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− | 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.
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− |
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− | go to "'''''Credits:'''''" and find this bit of coding:
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− | <syntaxhighlight lang="asm">
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− | Cred_ClrPallet:
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− | move.l d0,(a1)+
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− | dbf d1,Cred_ClrPallet ; fill pallet with black ($0000)
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− |
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− | moveq #3,d0
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− | bsr.w PalLoad1 ; load Sonic's pallet
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− | move.b #$8A,($FFFFD080).w ; load credits object
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− | jsr ObjectsLoad
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− | jsr BuildSprites
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− | bsr.w EndingDemoLoad
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− | moveq #0,d0
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− | move.b ($FFFFFE10).w,d0
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− | lsl.w #4,d0
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− | lea (MainLoadBlocks).l,a2 ; load block mappings etc
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− | lea (a2,d0.w),a2
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− | moveq #0,d0
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− | move.b (a2),d0
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− | beq.s loc_5862
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− | bsr.w LoadPLC ; load level patterns
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− |
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− | loc_5862:
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− | moveq #1,d0
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− | bsr.w LoadPLC ; load standard level patterns
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− | move.w #120,($FFFFF614).w ; display a credit for 2 seconds
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− | bsr.w Pal_FadeTo
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− |
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− | Cred_WaitLoop:
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− | move.b #4,($FFFFF62A).w
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− | bsr.w DelayProgram
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− | bsr.w RunPLC_RAM
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− | tst.w ($FFFFF614).w ; have 2 seconds elapsed?
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− | bne.s Cred_WaitLoop ; if not, branch
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− | tst.l ($FFFFF680).w ; have level gfx finished decompressing?
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− | bne.s Cred_WaitLoop ; if not, branch
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− | cmpi.w #9,($FFFFFFF4).w ; have the credits finished?
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− | beq.w TryAgainEnd ; if yes, branch
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− | rts
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− | </syntaxhighlight>
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− | Change it to this
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− | <syntaxhighlight lang="asm">
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− | Cred_ClrPallet:
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− | move.l d0,(a1)+
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− | dbf d1,Cred_ClrPallet ; fill pallet with black ($0000)
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− |
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− | moveq #3,d0
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− | bsr.w PalLoad1 ; load Sonic's pallet
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− | move.b #$8A,($FFFFD080).w ; load credits object
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− | jsr ObjectsLoad
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− | jsr BuildSprites
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− | bsr.w EndingDemoLoad
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− | moveq #0,d0
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− | move.b ($FFFFFE10).w,d0
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− | lsl.w #4,d0
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− | lea (MainLoadBlocks).l,a2 ; load block mappings etc
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− | lea (a2,d0.w),a2
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− | moveq #0,d0
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− | move.b (a2),d0
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− | beq.s loc_5862
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− | bsr.w LoadPLC ; load level patterns
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− |
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− | loc_5862:
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− | moveq #1,d0
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− | bsr.w LoadPLC ; load standard level patterns
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− | move.w #120,($FFFFF614).w ; display a credit for 2 seconds
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− | bsr.w Pal_FadeTo
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− |
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− | Cred_WaitLoop:
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− | move.b #4,($FFFFF62A).w
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− | bsr.w DelayProgram
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− | jsr RingsManager
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− | bsr.w RunPLC_RAM
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− | tst.w ($FFFFF614).w ; have 2 seconds elapsed?
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− | bne.s Cred_WaitLoop ; if not, branch
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− | tst.l ($FFFFF680).w ; have level gfx finished decompressing?
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− | bne.s Cred_WaitLoop ; if not, branch
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− | cmpi.w #9,($FFFFFFF4).w ; have the credits finished?
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− | beq.w TryAgainEnd ; if yes, branch
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− | rts
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− | </syntaxhighlight>
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− | I found this out because i was just looking at the code.
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| ==Future Features== | | ==Future Features== |
− | *REV01 effects.
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| *Spike bug fix. | | *Spike bug fix. |
| *Control Options. | | *Control Options. |