How to port paralax plouds to the Nick Arcade prototype
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Revision as of 10:53, 13 February 2019 by Inferno Gear (talk | contribs) (Fixed multiple errors with grammar.)
Revision as of 10:53, 13 February 2019 by Inferno Gear (talk | contribs) (Fixed multiple errors with grammar.)
Hello everyone, Shadow05 here and today I'm going to show you how to port the scrolling clouds to the Nick Arcade prototype.
First of all, get the Text Sonic 2 Nick Arcade disassembly and the Esrael Assembler and then replace everything from Deform_HTZ: to the end of loc_63CC: with this.
Deform_HTZ: ; DATA XREF: ROM:Deform_Index�o
tst.w ($FFFFFFD8).w
bne loc_62B4
tst.b ($FFFFEEBC).w
bne loc_6236
move.w ($FFFFEE0C).w,($FFFFF618).w
lea ($FFFFE000).w,a1
move.w ($FFFFEE00).w,d0
neg.w d0
move.w d0,d2
swap.w d0
move.w d2,d0
asr.w #$3,d0
move.w #$7F,d1
loc_6134:
move.l d0,(a1)+
dbra d1, loc_6134
move.l d0,d4
move.w ($FFFFA822).w,d0
addq.w #$4,($FFFFA822).w
sub.w d0,d2
move.w d2,d0
move.w d0,d1
asr.w #$1,d0
asr.w #$4,d1
sub.w d1,d0
ext.l d0
asl.l #$8,d0
divs.w #$70,d0
ext.l d0
asl.l #$8,d0
lea ($FFFFA800).w,a2
moveq #0,d3
move.w d1,d3
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,(a2)+
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,(a2)+
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,(a2)+
move.w d3,(a2)+
swap.w d3
add.l d0,d3
add.l d0,d3
swap.w d3
moveq #$3,d1
loc_642C: ; CODE XREF: ROM:0000642E�j
move.w d3,(a2)+
move.w d3,(a2)+
move.w d3,(a2)+
swap.w d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
swap.w d3
dbra d1, loc_642C
add.l d0,d0
add.l d0,d0
move.w d3,d4
move.l d4,(a1)+
move.l d4,(a1)+
move.l d4,(a1)+
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.l d4,(a1)+
move.l d4,(a1)+
move.l d4,(a1)+
move.l d4,(a1)+
move.l d4,(a1)+
swap.w d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.w #$6,d1
loc_61C6:
move.l d4,(a1)+
dbra d1, loc_61C6
swap.w d3
add.l d0,d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.w #$7,d1
loc_61DA:
move.l d4,(a1)+
dbra d1, loc_61DA
swap.w d3
add.l d0,d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.w #$9,d1
loc_61EE:
move.l d4,(a1)+
dbra d1, loc_61EE
swap.w d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
swap.w d3
move.w d3,d4
move.w #$E,d1
loc_6204:
move.l d4,(a1)+
dbra d1, loc_6204
swap.w d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
swap.w d3
move.w #$2,d2
loc_6218:
move.w d3,d4
move.w #$F,d1
loc_621E:
move.l d4,(a1)+
dbra d1, loc_621E
swap.w d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
add.l d0,d3
swap.w d3
dbra d2, loc_6218
rts
loc_6236:
move.w ($FFFFEEB4).w,d4
ext.l d4
lsl.l #$8,d4
moveq #$2,d6
move.w ($FFFFEEB6).w,d5
ext.l d5
lsl.l #$8,d5
moveq #0,d6
move.w ($FFFFEE0C).w,($FFFFF618).w
move.w ($FFFFEE04).w,($FFFFF616).w
move.w ($FFFFEE0C).w,($FFFFF618).w
moveq #0,d2
tst.b ($FFFFEEBD).w
beq.s loc_6292
move.w ($FFFFFE04).w,d0
andi.w #$3F,d0
lea $00(a1,d0), a1
moveq #0,d0
move.b (a1)+, d0
add.w d0,($FFFFF616).w
add.w d0,($FFFFF618).w
add.w d0,($FFFFEEF4).w
move.b (a1)+,d2
add.w d2,($FFFFEEF0).w
loc_6292:
lea ($FFFFE000).w,a1
move.w #$DF,d1
move.w ($FFFFEE00).w,d0
add.w d2,d0
neg.w d0
swap.w d0
move.w ($FFFFEE08).w,d0
add.w d2,d0
neg.w d0
loc_62AB:
move.l d0,(a1)+
dbra d1, loc_62AB
rts
loc_62B4:
move.w ($FFFFEEB0).w,d4
ext.l d4
asl.l #$6,d4
move.w ($FFFFEEB2).w,d5
ext.l d5
asl.l #$2,d5
moveq #0,d5
move.b #$00,($FFFFEE52).w
move.w ($FFFFEE0C).w,($FFFFF618).w
andi.l #$FFFEFFFE,($FFFFF616).w
lea ($FFFFE000).w,a1
move.w #$6F,d1
move.w ($FFFFEE00).w,d0
neg.w d0
swap.w d0
move.w ($FFFFEE08).w,d0
neg.w d0
loc_62F4:
move.l d0,(a1)+
dbra d1, loc_62F4
move.w ($FFFFEEB8).w,d4
ext.l d4
asl.l #$6,d4
add.l d4,($FFFFEE28).w
moveq #0,d0
move.w d0,($FFFFF620).w
subi.w #$E0,($FFFFF620).w
move.w ($FFFFEE24).w,($FFFFF61E).w
subi.w #$E0,($FFFFF61E).w
andi.l #$FFFEFFFE,($FFFFF61E).w
lea ($FFFFE1B0).w,a1
move.w #$73,d1
move.w ($FFFFEE20).w,d0
neg.w d0
swap.w d0
move.w ($FFFFEE28).w,d0
neg.w d0
loc_633C:
move.l d0,(a1)+
dbra d1, loc_633C
rts
That's it! Now you have ported the paralax clouds in Hill Top Zone to the Sonic 2 Nick Arcade prototype.
SCHG How-To Guide: Sonic 2 Beta (16-bit) |
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Fixing Bugs |
Fix EHZ Deformation Bug |
Design Choices |
Add final spindash to Sonic 2 Beta |