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Difference between revisions of "Add final spindash to Sonic 2 Beta"

From Sonic Retro

Line 1: Line 1:
Hello everyone shadow05 here
+
Hello everyone shadow05 here.
Have you playing sonic 2 beta and been annoyed about the incomplete spindash
+
Have you playing sonic 2 beta and been annoyed about the incomplete spindash.
Well this guide is for people who can do basic asm editing inspired by the sonic 1 spindash guide
+
Well this guide is for people who can do basic asm editing inspired by the sonic 1 spindash guide.
I was using the super egg disassembly but this will work on the original esrael disassembly
+
I was using the super egg disassembly but this will work on the original esrael disassembly.
  
 
===Directly copying the object code===
 
===Directly copying the object code===
Line 120: Line 120:
  
 
Thank you for reading this guide and hopefully you'll be less annoyed
 
Thank you for reading this guide and hopefully you'll be less annoyed
 
warning the spindash sound will be high pitched but you can just turn down the volume
 
 
Update!
 
 
I found away to port the beta spindash to sonic 2 i'll make a new guide soon!
 
  
 
{{S2BHowtos}}
 
{{S2BHowtos}}
 
{{S2Howtos}}
 
{{S2Howtos}}

Revision as of 01:07, 25 September 2017

Hello everyone shadow05 here. Have you playing sonic 2 beta and been annoyed about the incomplete spindash. Well this guide is for people who can do basic asm editing inspired by the sonic 1 spindash guide. I was using the super egg disassembly but this will work on the original esrael disassembly.

Directly copying the object code

First we'll have to get a slightly modified sonic 1 spindash code

Replace the entire routine with this

Sonic_SpinDash:
		tst.b	$39(a0)
		bne.s	loc_1AC8E
		cmpi.b	#8,$1C(a0)
		bne.s	locret_1AC8C
		move.b	($FFFFF603).w,d0
		andi.b	#$70,d0
		beq.w	locret_1AC8C
		move.b	#9,$1C(a0)
		move.w	#$E0,d0
                jsr     (Play_Sfx)
		addq.l	#4,sp
		move.b	#1,$39(a0)
		move.w	#0,$3A(a0)
		cmpi.b	#$C,$28(a0)
		bcs.s	loc_1AC84
		move.b	#2,($FFFFD11C).w
loc_1AC84:
locret_1AC8C:
		rts	
; ---------------------------------------------------------------------------

loc_1AC8E:
		move.b	($FFFFF602).w,d0
		btst	#1,d0
		bne.w	loc_1AD30
		move.b	#$E,$16(a0)
		move.b	#7,$17(a0)
		move.b	#2,$1C(a0)
		addq.w	#5,$C(a0)
		move.b	#0,$39(a0)
		moveq	#0,d0
		move.b	$3A(a0),d0
		add.w	d0,d0
		move.w	Dash_Speeds(pc,d0.w),$14(a0)
		move.w	$14(a0),d0
		subi.w	#$800,d0
		add.w	d0,d0
		andi.w	#$1F00,d0
		neg.w	d0
		addi.w	#$2000,d0
		move.w	d0,($FFFFEED0).w
		btst	#0,$22(a0)
		beq.s	loc_1ACF4
		neg.w	$14(a0)

loc_1ACF4:
		bset	#2,$22(a0)
		move.b	#0,($FFFFD11C).w
		move.w	#$BC,d0
		jsr     (Play_Sfx)
		bra.s	loc_1AD78
; ===========================================================================
Dash_Speeds:	dc.w  $800		; 0
		dc.w  $880		; 1
		dc.w  $900		; 2
		dc.w  $980		; 3
		dc.w  $A00		; 4
		dc.w  $A80		; 5
		dc.w  $B00		; 6
		dc.w  $B80		; 7
		dc.w  $C00		; 8
; ===========================================================================

loc_1AD30:				; If still charging the dash...
		tst.w	$3A(a0)
		beq.s	loc_1AD48
		move.w	$3A(a0),d0
		lsr.w	#5,d0
		sub.w	d0,$3A(a0)
		bcc.s	loc_1AD48
		move.w	#0,$3A(a0)

loc_1AD48:
		move.b	($FFFFF603).w,d0
		andi.b	#$70,d0	; 'p'
		beq.w	loc_1AD78
		move.w	#$900,$1C(a0)
		move.w	#$E0,d0  ; changed from #$E0
                jsr     (Play_Sfx)
		addi.w	#$200,$3A(a0)
		cmpi.w	#$800,$3A(a0)
		bcs.s	loc_1AD78
		move.w	#$800,$3A(a0)

loc_1AD78:
		addq.l	#4,sp
		cmpi.w	#$60,($FFFFEED8).w
		beq.s	loc_1AD8C
		bcc.s	loc_1AD88
		addq.w	#4,($FFFFEED8).w

loc_1AD88:
		subq.w	#2,($FFFFEED8).w

loc_1AD8C:
		rts
; End of subroutine Sonic_SpinDash

Fixing an error

when you build it you most likely an error to fix this go to line 25863

        bra     loc_FBF4

See this line delete it!

Thank you for reading this guide and hopefully you'll be less annoyed

SCHG How-To Guide: Sonic 2 Beta (16-bit)
Fixing Bugs
Fix EHZ Deformation Bug
Design Choices
Add final spindash to Sonic 2 Beta
SCHG How-To Guide: Sonic the Hedgehog 2 (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix Super Sonic Bugs | Use Correct Height When Roll Jumping | Fix Jump Height Bug When Exiting Water | Fix Screen Boundary Spin Dash Bug | Correct Drowning Bugs | Fix Camera Y Position for Tails | Fix Tails Subanimation Error | Fix Tails' Respawn Speeds | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix Rexon Crash | Fix Monitor Collision Bug | Fix EHZ Deformation Bug | Correct CPZ Boss Attack Behavior | Fix Bug in ARZ Boss Arrow's Platform Behavior | Fix ARZ Boss Walking on Air Glitch | Fix ARZ Boss Sprite Behavior | Fix Multiple CNZ Boss Bugs | Fix HTZ Background Scrolling Mountains | Fix OOZ Launcher Speed Up Glitch | Fix DEZ Giant Mech Collision Glitch | Fix Boss Deconstruction Behavior | Fix Speed Bugs | Fix 14 Continues Cheat | Fix Debug Mode Crash | Fix 99+ Lives | Fix Sonic 2's Sega Screen
Design Choices
Remove the Air Speed Cap | Disable Floor Collision While Dying | Modify Super Sonic Transformation Methods & Behavior | Enable/Disable Tails in Certain Levels | Collide with Water After Being Hurt | Retain Rings When Returning at a Star Post | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Insert LZ Water Ripple Effect | Restore Lost CPZ Boss Feature | Prevent SCZ Tornado Spin Dash Death | Improve ObjectMove Subroutines | Port S3K Rings Manager | Port S3K Object Manager | Port S3K Priority Manager | Edit Level Order with ASM‎ | Alter Ring Requirements in Special Stages | Make Special Stage Characters Use Normal DPLCs | Speed Up Ring Loss Process | Change spike behaviour in Sonic 2
Adding Features
Create Insta-kill and High Jump Monitors | Create Clone and Special Stage Monitors | Port Knuckles
Sound Features
Expand Music Index to Start at $00 | Port Sonic 1 Sound Driver | Port Sonic 2 Clone Driver | Port Sonic 3 Sound Driver | Port Flamewing's Sonic 3 & Knuckles Sound Driver | Expand the Music Index to Start at $00 (Sonic 2 Clone Driver Version) | Play Different Songs Per Act
Extending the Game
Extend the Level Index Past $10 | Extend the Level Select | Extend Water Tables | Add Extra Characters | Free Up 2 Universal SSTs