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Difference between revisions of "Display the Press Start Button text"

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Now, the PSB object is initialised in object RAM slot $D080 on line 3237 of the disassembly I'm currently using (modified by [[Pu7o]] to work on Linux; it's just under the label Title_ClrObjRam2, in case it's not the same line in an unmodified Sonic 1 disassembly). That same chunk of RAM is previously used for the SONIC TEAM PRESENTS (STP) object earlier in the TitleScreen routine (line 3162, adjust as necessary).
 
Now, the PSB object is initialised in object RAM slot $D080 on line 3237 of the disassembly I'm currently using (modified by [[Pu7o]] to work on Linux; it's just under the label Title_ClrObjRam2, in case it's not the same line in an unmodified Sonic 1 disassembly). That same chunk of RAM is previously used for the SONIC TEAM PRESENTS (STP) object earlier in the TitleScreen routine (line 3162, adjust as necessary).
  
The reason the PSB text doesn't appear is because the STP object scribbles in object RAM, but the TitleScreen routine only clears the top $1C bytes. Any data between $D09C and $D0A0 previously touched by the STB object is unmodified. This, I suspect, is why the PSB text fails to appear, and it's a surprisingly difficult bug to track down without really scrutinising the code and a few quite remarkable deductions.
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The reason the PSB text doesn't appear is because the STP object scribbles in object RAM, but the TitleScreen routine only clears the top $1C bytes. Any data between $D09C and $D0A0 previously touched by the STB object is unmodified.
  
 
The correction is simple enough; delete the object RAM for the object at $D080 more thoroughly. |2=[[Quickman]]}}
 
The correction is simple enough; delete the object RAM for the object at $D080 more thoroughly. |2=[[Quickman]]}}
 
{{S1Howtos}}
 
{{S1Howtos}}
 
[[Category:SCHG How-tos|Display the Press Start Button text]]
 
[[Category:SCHG How-tos|Display the Press Start Button text]]

Revision as of 07:03, 9 December 2013

(Original guide by Quickman)

In the Sonic 1 is an object for a PRESS START BUTTON message on the title screen. However, in the final version it's not there. Well, not really. It is there, but it's invisible. To fix that you simply need to go to Title_LoadText:. Find this piece of code: <asm> lea ($FFFFD080).w,a1 moveq #0,d0 move.w #7,d1

Title_ClrObjRam2: move.l d0,(a1)+ dbf d1,Title_ClrObjRam2

move.b #$E,($FFFFD040).w ; load big Sonic object</asm> And replace it with this: <asm> lea ($FFFFD080).w,a1

moveq #0,d0
move.w #7,d1
Title_ClrObjRam2
move.l d0,(a1)+
dbf d1,Title_ClrObjRam2

jsr DeleteObject2 ; clear object RAM to make room for the "Press Start Button" object move.b #$E,($FFFFD040).w ; load big Sonic object</asm>

And now you should be able to see this message:

S1-PressStart.png


Original statement by Quickman on the
Sonic Retro
Forums
:
I've finally isolated precisely why the PRESS START BUTTON (PSB) text doesn't appear on the Sonic 1 title screen, and given the nature I suspect it to be a bug in Sonic Team's original code. (You may now be shocked.)

Now, the PSB object is initialised in object RAM slot $D080 on line 3237 of the disassembly I'm currently using (modified by Pu7o to work on Linux; it's just under the label Title_ClrObjRam2, in case it's not the same line in an unmodified Sonic 1 disassembly). That same chunk of RAM is previously used for the SONIC TEAM PRESENTS (STP) object earlier in the TitleScreen routine (line 3162, adjust as necessary).

The reason the PSB text doesn't appear is because the STP object scribbles in object RAM, but the TitleScreen routine only clears the top $1C bytes. Any data between $D09C and $D0A0 previously touched by the STB object is unmodified.

The correction is simple enough; delete the object RAM for the object at $D080 more thoroughly.

Quickman

SCHG How-To Guide: Sonic the Hedgehog (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix the SEGA Sound | Display the Press Start Button Text | Fix the Level Select Menu | Fix the Hidden Points Bug | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix the Walk-Jump Bug | Correct Drowning Bugs | Fix the Death Boundary Bug | Fix the Camera Follow Bug | Fix Song Restoration Bugs | Fix the HUD Blinking | Fix the Level Select Graphics Bug | Fix a remember sprite related bug
Changing Design Choices
Change Spike Behavior | Collide with Water After Being Hurt | Fix Special Stage Jumping Physics | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Remove the Speed Cap | Port the REV01 Background Effects | Port Sonic 2's Level Art Loader | Retain Rings Between Acts | Add Sonic 2 (Simon Wai Prototype) Level Select | Improve ObjectMove Subroutines | Port Sonic 2 Level Select
Adding Features
Add Spin Dash ( Part 1 / Part 2 / Part 3 / Part 4 ) | Add Eggman Monitor | Add Super Sonic | Add the Air Roll
Sound Features
Expand the Sound Index | Play Different Songs Per Act | Port Sonic 2 Final Sound Driver | Port Sonic 3's Sound Driver | Port Flamewing's Sonic 3 & Knuckles Sound Driver | Change The SEGA Sound
Extending the Game
Load Chunks From ROM | Add Extra Characters | Make an Alternative Title Screen | Use Dynamic Tilesets | Make GHZ Load Alternate Art | Make Ending Load Alternate Art | Add a New Zone | Set Up the Goggle Monitor | Add New Moves | Add a Dynamic Collision System | Dynamic Special Stage Walls System | Extend Sprite Mappings and Art Limit | Enigma Credits | Use Dynamic Palettes
Miscellaneous
Convert the Hivebrain 2005 Disassembly to ASM68K
Split Disassembly Guides
Set Up a Split Disassembly | Basic Level Editing | Basic Art Editing | Basic ASM Editing (Spin Dash)