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SCHG How-to

How to port paralax plouds to the Nick Arcade prototype

From Sonic Retro

Revision as of 21:36, 23 September 2017 by Shadow05 (talk | contribs)

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 nick arcade disassembly and the esrael assembler and then replace the entire routine 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!

Note by shadow05 i'm going to make a guide on how to port beta 4's background deformation system into the nick arcade prototype soon

SCHG How-To Guide: Sonic 2 Beta (16-bit)
Fixing Bugs
Fix EHZ Deformation Bug
Design Choices
Add final spindash to Sonic 2 Beta