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Group:
Tech Member: Tech Members
Active Posts:
169 (0.05 per day)
Most Active In:
Engineering & Reverse Engineering (148 posts)
Joined:
24-July 03
Profile Views:
1099
Last Active:
User is offline Sep 24 2012 09:44 PM
Currently:
Offline

My Information

Age:
35 years old
Birthday:
September 5, 1977
Gender:
Male Male
Location:
Brazil, São Paulo, Guarulhos

Contact Information

E-mail:
Click here to e-mail me
Website:
Website  http://www.sonichacking.com/

Previous Fields

Project:
Esrael Neto Assembler Editor / Sonic 2 Delta
National Flag:
br

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Posts I've Made

  1. In Topic: Sonic 2 Delta v0.24

    28 August 2012 - 06:13 AM

    View PostMike Arcade, on 27 August 2012 - 11:50 PM, said:

    A new build, excellent as always Esrael! I gotta say (and you probably get this a lot) I'm a big fan of your work, your hack of Sonic 2 Delta II way back when is what got me into Sonic Retro and Hack Games in the first place, I thank you for that and I'm so glad your back and around here again. If I see any bugs I'll report them.

    Also, what's the music for Genocide City?


    Destruction Power from Knuckles Chaotix (Bad Ending).
  2. In Topic: Sonic 2 Delta v0.24

    27 August 2012 - 07:33 PM

    Download New Build

    Fixes:

    Sound Driver fixes:
    - Flashing Star Sfx fixed (Sound Driver Code).
    - Pushing Sfx fixed (Sound Driver Code).
    - Green Hill Waterfalls sfx (Sound Driver Code).
    - Genocide City sound reverted to Destruction Power Sound (now Works on Real Hardware) (Sound Driver DAC List alignment).
    - Other Sound Driver Code Fixes.

    - Y Pos Lamp posts in Sonic 1 Levels fixed.
    - Spring Yard Bg Wrap Mountains fixed Now Using S1J Bg layout.
    - Miles Sprites corruption fixed (Sprites Aligned at 128k Boundaries in ROM).
    - Drowing Bug fixes for Sonic, Miles & Knuckles By RedHotSonic.
    - Other fixes applied.

    Feature:
    - Easy Perfect -> Collected Rings Are not cleared after returning from Bonus Stages.

    And other fixes.

    Bugs and Comments.
    Please reports.
  3. In Topic: Update: How to port S3K Priority Manager into S2

    29 June 2012 - 11:13 AM

    View Postredhotsonic, on 29 June 2012 - 10:51 AM, said:

    View PostEsrael, on 29 June 2012 - 06:33 AM, said:

    ....




    I would have thought it's faster than the original Sonic 2 way, but it wouldn't be by much. But then this way, obviously uses more space (because you've inserted a table). You've used more space but a little bit of time saving. This is the type of thing where you ask yourself, "Speed or Size?"




    If you're asking if it's faster then the S3K way, then it's definitely not. Your way, it still have to convert the byte into a word every single frame for every object (like normal Sonic2). And like said, the S3K way, it's already a word, and can just get on with things.





    View PostEsrael, on 29 June 2012 - 06:33 AM, said:

    Another question? where we can find fast code execution tips?


    I do not know, but I would like to know this myself.



    Thanks for reply.

    I do know which your method is more faster, but I am trying to improve without doing a lot of change.
  4. In Topic: Update: How to port S3K Priority Manager into S2

    29 June 2012 - 06:33 AM

    About processor cycles / speed up I had a question.
    For the time I don't want changing all object, but using a table will make any differences?


    This Code
    ;===============================================================================
    ; Sub Rotina DisplaySprite
    ; [ Início ]
    ;===============================================================================
    DisplaySprite: ; Offset_0x01647A:
                  ; lea     ($FFFFAC00).w, A1                     
                  ; move.w  $0018(A0), D0
                  ; lsr.w   #$01, D0                               
                  ; andi.w  #$0380, D0                                 
                  ; adda.w  D0, A1
    ;-------------------------------------------------------------------------------
                    moveq   #$00, D0                               ; Neto - Sonic 2D    
                    move.b  $0018(A0), D0                          ; Neto - Sonic 2D  
                    add.w   D0, D0                                 ; Neto - Sonic 2D  
                    add.w   D0, D0                                 ; Neto - Sonic 2D  
                    move.l  DisplayTable(PC, D0), A1               ; Neto - Sonic 2D  
    ;-------------------------------------------------------------------------------              
                    cmpi.w  #$007E, (A1)
                    bcc.s   Exit_DisplaySprite                     ; Offset_0x016496
                    addq.w  #$02, (A1)
                    adda.w  (A1), A1
                    move.w  A0, (A1)
    Exit_DisplaySprite: ; Offset_0x016496:
                    rts       
    ;===============================================================================
    ; Sub Rotina DisplaySprite
    ; [ Término ]
    ;===============================================================================  
    
    DisplayTable:
                    dc.l   $FFFFAC00, $FFFFAC80, $FFFFAD00, $FFFFAD80
                    dc.l   $FFFFAE00, $FFFFAE80, $FFFFAF00, $FFFFAF80 
                    dc.l   $FFFFAC00, $FFFFAC80, $FFFFAD00, $FFFFAD80
                    dc.l   $FFFFAE00, $FFFFAE80, $FFFFAF00, $FFFFAF80  
    
    
    


    vs original

    ;===============================================================================
    ; Sub Rotina DisplaySprite
    ; [ Início ]
    ;===============================================================================
    DisplaySprite: ; Offset_0x01647A:
                    lea     ($FFFFAC00).w, A1                     
                    move.w  $0018(A0), D0
                    lsr.w   #$01, D0                               
                    andi.w  #$0380, D0                                 
                    adda.w  D0, A1          
                    cmpi.w  #$007E, (A1)
                    bcc.s   Exit_DisplaySprite                     ; Offset_0x016496
                    addq.w  #$02, (A1)
                    adda.w  (A1), A1
                    move.w  A0, (A1)
    Exit_DisplaySprite: ; Offset_0x016496:
                    rts       
    ;===============================================================================
    ; Sub Rotina DisplaySprite
    ; [ Término ]
    ;===============================================================================  
    
    


    Another question? where we can find fast code execution tips? Ex:

    lsl #$02, D0 ; one line

    same results as

    add.w D0, D0
    add.w D0, D0
    Two lines but less processor cycles.

    Sorry for posting here, but since this port is for speeding up. I want to know, more tips for improving Speed with assembler.
    Sometimes less code lines does not mean fast execution.
  5. In Topic: Sonic 2 Delta v0.24

    24 June 2012 - 10:31 PM

    Download new build

    View PostThat One Jig, on 07 June 2012 - 07:53 PM, said:

    Good to see you and Sonic 2 Delta back, Esrael! The amount of fixes you've put into this in such a short time seems to be bordering on superhuman! It's not necessarily a bad thing, but don't feel like you absolutely have to get new versions out ASAP. :)

    Anyways, I've got one little thing I'd like to bring up. It's nothing game-breaking, just a bit aesthetically jarring/bugging:

    ...

    Knuckles can climb "into" the GHZ loops, which can look a bit goofy. I was able to pull it off on the left side, too, but only ever one time. The right side I can do consistently. I'm not sure if this happens with any other zone's loops.

    Then again, it seems like the entirety of GHZ can be quite buggy for Knux. It wasn't made with him in mind, after all.
    ...



    View PostKingofHarts, on 10 June 2012 - 04:08 AM, said:

    On some levels, points markers appear above the score tally results screen. It doesn't happen to all of them though. GHZ Act 2 is an example. I can look through and see exactly which ones, but itll take a little while, so don't expect it right away.

    Also, a couple things to point out about going Super. Playing as Sonic or Knuckles on the SRAM works fine, but Tails is still not able to transform, and it still requires me to play the special stages even though I have all emeralds... also as a small nitpick, Knuckles can double jump to transform, while Sonic transforms on one jump... IDK about TAILS though. Was this intentional?



    - New SRAM file with all Emeralds for Miles/Tails.
    - Added double jump to transform into Super for Sonic and Miles.
    - Hidden points at end of levels priority changed.
    - Knuckles now can climb into Right Side of Loops.
    - Boss fixes.
    - Objects fixes.

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