Difference between revisions of "Have a functional Eggman monitor in Sonic 1"
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Scarred Sun (talk | contribs) m (Text replacement - "</asm>" to "</syntaxhighlight>") |
Scarred Sun (talk | contribs) m (Text replacement - "<asm>" to "<syntaxhighlight lang="asm">") |
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Open "sonic1.asm" and find this code: | Open "sonic1.asm" and find this code: | ||
− | <asm>Obj2E_ChkEggman: ; XREF: Obj2E_Move | + | <syntaxhighlight lang="asm">Obj2E_ChkEggman: ; XREF: Obj2E_Move |
addq.b #2,$24(a0) | addq.b #2,$24(a0) | ||
move.w #29,$1E(a0) | move.w #29,$1E(a0) | ||
Line 11: | Line 11: | ||
bne.s Obj2E_ChkSonic | bne.s Obj2E_ChkSonic | ||
rts ; Eggman monitor does nothing</syntaxhighlight>And replace it with this: | rts ; Eggman monitor does nothing</syntaxhighlight>And replace it with this: | ||
− | <asm>Obj2E_ChkEggman: ; XREF: Obj2E_Move | + | <syntaxhighlight lang="asm">Obj2E_ChkEggman: ; XREF: Obj2E_Move |
addq.b #2,$24(a0) | addq.b #2,$24(a0) | ||
move.w #29,$1E(a0) | move.w #29,$1E(a0) | ||
Line 28: | Line 28: | ||
Go to the folder called "_incObj" and open the ASM file "2E Monitor Content Power-Up", now go to the label "Pow_ChkEggman". You should see this code: | Go to the folder called "_incObj" and open the ASM file "2E Monitor Content Power-Up", now go to the label "Pow_ChkEggman". You should see this code: | ||
− | <asm>Pow_ChkEggman: | + | <syntaxhighlight lang="asm">Pow_ChkEggman: |
move.b obAnim(a0),d0 | move.b obAnim(a0),d0 | ||
cmpi.b #1,d0 ; does monitor contain Eggman? | cmpi.b #1,d0 ; does monitor contain Eggman? | ||
Line 34: | Line 34: | ||
rts ; Eggman monitor does nothing | rts ; Eggman monitor does nothing | ||
; ===========================================================================</syntaxhighlight>Now change this: | ; ===========================================================================</syntaxhighlight>Now change this: | ||
− | <asm> rts ; Eggman monitor does nothing</syntaxhighlight>To this: | + | <syntaxhighlight lang="asm"> rts ; Eggman monitor does nothing</syntaxhighlight>To this: |
− | <asm> bra Spik_Hurt ; Eggman monitor hits Sonic</syntaxhighlight>'''DONE!''' | + | <syntaxhighlight lang="asm"> bra Spik_Hurt ; Eggman monitor hits Sonic</syntaxhighlight>'''DONE!''' |
This is the most simple way to get a functional Eggman monitor in SVN and Hg disassemblies, you just need to branch the code to "Spik_Hurt" routine, the same used for spikes (object 36)! | This is the most simple way to get a functional Eggman monitor in SVN and Hg disassemblies, you just need to branch the code to "Spik_Hurt" routine, the same used for spikes (object 36)! | ||
*Sonic will not lose rings if he has a shield and nothing will happen if he is invincible | *Sonic will not lose rings if he has a shield and nothing will happen if he is invincible |
Revision as of 21:46, 20 December 2015
Hivebrain's Sonic 1 disassembly (2005)
(Original guide by nineko) This very simple guide will tell you how to get a functional Eggman monitor in Sonic 1. It targets the Hivebrain 2005 Disassembly.
Open "sonic1.asm" and find this code:
Obj2E_ChkEggman: ; XREF: Obj2E_Move
addq.b #2,$24(a0)
move.w #29,$1E(a0)
move.b $1C(a0),d0
cmpi.b #1,d0; does monitor contain Eggman?
bne.s Obj2E_ChkSonic
rts ; Eggman monitor does nothing
Obj2E_ChkEggman: ; XREF: Obj2E_Move
addq.b #2,$24(a0)
move.w #29,$1E(a0)
move.b $1C(a0),d0
cmpi.b #1,d0; does monitor contain Eggman?
bne.s Obj2E_ChkSonic ; if not, go and check for the next monitor type (1-up icon)
move.l a0,a1 ; move a0 to a1, because Touch_ChkHurt wants the damaging object to be in a1
move.l a0,-(sp) ; push a0 on the stack, and decrement stack pointer
lea ($FFFFD000).w,a0 ; put Sonic's ram address in a0, because Touch_ChkHurt wants the damaged object to be in a0
jsr Touch_ChkHurt ; run the Touch_ChkHurt routine
move.l (sp)+,a0 ; pop the previous value of a0 from the stack, and increment stack pointer
rts ; The Eggman monitor now does something!
SVN and HG Disassemblies
(adjunction by AlexShx) This very simple guide will tell you how to get a functional Eggman monitor in Sonic 1 using the SVN (info) (676 kB) or the HG disassemblies.
Go to the folder called "_incObj" and open the ASM file "2E Monitor Content Power-Up", now go to the label "Pow_ChkEggman". You should see this code:
Pow_ChkEggman:
move.b obAnim(a0),d0
cmpi.b #1,d0 ; does monitor contain Eggman?
bne.s Pow_ChkSonic
rts ; Eggman monitor does nothing
; ===========================================================================
rts ; Eggman monitor does nothing
bra Spik_Hurt ; Eggman monitor hits Sonic
This is the most simple way to get a functional Eggman monitor in SVN and Hg disassemblies, you just need to branch the code to "Spik_Hurt" routine, the same used for spikes (object 36)!
- Sonic will not lose rings if he has a shield and nothing will happen if he is invincible