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SCHG How-to

Disable floor collision while dying

From Sonic Retro

Revision as of 02:52, 20 June 2012 by KingofHarts (talk | contribs) (Added header and footer.)

(Guide written by Esrael)

This is something that you are most likely to notice in Chemical Plant Zone while fighting the Act 2 boss. When your character dies, he will still detect any floor that is still above him, and if the detection returns a collision, the character will stop, and just drop like a rock, instead of move upwards like he normally does. This is not necessarily a bug, though it can be "fixed". Perform this fix if you don't want your character to detect floor tiles while dying.

Find "loc_1E596" (Xenowhirl) or "Floor_ChkTile" (SVN) <asm>

loc_1E596

Floor_ChkTile:

       move.w  d2,d0 
       .... 
       movea.l d1,a1 
       rts 
===========================================================================
precalculated values for Floor_ChkTile
(Sonic 1 calculated it every time instead of using a table)

word_1E5D0: </asm>

and insert the following code: <asm>

loc_1E596

Floor_ChkTile:

       move.w  d2,d0 
       .... 
       movea.l d1,a1 
       cmpi.b  #$06, $0024(A0)   
       bne.s   Player_Not_Death   
       move.l  #$FFFF0000, A1                                                                    

Player_Not_Death:

       rts 
===========================================================================
precalculated values for Floor_ChkTile
(Sonic 1 calculated it every time instead of using a table)

word_1E5D0: </asm>

Your character will no longer detect floor tiles above him when dying.

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