ($FFFFFFE2).w
bra.s loc_7DBA
cmpi.w #3,(Player_mode).w
bne.s loc_7D9E
...
If you did that step and all of the other steps right, you should now be able to select Blue Knuckles from the Save and Level Select Screens. Most of the bugs involving Blue Knuckles should be fixed now too.
Note: Whenever using the compare statement “cmpi.w #4,(Player_mode).w”, the following statement should not be beq or bne. Instead, it should be bhs or blo, respectively. Using beq or bne in this case will make player #4 unique and different than players #5+. All players #4+ should be treated the same.
Here are what some of the label replacements do in case you want to fix only some of the bugs. You can revert what you changed back to the original code (i.e. change “bhs.s [label]” to “beq.s [label]” and “blo.s [label]” to “bne.s [label]”) for any of these conditional statements if you want. You could also change only these statements (i.e. change “beq.s [label]” to “bhs.s [label]” and “bne.s [label]” to “blo.s [label]”) if you want to fix only these bugs.
- loc_60B4 - Life counter
- loc_8FFA - Character in Special Stage
- loc_918A - Character in Special Stage
- loc_2DB1C - Character got through text
- Obj_LevResultsCharName / loc_2DD3E - Character got through text
- loc_2E06A - Character got a chaos emerald
- sub_2EC80 - Character got a chaos emerald
- loc_5C3BC - Characters on Continue Screen
- loc_5C838 - Characters on Continue Screen
- loc_5C95C - Characters on Continue Screen
Additional step 1: Fix End of Level Signpost
Now, as soon as we can, we have to fix the end of level signpost graphic for Blue Knuckles. This is as easy as "weird".
Go to FrameArray_EndSign and change this:
FrameArray_EndSign: dc.b 0, 0, 1, 2
To this:
FrameArray_EndSign: dc.b 0, 0, 1, 2, 2, 2, 2, 2 ; Character shown per ID: 00 - Sonic, 01 - Sonic, 02 - Tails, 03 - Knuckles, 04to07 - Blue Knuckles (Knuckles with blue palette)
Done. This loads and displays the variant #2 of the End Signpost instead of a null one, and since Knuckles' palette is blue, the displayed character will be Blue Knuckles.
Optional step: In case the character ID ever goes above 7 (which shouldn't happen anyway), the bug will return. To fix this, we will put an upper bound on the array.
Go to loc_838D6 and change this:
moveq #0,d0
move.b ($FFFFFF09).w,d0 ; Get current character "mode"
To this:
moveq #0,d0
move.b ($FFFFFF09).w,d0 ; Get current character "mode"
cmpi.b #7,d0
bls.s locret_838EE ; If <= to max index, branch
move.b #7,d0 ; Set current character "mode" to max index
locret_838EE:
Additional step 2: Revert to blue palette after Super/Hyper Transformation
Ok, now we need to fix Super/Hyper Blue Knuckles reverting back in Red to his "normal form". This happens because he uses the "Red" Knuckles' palette transition when reverting back to "normal form".
Go to SuperHyper_PalCycle_Revert / loc_37EE:
It should look like this:
; loc_37EE:
SuperHyper_PalCycle_Revert: ; runs the fade in transition backwards
cmpi.w #2,(Player_mode).w ; If Tails or Knuckles, branch, making this code Sonic-specific
bhs.s SuperHyper_PalCycle_RevertNotSonic
; run frame timer
subq.b #1,(Palette_timer).w
...
Ok, now change this:
; loc_37EE:
SuperHyper_PalCycle_Revert: ; runs the fade in transition backwards
cmpi.w #2,(Player_mode).w ; If Tails or Knuckles, branch, making this code Sonic-specific
bhs.s SuperHyper_PalCycle_RevertNotSonic (loc_3820 in older disassemblies)
; run frame timer
To this:
; loc_37EE:
SuperHyper_PalCycle_Revert: ; Runs the fade-in transition backwards
cmpi.w #4,(Player_mode).w ; Check if character is Blue Knuckles
bhs.s SuperHyper_PalCycle_RevertSonic ; If character is Blue Knuckles branch to Sonic's reverting palette transition
cmpi.w #2,(Player_mode).w ; If Tails or Knuckles, branch, making this code Sonic-specific
bhs.s SuperHyper_PalCycle_RevertNotSonic ; (doesn't need to be changed as "Blue Knuckles' code" branched before)
SuperHyper_PalCycle_RevertSonic: ; Apply for Sonic and Blue Knuckles
; run frame timer
Now Super/Hyper Blue Knuckles uses Super/Hyper Sonic's "reverting" transition which makes him blue (and pretty) again after Super/Hyper form.
Additional step 3: Fix Blue Knuckles in the Slot Bonus Stage
Blue Knuckles is messed up in the Slot Bonus Stage because an array goes out of bounds. The array looks like this:
off_4B9C2:
dc.l Map_Sonic
dc.l Map_Tails
dc.l Map_Knuckles
This array loads the player object in the Slot Bonus Stage.
The array's index is the variable d0. The index is 1 less than the variable Player_mode. The array has a lower bound which prevents d0 from becoming negative when playing as player #0. The code looks like this:
loc_4B9CE:
...
move.w (Player_mode).w,d0
subq.w #1,d0
bcc.s loc_4B9E8
moveq #0,d0
loc_4B9E8:
move.b d0,$38(a0)
lsl.w #2,d0
move.l off_4B9C2(pc,d0.w),$C(a0)
...
We must not expand the array because its index is copied to the variable $FFFFB038. This variable determines character attributes such as Knuckles' and Blue Knuckles' ability to break walls. The values for this variable are as follows:
- #0. Sonic
- #1. Tails
- #2. Red Knuckles / Blue Knuckles
- #3+.Invalid
When playing as Blue Knuckles, d0 and $FFFFB038 get set to #3, which is invalid. This is not what we want. We want them to be set to #2 so that the correct player object loads. To fix this, we will create an upper bound.
Change this:
loc_4B9E8:
move.b d0,$38(a0)
To this:
loc_4B9E8:
cmpi.w #2,d0
bls.s .notBlueKnuckles ; If <= to max index, branch
move.w #2,d0 ; Set index to max index
.notBlueKnuckles:
move.b d0,$38(a0) ; Copy index to $FFFFB038
Now Blue Knuckles will load correctly in the Slot Bonus Stage and the variable $FFFFB038 will be set correctly.
Additional step 4: Fix the Special Stage Continue Icon
We are going to fix the Special Stage Continue Icon for Blue Knuckles. This is similar to fixing the Slot Bonus Stage. The Special Stage Results Screen shows the word NOW instead of Blue Knuckles when getting a continue. This happens because an array goes out of bounds. The array's index is the variable d0. The index is 1 less than the variable Player_mode. The array has a lower bound which prevents d0 from becoming negative when playing as player #0. The code looks like this:
loc_2EBE8:
...
move.w (Player_mode).w,d0
subq.w #1,d0
bcc.s loc_2EC06
moveq #0,d0
loc_2EC06:
addi.w #$29,d0
move.b d0,$22(a0)
...
The index is operated upon and then is copied to the variable $22(a0), so it's probably not a good idea to expand the array. When playing as Blue Knuckles, d0 gets set to #3, which is invalid. This is not what we want. We want it to be set to #2 so that the correct icon loads and so $22(a0) is set the same as it would be when playing as Knuckles. To fix this, we will create an upper bound like we did for the Slot Bonus Stage.
Change this:
loc_2EC06:
addi.w #$29,d0
To this:
loc_2EC06:
cmpi.w #2,d0
bls.s .notBlueKnuckles ; If <= to max index, branch
move.w #2,d0 ; Set index to max index
.notBlueKnuckles:
addi.w #$29,d0
This will load the Knuckles icon, and since the palette is blue from having reverted sub_2E2C0, the displayed character will be Blue Knuckles.
Additional step 5: Fix the Continue Screen
The Continue Screen is still messed up for Blue Knuckles. His icons for the number of continues do not display correctly. This is because an array goes out of bounds. The array looks like this:
off_5CB8E:
dc.l byte_5CBAE
dc.l byte_5CBAE
dc.l byte_5CBB0
dc.l byte_5CBB2
Unlike the Slot Bonus Stage and the Special Stage Continue Icon, this array's index is the variable d4. Also unlike the Slot Bonus Stage and the Special Stage Continue Icon, the index is equal to the variable Player_mode instead of being 1 less than the variable Player_mode. The code looks like this:
sub_5CB6A:
move.w (Player_mode).w,d4
cmpi.b #2,d4
bne.s loc_5CB7E
lea ChildObjDat_5CB88(pc),a2
jsr (CreateChild6_Simple).l
loc_5CB7E:
lsl.w #2,d4
move.l off_5CB8E(pc,d4.w),$30(a0)
rts
; End of function sub_5CB6A
When playing as Blue Knuckles, d4 gets set to #4, which is invalid. This is not what we want. We want it to be set to #3. To fix this, we will create an upper bound like we did for the Slot Bonus Stage and the Special Stage Results Screen.
Change this:
loc_5CB7E:
lsl.w #2,d4
move.l off_5CB8E(pc,d4.w),$30(a0)
To this:
loc_5CB7E:
cmpi.w #3,d4
bls.s .notBlueKnuckles ; If <= to max index, branch
move.w #3,d4 ; Set index to max index
.notBlueKnuckles:
lsl.w #2,d4
move.l off_5CB8E(pc,d4.w),$30(a0)
This will load the Knuckles icon, and since the palette is blue from having reverted loc_5CA1A, the displayed character will be Blue Knuckles. Please note, however, that Knuckles will still appear sitting on the ground; we have only fixed the icons that represent the number of continues remaining so that they display Blue Knuckles.
Note: If you'd rather have Sonic & Tails appear on the Continue Screen instead of Knuckles, go to the following labels and revert what you changed earlier back to the original code (i.e. change “bhs.s [label]” to “beq.s [label]” and “blo.s [label]” to “bne.s [label]”).
- loc_5C3BC
- loc_5C838
- loc_5C95C
Unfixed bugs
Unfortunately Blue Knuckles has some bugs yet to be fixed:
- He is messed up in the Slot Bonus Stage (fixed). See optional steps for hotfix or complete fix
- Blue Super/Hyper Knuckles turns Red, but at least reverts Blue. See optional steps for fast fix or complete fix
Optional steps
How to prevent Blue Knuckles from accessing the Slot Bonus Stage (hotfix)
This surely isn't the best way to do it, but in this case bugged is way worse than nothing.
Just go to loc_2D47E and change this:
loc_2D47E:
...
beq.s loc_2D506
move.b #2,(Special_bonus_entry_flag).w
move.w #$1500,d1
...
To this:
loc_2D47E:
...
beq.w loc_2D506 ; (word used instead of short: jump distance too big)
move.b #2,(Special_bonus_entry_flag).w
move.w #$1500,d1 ; Load the Slot Bonus Stage
cmpi.w #4,(Player_mode).w ; Check if player is Blue Knuckles
blo.s .notBlueKnuckles ; Skip if not Blue Knuckles
move.w #$1400,d1 ; Load Pachinko instead of Slot for Blue Knuckles
.notBlueKnuckles:
...
As you see, this forces Blue Knux to enter Pachinko instead of Slot Bonus. You can use $1300 to load the Gumball Machine instead...or any stage or even code you want, at your own risk.
How to "Fix" Super/Hyper Blue Knuckles using Super/Hyper Sonic's palette cycles (fast fix)
In my case, since I don't want to make Super/Hyper Blue Knuckles appear like a "bad copy" of his famous red brother nor create a custom palette cycle, I figured out how to make his palette flash like Sonic's, fixing the "Blue Super/Hyper Knuckles turns Red" bug listed above in a cool and easy way.
Go to SuperHyper_PalCycle_Normal / loc_3854:
; loc_3854:
SuperHyper_PalCycle_Normal:
cmpi.w #2,(Player_mode).w ; If Tails...
beq.w SuperHyper_PalCycle_NormalTails
cmpi.w #3,(Player_mode).w ; ...or Knuckles, branch, making this code Sonic-specific
bhs.w SuperHyper_PalCycle_NormalKnuckles
tst.b (Super_Sonic_Knux_flag).w ; If Hyper Sonic, branch
bmi.s SuperHyper_PalCycle_HyperSonic
Ok, now revert "bhs.w" to "beq.w". Change this:
bhs.w SuperHyper_PalCycle_NormalKnuckles
To this:
beq.w SuperHyper_PalCycle_NormalKnuckles ; Super/Hyper Blue Knuckles now uses Super/Hyper Sonic's PalCycle (reverted Blue Knuckles Fix "bhs")
Note that this code changes only the color of Super/Hyper Blue Knuckles, this means that it doesn't add Hyper Sonic "Flashing Stars".
How to Fix Super/Hyper Blue Knuckles using a custom palette cycle
If you want Super/Hyper Blue Knuckles to be more "original" instead, you could create a different palette cycle for Super and Hyper Blue Knuckles by just messing around with the SuperHyper_PalCycle / SuperSonic_PalFlash subroutine, at label SuperHyper_PalCycle_NormalKnuckles / loc_393C.
The cycle that overrides palette on every frame is in that section and the palettes the code overwrites are at the bottom of the subroutine: you could just add a palette array by creating a copy of PalCycle_SuperHyperKnuckles / AnPal_SuperSonic_6, renaming it PalCycle_SuperHyperBlueKnuckles and editing every line to make Super/Hyper Blue Knuckles similar to "Super/Hyper Knuckles but blue"; just like this:
...
PalCycle_SuperHyperKnucklesRevert:
dc.w $64E,$20C,$206
; Super/Hyper Blue Knuckles cycle
PalCycle_SuperHyperBlueKnuckles: ; New palette cycle for Super/Hyper Blue Knuckles
dc.w $BGR,$BGR,$BGR ; Frame 0
dc.w $BGR,$BGR,$BGR ; Frame 3
dc.w $BGR,$BGR,$BGR ; Frame 6
dc.w $BGR,$BGR,$BGR ; Frame 9
dc.w $BGR,$BGR,$BGR ; Frame C - 12
dc.w $BGR,$BGR,$BGR ; Frame F - 15
dc.w $BGR,$BGR,$BGR ; Frame 13 - 18
dc.w $BGR,$BGR,$BGR ; Frame 16 - 21
dc.w $BGR,$BGR,$BGR ; Frame 19 - 24
dc.w $BGR,$BGR,$BGR ; Frame 1C - 27
Make sure you replace every "BGR" with a valid Mega Drive palette color entry suitable for your Super/Hyper Blue Knuckles. Colors should be chosen wisely with PalCycle_SuperHyperKnuckles / AnPal_SuperSonic_6 taken as example.
Then just go to SuperHyper_PalCycle_NormalKnuckles / loc_393C and change this:
; loc_393C:
SuperHyper_PalCycle_NormalKnuckles:
...
; increment palette frame and update Knuckles' palette
lea (PalCycle_SuperHyperKnuckles).l,a0
move.w (Palette_frame).w,d0
...
To this:
; loc_393C:
SuperHyper_PalCycle_NormalKnuckles:
...
; increment palette frame and update Knuckles' palette
lea (PalCycle_SuperHyperKnuckles).l,a0 ; Set to load Knuckles' palette cycle
cmpi.w #4,(Player_mode).w ; Check if player is Blue Knuckles
blo.s .notBlueKnuckles ; If not Blue Knuckles branch
lea (PalCycle_SuperHyperBlueKnuckles).l,a0 ; Set to load Blue Knuckles' palette cycle
.notBlueKnuckles: ; Apply selected palette cycle
move.w (Palette_frame).w,d0
...
And finally, the last edit: this is mandatory if you don't want Blue Knuckles to briefly flash yellow before reverting to normal. Undo the reverting to blue step and go back to PalCycle_SuperHyperBlueKnuckles.
Add this line under the palette array you just built:
PalCycle_SuperHyperBlueKnucklesRevert: ; Restore original Blue knuckles' palette
dc.w $E66,$C42,$822 ; Sonic's palette line, offset $4-$6-$8
Last step. Go to SuperHyper_PalCycle_RevertKnuckles. Change this:
SuperHyper_PalCycle_RevertKnuckles:
lea (PalCycle_SuperHyperKnucklesRevert).l,a0
bra.w SuperHyper_PalCycle_Apply
To this:
SuperHyper_PalCycle_RevertKnuckles:
lea (PalCycle_SuperHyperKnucklesRevert).l,a0 ; Set to load Knuckles normal colors
cmpi.w #4,(Player_mode).w ; Check if player is Blue Knuckles
blo.s .notBlueKnuckles ; If not Blue Knuckles (or character 4+) branch
lea (PalCycle_SuperHyperBlueKnucklesRevert).l,a0 ; Set to load Blue Knuckles normal colors (Sonic's palette line, offset $4-$6-$8)
.notBlueKnuckles: ; Apply selected colors
bra.w SuperHyper_PalCycle_Apply
And there you have it! A true Super/Hyper form for our beloved Blue Knuckles.
(Anyways) Now you can enjoy your new “Character”!
SCHG How-To Guide: Sonic the Hedgehog 3 and Knuckles |
---|
Fixing Bugs |
Fix Blue Knuckles | Fix Tails' Respawn Speeds | Fix Super Sonic Bugs |
Design Choices |
Fix Scattered Rings' Underwater Physics | Edit Level Select Text & Pointers | Work with Water | Make the Slots Bonus Game Rotate Smoothly |
Adding Features |
Restore (Sonic 2) Options Menu |