Fix Sonic 2 Sega Screen
From Sonic Retro
Revision as of 09:39, 26 June 2022 by RobiWanKenobi (talk | contribs)
Made For Sonic 2 all revisions, Originally made in AMPS sonic 2 but adopted for regular sonic 2 github
Guide By RobiWanKenobi
Github
If you have ported in sprites from other Sonic games or other games in general, you may have noticed the Sega screen is messed up.
This is good to do if you plan on porting sprites without that aren't converted to sonic 2's mappings and DPLCs.
Make a copy of the Sonic 2 sprites, mappings, and DPLCs for Sonic. Make in art/uncompressed SegaSonic.bin with a copy of the sonic 2 sprites, Also SegaSonicMap.bin and in mappings/spriteDPLC make SegaSonic.bin with the sonic 2 DPLCS
Now in s2.asm
Find this line of code for Sonic's art.
;---------------------------------------------------------------------------------------
; Uncompressed art
; Patterns for Sonic ; ArtUnc_50000:
;---------------------------------------------------------------------------------------
align $20
ArtUnc_Sonic: BINCLUDE "art/uncompressed/Sonic's art.bin"
;---------------------------------------------------------------------
Right after the art import for Sonic add in.
;---------------------------------------------------------------------
align $20
ArtUnc_SegaSonic: BINCLUDE "art/uncompressed/SegaSonic.bin"
;---------------------------------------------------------------------------------------
Now right below this section of code.
;--------------------------------------------------------------------------------------
; Sprite Mappings
; Sonic ; MapUnc_6FBE0: SprTbl_Sonic:
;--------------------------------------------------------------------------------------
Add this line of code
;--------------------------------------------------------------------------------------
Mapunc_SegaSonic: BINCLUDE "mappings/sprite/SegaSonicMap.bin"
;--------------------------------------------------------------------------------------
Now replace this line of code.
;--------------------------------------------------------------------------------------
; Sprite Dynamic Pattern Reloading
; Sonic DPLCs ; MapRUnc_714E0:
;--------------------------------------------------------------------------------------
; WARNING: the build script needs editing if you rename this label
; or if you move Sonic's running frame to somewhere else than frame $2D
;Sega Screen Sonic
MapRUnc_Sonic: BINCLUDE "mappings/spriteDPLC/Sonic.bin"
;--------------------------------------------------------------------------------------
With this line of code.
;--------------------------------------------------------------------------------------
; Sprite Dynamic Pattern Reloading
; Sonic DPLCs ; MapRUnc_714E0:
;--------------------------------------------------------------------------------------
; WARNING: the build script needs editing if you rename this label
; or if you move Sonic's running frame to somewhere else than frame $2D
;Sega Screen Sonic
MapRUnc_Sonic: BINCLUDE "mappings/spriteDPLC/SegaSonic.bin"
;--------------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------
;Sonic's ingame sprites
MapRUnc_Sonic3: BINCLUDE "mappings/spriteDPLC/Sonic.bin"
;--------------------------------------------------------------------------------------
LoadSonicDymPLC_Part2
LoadSonicDynPLC_Part2:
cmp.b (Sonic_LastLoadedDPLC).w,d0
beq.s return_1B89A
move.b d0,(Sonic_LastLoadedDPLC).w
lea (MapRUnc_Sonic).l,a2
add.w d0,d0
adda.w (a2,d0.w),a2
move.w (a2)+,d5
subq.w #1,d5
bmi.s return_1B89A
move.w #tiles_to_bytes(ArtTile_ArtUnc_Sonic),d4
To this
LoadSonicDynPLC_Part2:
cmp.b (Sonic_LastLoadedDPLC).w,d0
beq.s return_1B89A
move.b d0,(Sonic_LastLoadedDPLC).w
lea (MapRUnc_Sonic3).l,a2
add.w d0,d0
adda.w (a2,d0.w),a2
move.w (a2)+,d5
subq.w #1,d5
bmi.s return_1B89A
move.w #tiles_to_bytes(ArtTile_ArtUnc_Sonic),d4
Now change this
ObjB0_Init:
bsr.w LoadSubObject
move.w #$1E8,x_pixel(a0)
move.w #$F0,y_pixel(a0)
move.w #$B,objoff_2A(a0)
move.w #2,(SegaScr_VInt_Subrout).w
bset #0,render_flags(a0)
bset #0,status(a0)
; Initialize streak horizontal offsets for Sonic going left.
; 9 full lines (8 pixels) + 6 pixels, 2-byte interleaved entries for PNT A and PNT B
lea (Horiz_Scroll_Buf + 2 * 2 * (9 * 8 + 6)).w,a1
lea Streak_Horizontal_offsets(pc),a2
moveq #0,d0
moveq #$22,d6 ; Number of streaks-1
- move.b (a2)+,d0
add.w d0,(a1)
addq.w #2 * 2 * 2,a1 ; Advance to next streak 2 pixels down
dbf d6,-
lea off_3A294(pc),a1 ; pointers to mapping DPLC data
lea (ArtUnc_Sonic).l,a3
lea (Chunk_Table).l,a5
moveq #4-1,d5 ; there are 4 mapping frames to loop over
To this
ObjB0_Init:
bsr.w LoadSubObject
move.w #$1E8,x_pixel(a0)
move.w #$F0,y_pixel(a0)
move.w #$B,objoff_2A(a0)
move.w #2,(SegaScr_VInt_Subrout).w
bset #0,render_flags(a0)
bset #0,status(a0)
; Initialize streak horizontal offsets for Sonic going left.
; 9 full lines (8 pixels) + 6 pixels, 2-byte interleaved entries for PNT A and PNT B
lea (Horiz_Scroll_Buf + 2 * 2 * (9 * 8 + 6)).w,a1
lea Streak_Horizontal_offsets(pc),a2
moveq #0,d0
moveq #$22,d6 ; Number of streaks-1
- move.b (a2)+,d0
add.w d0,(a1)
addq.w #2 * 2 * 2,a1 ; Advance to next streak 2 pixels down
dbf d6,-
lea off_3A294(pc),a1 ; pointers to mapping DPLC data
lea (ArtUnc_SegaSonic).l,a3
lea (Chunk_Table).l,a5
moveq #4-1,d5 ; there are 4 mapping frames to loop over
if done right, it works, even with sonic 3 sprites.