Sonic and Sega Retro Message Board: Xenowhirl - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help

Group:
Tech Member: Tech Members
Active Posts:
175 (0.06 per day)
Most Active In:
Engineering & Reverse Engineering (137 posts)
Joined:
26-November 06
Profile Views:
2189
Last Active:
User is offline Private
Currently:
Offline

My Information

Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male

Contact Information

E-mail:
Private
Website:
Website  http://

Previous Fields

National Flag:
None
Wiki edits:
30

Latest Visitors

Posts I've Made

  1. In Topic: Basic Questions & Answers thread

    16 March 2011 - 12:05 AM

    QUOTE (Jaseman @ Mar 14 2011, 10:29 PM)
    I would like to revisit this. I don't seem to get where exactly asr.w #1,d5 actually IS and where I can edit to change the friction. Thanks!

    It isn't actually anywhere yet; that's why I said you can add it directly above the "move.w inertia(a0),d0" which is before the Obj01_SettleRight and Obj01_SettleLeft labels. Or you can add anything else there to change the value of d5 however you want.
  2. In Topic: Sonic 1 Disassembly

    31 December 2010 - 04:01 AM

    QUOTE (Hivebrain @ Dec 24 2010, 10:11 AM)
    QUOTE (Andlabs @ Dec 22 2010, 07:35 PM)
    Would you all mind if I split out all the SMPS stuff into a separate .asm file, label it, and add a Z80 driver disassembly?

    That's fine. The Z80 part is compressed though, so it wouldn't be recompilable.

    The compressed Z80 sound driver in the Sonic 2 disassembly is "recompilable"; you can edit the z80 code, build s2, and find the edited z80 driver assembled and compressed into the output binary. So it's possible. But I wouldn't disagree if you say it's more trouble than it's worth to implement that into the Sonic 1 disassembly.
  3. In Topic: Basic Questions & Answers thread

    31 December 2010 - 03:31 AM

    QUOTE (Bgvanbur @ Dec 30 2010, 09:44 AM)
    QUOTE (SegaLoco @ Dec 30 2010, 02:39 AM)
    Is there a non-optimizing assembler? I have code that is 0(a5) but it assembles to what (a5) would assemble to and I have my reasons for wanting 0(a5) to remain 0(a5).

    asmx will always optimize this operand. Both SNASM68k and asm68k allow controlling the various optimizations.

    I have a private version of asmx I made that allows control of optimizations (I used it to make a bit perfect assembly from the Sonic 1 disassembly). However from what I can tell the asmx software license does not allow redistribution of asmx with modifications (since no specific license was specified) and the asmx author does not respond to his email.

    I had the same problem with AS always optimizing 0(a#) to (a#), but worked around it by assembling those instructions as 1(a#) and then using org and dc.b to overwrite the 1 with a 0. For me, this was preferable to requiring a special version of the assembler executable. This should work in most assemblers, but it gets clumsy if the assembler lacks powerful macro support.
  4. In Topic: Need some help real quick

    20 December 2010 - 06:36 AM

    Hopefully this isn't the case, but an image comes to mind of someone pulling their hair out while waiting for 1600 pages of s2.asm to print out...
  5. In Topic: Random Hack/Mini Project Thread

    14 December 2010 - 07:59 AM

    QUOTE (DigitalDuck @ Dec 14 2010, 07:45 AM)
    QUOTE (Xenowhirl @ Dec 14 2010, 08:51 AM)
    Bug: The background layer has trouble keeping up with Sonic when he's using Speed Break. I'll reach the end of ARZ1 and then the leaves scroll in later. Intentional?


    This happens in the original all the time if you're a speedrunner.

    Oh, I guess I'm not, but I couldn't see it happen from running at red spring speed through the second part of ARZ1 in the original. Maybe it has to do with maintaining that speed over a longer time period, which this hack makes easy to do. Never mind on that one.

Friends

Xenowhirl hasn't added any friends yet.