King, on 23 November 2012 - 02:26 PM, said:
Oh, here's an interesting "bug" I encounter in Sonic 2 but I don't know if it's been mentioned yet. Beat the Metropolis Zone boss without destroying any of the balloon Robotniks (you can try avoiding the balloons and beating the boss as Super Sonic or cheating with debug mode to avoid the balloons) then press the egg prison with them bouncing towards you. They start to glitch out then they all disappear when one hits you and causes you to lose your rings.
Too many sprites, that's the issue.
Anyway, to make all the little Eggman's pop when Dr Eggman himself start's flying away, go to "loc_32C66:" and just under the label, insert this:
tst.b ($FFFFF7A7).w ; Is boss defeated? bne.s + ; If so, branch
So you have this:
loc_32C66: tst.b ($FFFFF7A7).w ; Is boss defeated? bne.s + ; If so, branch cmpi.b #4,(MainCharacter+routine).w beq.s loc_32C76 cmpi.b #4,(Sidekick+routine).w bne.s loc_32C82
Then, go to "loc_32C82:" and between "cmpi.b #-2,collision_property(a0)" and "bgt.s return_32C96", insert a new label +, so you have this:
loc_32C82: cmpi.b #-2,collision_property(a0) bgt.s return_32C96 + move.b #$14,mapping_frame(a0) move.b #6,anim(a0)
Now, when you defeat the MTZ boss, as soon as Dr Eggman stops exploding then starts flying away, all remaining little Eggmans will automatically pop.




