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Difference between revisions of "Enigma Credits in Sonic 1"

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(Created page with "{{GuideBy|Fukuller}} Hi there!<br /> I programmed something I call as Enigma Credits.<br /> Why would you need that? Simple: with that, you can add more names to your credits. (...")
 
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Download [http://www.easy-share.com/6F61EEFF88044B3D8E16255FBF472EAE/Enigma%20Credits.rar this file] and extract it to your project's root folder (e.g. C:\Sonic1).
 
Download [http://www.easy-share.com/6F61EEFF88044B3D8E16255FBF472EAE/Enigma%20Credits.rar this file] and extract it to your project's root folder (e.g. C:\Sonic1).
  
==Configuring the game so it'll not load the old script==
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==Configuring the game so it'll won't load the old script==
 
Open up your "sonic1.asm".<br />
 
Open up your "sonic1.asm".<br />
 
Go to "Cred_ClrPallet:", then, find:
 
Go to "Cred_ClrPallet:", then, find:

Revision as of 05:54, 28 October 2011

(Original guide by Fukuller)

Hi there!
I programmed something I call as Enigma Credits.
Why would you need that? Simple: with that, you can add more names to your credits. (more than 5 big names (e.g. Eduardo Knuckles))
Please note: this tutorial is for the Hivebrain's ASM68k disassembly.

Downloading the program

Download this file and extract it to your project's root folder (e.g. C:\Sonic1).

Configuring the game so it'll won't load the old script

Open up your "sonic1.asm".
Go to "Cred_ClrPallet:", then, find: <asm> move.b #$8A,($FFFFD080).w ; load credits object</asm> and replace it by: <asm> jsr Credits_MapLoad ; We'll include this routine in the next step</asm>

Including the subroutine and the mappings

Let's include the routine we'll call to load the credits.
Add this before the "; end of 'ROM'": <asm> include EniCredProg.asm ; here we include the "Credits_MapLoad" subroutine even EniCred_0: incbin credeni\cred0.bin ; Credits #0 mappings even EniCred_1: incbin credeni\cred1.bin ; Credits #1 mappings even EniCred_2: incbin credeni\cred2.bin ; Credits #2 mappings even EniCred_3: incbin credeni\cred3.bin ; Credits #3 mappings even EniCred_4: incbin credeni\cred4.bin ; Credits #4 mappings even EniCred_5: incbin credeni\cred5.bin ; Credits #5 mappings even EniCred_6: incbin credeni\cred6.bin ; Credits #6 mappings even EniCred_7: incbin credeni\cred7.bin ; Credits #7 mappings even EniCred_8: incbin credeni\cred8.bin ; Credits #8 mappings even EniCred_9: incbin credeni\cred9.bin ; Credits #9 mappings even</asm> Save and build.
And that's all!

PlaneED Project

If you have PlaneED, then you probably want the project files.
Download them here.

Important notes

I recommend using Sonic 2's credits title card font. (OR, you can spend 10 minutes to write a name/word.)
All the mappings are empty.

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)