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''(Original guide written by [[Qjimbo]])''
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{{GuideBy|Qjimbo}}
  
 
You might not think the words "basic" and "assembly" could belong in the same sentence, however what we plan to do in this tutorial takes a more ''modular'' approach to our disassembly than you might have thought was possible.
 
You might not think the words "basic" and "assembly" could belong in the same sentence, however what we plan to do in this tutorial takes a more ''modular'' approach to our disassembly than you might have thought was possible.
  
==Porting the Spindash from the Early Prototype==
+
==Porting the Spin Dash from the Early Prototype==
 
And that is today's project! We are going to use the Early Prototype disassembly that drx made, reason being that he took care over to ensure it used all the same label names as Hivebrain's Sonic 1 disassembly. This means porting data from it is a lot more straightforward than from the existing Sonic 2 disassembly.
 
And that is today's project! We are going to use the Early Prototype disassembly that drx made, reason being that he took care over to ensure it used all the same label names as Hivebrain's Sonic 1 disassembly. This means porting data from it is a lot more straightforward than from the existing Sonic 2 disassembly.
  
 
==Recommended Tools and Files==
 
==Recommended Tools and Files==
You can use any text editor to edit the disassembly, however I recommend using ConTEXT and [[Ambil]]'s M68K Highlighter.
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You can use any text editor to edit the disassembly, however I recommend using ConTEXT and [[User:Ambil|Ambil]]'s M68K Highlighter.
  
 
*[[Media:ConTEXTsetup.zip|ConTEXT v0.98.5]]
 
*[[Media:ConTEXTsetup.zip|ConTEXT v0.98.5]]
 
Text editor for editing the disassembly.
 
Text editor for editing the disassembly.
  
*[[Media:M68000 Assembler.zip|Ambil's M68K highlighter for ConTEXT]]
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*[[Media:ConTEXT_HighlightM68k.zip|Ambil's M68K highlighter for ConTEXT]]
 
Highlighter that allows clearer code editing. After installing ConTEXT, place this in your '''C:\Program Files\ConTEXT\Highlighters''' folder.
 
Highlighter that allows clearer code editing. After installing ConTEXT, place this in your '''C:\Program Files\ConTEXT\Highlighters''' folder.
  
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:3. Now to find the Spindash routine in the Nick Arcade beta. Select the Sonic 2 (Early prototype).asm tab and do a search for '''sonic_spindash'''
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:3. Now to find the Spin Dash routine in the Nick Arcade beta. Select the Sonic 2 (Early prototype).asm tab and do a search for '''Sonic_Spindash'''
  
 
[[Image:asmtut02.png|center]]
 
[[Image:asmtut02.png|center]]
Line 35: Line 35:
  
 
The set of data we reach is this:
 
The set of data we reach is this:
<asm>Obj01_MdNormal: ; DATA XREF: ROM:Obj01_Modes?o
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<syntaxhighlight lang="asm">Obj01_MdNormal: ; DATA XREF: ROM:Obj01_Modes?o
 
bsr.w Sonic_Spindash
 
bsr.w Sonic_Spindash
 
bsr.w Sonic_Jump
 
bsr.w Sonic_Jump
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bsr.w Sonic_AnglePos
 
bsr.w Sonic_AnglePos
 
bsr.w Sonic_SlopeRepel
 
bsr.w Sonic_SlopeRepel
rts</asm>
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rts</syntaxhighlight>
  
'''Obj01''' is the most important object, it's the Sonic object! This table contains all of Sonic's routines. We'll need to remember this for use in a bit.
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This is the table of Sonic's moves. You can see the Spindash is in there, so we will put it into Sonic 1.
  
:4. Hit F3 on ConTEXT to find the next occurance and we're taken to the Spindash subroutine itself!  
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:4. Hit F3 on ConTEXT and we're taken to the Spindash routine itself!  
  
 
[[Image:asmtut03.png|center]]
 
[[Image:asmtut03.png|center]]
Line 56: Line 56:
 
The next step is to select from '''Sonic_Spindash:''' all the way down to '''<nowiki>; End of function Sonic_Spindash</nowiki>'''. Copy this into the clipboard.
 
The next step is to select from '''Sonic_Spindash:''' all the way down to '''<nowiki>; End of function Sonic_Spindash</nowiki>'''. Copy this into the clipboard.
  
:5. Now click the sonic1.asm tab. What we have to do now is place the spindash routine in it's equivalent place in Sonic 1. If you look back at the Nick Arcade beta disassembly, you can see '''<nowiki>; End of function Sonic_JumpHeight</nowiki>''' above the Sonic_Spindash routine. So, it's logical to place this routine in them same place in sonic1.asm. Search for '''<nowiki>; End of function Sonic_JumpHeight</nowiki>''' in '''sonic1.asm'''.
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:5. Now click the sonic1.asm tab. Search for '''<nowiki>; End of function Sonic_JumpHeight</nowiki>''' in sonic1.asm and right under that line, paste the Spindash routine there!
  
 
[[Image:asmtut04.png|center]]
 
[[Image:asmtut04.png|center]]
  
  
:6. Like I say in the above image, paste the code there!
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<syntaxhighlight lang="asm">; End of function Sonic_JumpHeight
<asm>; End of function Sonic_JumpHeight
 
  
 
[CODE]
 
[CODE]
  
 
; ---------------------------------------------------------------------------
 
; ---------------------------------------------------------------------------
; Subroutine to slow Sonic walking up a slope</asm>
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; Subroutine to slow Sonic walking up a slope</syntaxhighlight>
  
:7. Now we've pasted the code in, we have to edit the table of Sonic's routines in Sonic 1. Remember the table we saw earlier in Nick Arcade beta? It's exactly the same! Search for '''Obj01_MdNormal:''' (with the colon, also make sure you tell context to search from the top rather than from the cursor).  
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:6. Now we've pasted the code in, we have to edit the table of Sonic's routines in Sonic 1.
  
 
[[Image:asmtut05.png|center]]
 
[[Image:asmtut05.png|center]]
  
  
:8. All we do now is insert the code from Nick Arcade beta again, this time, it's just one line: '''bsr.w Sonic_Spindash'''.  
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:7. Insert <syntaxhighlight lang="asm">bsr.w Sonic_Spindash</syntaxhighlight> on top of <syntaxhighlight lang="asm">Sonic_Jump</syntaxhighlight>. That will, of course, branch to the Spindash routine.
  
 
[[Image:asmtut06.png|center]]
 
[[Image:asmtut06.png|center]]
  
  
:9. Now is a good time to save '''sonic1.asm''', stop and take a look at what we've done. Run '''build.bat''' and let's take a look at our '''s1built.bin'''.  
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:8. Now save '''sonic1.asm''' and take a look at what we've done. Run '''build.bat''' and let's take a look at our new '''s1built.bin'''.  
  
[[Image:S1BUILT_016.gif]] [[Image:S1BUILT_017.gif]] [[Image:S1BUILT_018.gif]]
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[[Image:SCHG Spin Dash Result.png|center]]
[[Image:S1BUILT_019.gif|center]]
 
  
The code works, but the spindash animation is not present in the ROM. This can be added, but requires slightly more advanced editing. So for now we are going to simply create a Sonic CD style spindash using the jumping animation.
 
  
:10. Look for the '''Sonic_Jump:''' routine above the Spindash routine we placed. Towards the bottom is the key to our goal: '''move.b #2,$1C(a0) ; use "jumping" animation'''. $1C(a0) is the animation control for the sonic object, so we need to find the part of Sonic_Spindash which uses this to choose the animation.
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.....Oh dear. This doesn't look right. But the Spindash is there, at least! We need to change the animation, go to <syntaxhighlight lang="asm">move.b     #9,$1c(a0)</syntaxhighlight> and change the 9 to a 3. That will make it the Jumping animation, which still looks good.
<asm>Sonic_Spindash: ; CODE XREF: ROM:Obj01_MdNormal?p
 
tst.b $39(a0)
 
bne.s loc_10396
 
cmpi.b #8,$1C(a0)
 
bne.s locret_10394
 
move.b ($FFFFF603).w,d0
 
andi.b #$70,d0 ; 'p'
 
beq.w locret_10394
 
  
move.b #9,$1C(a0); This is the animation we're interested in!
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:9. Now save the sonic1.asm file, build it again and then open "s1built.bin" in your emulator.
 
 
move.w #$BE,d0 ; '¾'
 
jsr (PlaySound_Special).l
 
addq.l #4,sp
 
move.b #1,$39(a0)</asm>
 
 
 
:11. Now all we have to do is edit that line. It's a little complicated to explain how to work out how that is the animation (as you can see there is another one further up). But in any case, we can take the animation from the jumping code and put it here easily.
 
<asm>Sonic_Spindash: ; CODE XREF: ROM:Obj01_MdNormal?p
 
tst.b $39(a0)
 
bne.s loc_10396
 
cmpi.b #8,$1C(a0)
 
bne.s locret_10394
 
move.b ($FFFFF603).w,d0
 
andi.b #$70,d0 ; 'p'
 
beq.w locret_10394
 
 
 
move.b #2,$1C(a0); Changed #9 to #2
 
 
 
move.w #$BE,d0 ; '¾'
 
jsr (PlaySound_Special).l
 
addq.l #4,sp
 
move.b #1,$39(a0)</asm>
 
 
 
:12. Now save the assembly file and compile it again! Let's take a look...
 
  
 
==What you should see==
 
==What you should see==
 
[[Image:spinanim.gif]]
 
[[Image:spinanim.gif]]
  
We have working spindash, however it is a little too slow. In part 2 I will explain how to speed this up, as well as share more ASM goodies!
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'''We have now put a Spindash in Sonic 1! In part 2, we will show you how to reset the camera when dashing, as well as share some more ASM goodies! Bye for now!'''
  
'''Thanks go to [[Quickman]] for coming up with the concept and for directing me in porting the Spindash!'''
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{{S1Howtos}}
 +
|Basic ASM Editing (Spin Dash)]]

Latest revision as of 11:10, 25 August 2018

(Original guide by Qjimbo)

You might not think the words "basic" and "assembly" could belong in the same sentence, however what we plan to do in this tutorial takes a more modular approach to our disassembly than you might have thought was possible.

Porting the Spin Dash from the Early Prototype

And that is today's project! We are going to use the Early Prototype disassembly that drx made, reason being that he took care over to ensure it used all the same label names as Hivebrain's Sonic 1 disassembly. This means porting data from it is a lot more straightforward than from the existing Sonic 2 disassembly.

Recommended Tools and Files

You can use any text editor to edit the disassembly, however I recommend using ConTEXT and Ambil's M68K Highlighter.

Text editor for editing the disassembly.

Highlighter that allows clearer code editing. After installing ConTEXT, place this in your C:\Program Files\ConTEXT\Highlighters folder.

The disassembly of the Sonic 2 Nick Arcade Beta

Useful resource for understanding 68k assembly instructions.

Steps

1. First things first, we need to extract the disassembly out of the rar file. Extract it into the same folder as our Sonic 1 project (C:\SonED2-1\s1h\).
2. Now, we can open all the files we are going to use in ConTEXT. Open C:\SonED2-1\s1h\sonic1.asm and C:\SonED2-1\s1h\Sonic 2 (Early prototype).asm . ConTEXT uses tabs so it's easy to switch between which file we are editing.
Asmtut01.png


3. Now to find the Spin Dash routine in the Nick Arcade beta. Select the Sonic 2 (Early prototype).asm tab and do a search for Sonic_Spindash
Asmtut02.png


The set of data we reach is this:

Obj01_MdNormal:				; DATA XREF: ROM:Obj01_Modes?o
		bsr.w	Sonic_Spindash
		bsr.w	Sonic_Jump
		bsr.w	Sonic_SlopeResist
		bsr.w	Sonic_Move
		bsr.w	Sonic_Roll
		bsr.w	Sonic_LevelBoundaries
		jsr	SpeedToPos
		bsr.w	Sonic_AnglePos
		bsr.w	Sonic_SlopeRepel
		rts

This is the table of Sonic's moves. You can see the Spindash is in there, so we will put it into Sonic 1.

4. Hit F3 on ConTEXT and we're taken to the Spindash routine itself!
Asmtut03.png


The next step is to select from Sonic_Spindash: all the way down to ; End of function Sonic_Spindash. Copy this into the clipboard.

5. Now click the sonic1.asm tab. Search for ; End of function Sonic_JumpHeight in sonic1.asm and right under that line, paste the Spindash routine there!
Asmtut04.png


; End of function Sonic_JumpHeight

[CODE]

; ---------------------------------------------------------------------------
; Subroutine to	slow Sonic walking up a	slope
6. Now we've pasted the code in, we have to edit the table of Sonic's routines in Sonic 1.
Asmtut05.png


7. Insert
bsr.w Sonic_Spindash
on top of
Sonic_Jump
. That will, of course, branch to the Spindash routine.
Asmtut06.png


8. Now save sonic1.asm and take a look at what we've done. Run build.bat and let's take a look at our new s1built.bin.
SCHG Spin Dash Result.png


.....Oh dear. This doesn't look right. But the Spindash is there, at least! We need to change the animation, go to
move.b     #9,$1c(a0)
and change the 9 to a 3. That will make it the Jumping animation, which still looks good.
9. Now save the sonic1.asm file, build it again and then open "s1built.bin" in your emulator.

What you should see

Spinanim.gif

We have now put a Spindash in Sonic 1! In part 2, we will show you how to reset the camera when dashing, as well as share some more ASM goodies! Bye for now!

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)

|Basic ASM Editing (Spin Dash)]]