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Engineering & Reverse Engineering (154 posts)
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24-July 03
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User is offline Jul 23 2015 06:17 AM
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My Information

Age:
37 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:
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Topics I've Started

  1. Sonic 2 Delta v0.25

    04 April 2015 - 05:24 PM

    Whats new?
    - Objects now uses Sonic 3/K Style Status Table ($4A size).
    - Level layouts uses Y indexed like Sonic 3/K. (Some improvements on tiles loading).
    - Level Select Menu now Has separated pages for Sonic 1 and Sonic 2 Levels

    - Fixed some bugs from previous version, like rotating pallete for sonic in Sonic 1 Special Stage.
    - All objects was manually edited to new SST.
    - Improved some code (ex: Centisecond now uses a table, previous versions uses divs).

    2P Mode Still working.


    http://sonichacking..../deltav025a.rar or http://esraelneto.co.../deltav025a.rar


    Due to many changes in code is possible to have some unnoticed bugs.

    Please comments.

    -----------------------------------------------------------------------------------------------------


    The objects of this version can be easily ported to Sonic 3/K.
    Here a prototype of next generation of Sonic Delta: (Gens only 40Mbit Rom)
    http://sonichacking....s/deltanext.rar or http://esraelneto.co...s/deltanext.rar
  2. Esrael Neto Assembler Editor v0.10

    18 October 2014 - 03:23 PM

    Esrael Neto Assembler Editor

    Whats New?

    - Support to bat file added through directive compiler in Project File
    - Sonic 1 and Sonic 2 Art And Level compression format added into compressor and decompressor. (Bit perfect in compression).
    For Sonic 1 Level RLE compressed size is only required if you are decompressing from ROM.
    For Sonic 2 Level the decompressor can detect end of compressed data ($FF $FF $00 - Flag).
    - Hex debug can save files now.
    - Hex debug can display strings using custom fonts.
    - Search added to hex debug and are based on selected font. Ex: You can load a Sonic 1 Font and Search for GREEN HILL to find Level Select Menu.
    - Tile Editor can edit SMS uncompressed files, Sonic 1 SMS compressed Art and Sonic 2 SMS compressed Art. Tiles can be saved to bmp files for use with Sonic Series Level Layout Editor.

    Sonic Series Level Layout Editor.
    - Sonic 2 SMS support added.

    Sonic 2 SMS With Project File
    If you open Sonic_2_SMS.epr using "Open Project" The complier Directive inside will override the editor options.


    Fixed some bugs in Internal M68k / Z80 compiler.
    Other Fixes

    Old projects (loading asm file as project) are compatible with this version.
    New projects require Session [Assembler] inside epr file ex:

    [Assembler]
    begin
    Main = src\s2.asm
    Compiler = build.bat
    end;



    Enjoy....

    Bugs. Please Comments.
  3. Some changes and fixes for Sonic 2

    06 June 2012 - 08:49 PM

    Sorry if was done before, but I don't find it in forums.

    If you pay attention after defeating some bosses in Sonic 2 you will notice some strange things.
    I am not good in explanations. But look in to pictures to understand what I am saying.


    Edit:
    When the boss is defeated, it falls apart. If it is facing left, it falls apart properly. However, if it is facing the other way, the pieces still fall as if it was facing the other way. This behaviour is obviously wrong. The following code checks which way he is facing, and properly calls for the right routine so that he falls apart properly!
    Thanks to Irixion for better explanation:

    Using Sonic 2 Delta for comparisons.

    (All codes translated to use with Xenowhirl, 2007 version.)

    Posted Image
    ARZ Boss:
    Find:
    loc_30850:
    	cmpi.w	#$78,($FFFFF75C).w
    	bgt.s	return_3088A
    	subi.w	#1,y_radius(a0)    ; <---------- 
    	move.l	objoff_3A(a0),d0
    	move.w	objoff_2E(a0),d1
    
    


    Make the following changes:

    loc_30850:
    	cmpi.w	#$78,($FFFFF75C).w
    	bgt.s	return_3088A
    	bsr     NGHz_Boss_Fix_EjectHammer ; subi.w	#1,y_radius(a0)    ; <----------
    	move.l	objoff_3A(a0),d0
    	move.w	objoff_2E(a0),d1
            ....
    return_3088A:
    	rts
    ;===============================================================================                
    NGHz_Boss_Fix_EjectHammer:  ; Esrael L. G. Neto Rotina para corrigir o bug ao ejetar o martelo  
                    btst    #$00, $0001(A0)
                    bne.s   NGHz_Boss_Fix_EjectHammer_Mirror                                        		
                    subi.w	#$0001, $0016(A0)       ; Ejeta o Martelo
                    rts 
    NGHz_Boss_Fix_EjectHammer_Mirror: 
                    addi.w	#$0001, $0016(A0)       ; Ejeta o Martelo                           
                    rts 
    ;===============================================================================     
    
    


    Posted Image

    MCz Boss

    Find:
    loc_31358:
    	cmpi.w	#$78,($FFFFF75C).w
    	bgt.s	return_313C4
    	subi.w	#1,status(a0)  <------------ 
    
            ....
    
    loc_31392:
    	addi.w	#1,x_vel(a0)   <------------
    	move.l	objoff_34(a0),d0
    
    
    


    Make the following changes:

    loc_31358:
    	cmpi.w	#$78,($FFFFF75C).w
    	bgt.s	return_313C4
    	bsr     MCz_Boss_Fix_EjectDrill ; subi.w	#1,status(a0)  <------------ 
    
           ....
    
    loc_31392:
    	bsr     MCz_Boss_Fix_EjectDrill ; addi.w	#1,x_vel(a0)   <------------
    	move.l	objoff_34(a0),d0
            ......
    return_313C4:
            rts  
    ;===============================================================================                
    MCz_Boss_Fix_EjectDrill:  ; Esrael L. G. Neto Rotina para corrigir o bug ao ejetar as blocas  
                    btst    #$00, $0001(A0)
                    bne.s   MCz_Boss_Fix_EjectDrill_Mirror                                        		
                    addi.w	#$0001, $0010(A0)       ; Ejeta a bloca da frente da Nave
                    subi.w	#$0001, $0022(A0)       ; Ejeta a bloca de trás da Nave
                    rts 
    MCz_Boss_Fix_EjectDrill_Mirror: 
                    subi.w	#$0001, $0010(A0)       ; Ejeta a bloca da frente da Nave
                    addi.w	#$0001, $0022(A0)       ; Ejeta a bloca de trás da Nave                         
                    rts 
    ;===============================================================================    
    
    


    Posted Image

    CNz Boss

    Find:
    loc_31EAE:
    	cmpi.w	#$78,($FFFFF75C).w
    	bgt.s	return_31F22
    	subi.w	#1,status(a0)  ; <------------------
    	move.l	objoff_3A(a0),d0
            ....
    loc_31EE8:
    	cmpi.w	#$3C,($FFFFF75C).w
    	bgt.s	return_31F22
    	addi.w	#1,x_vel(a0)    ; <--------------
    	move.l	objoff_34(a0),d0
    
    


    Make the following changes:

    loc_31EAE:
    	cmpi.w	#$78,($FFFFF75C).w
    	bgt.s	return_31F22
    	bsr.s   Obj51_Fix_Eject_Left_Catcher ; subi.w	#1,status(a0)  ; <------------------
    	move.l	objoff_3A(a0),d0
            ....
    loc_31EE8:
    	cmpi.w	#$3C,($FFFFF75C).w
    	bgt.s	return_31F22
    	bsr.s   Obj51_Fix_Eject_Right_Catcher ; addi.w	#1,x_vel(a0)    ; <--------------
    	move.l	objoff_34(a0),d0
            .....
    return_31F22:
    	rts
    
    ;===============================================================================
    ; Eject Catcher Fix                                   Added by Esrael L. G. Neto
    ; [ Begin ] 
    ;===============================================================================
    Obj51_Fix_Eject_Left_Catcher:
                    btst    #$00, $0001(A0)
                    bne.s   Obj51_Eject_Left_Catcher_Mirror
                    subi.w	#$0001, $0022(a0)       ; Eject Left Catcher From Ship
                    rts
    Obj51_Eject_Left_Catcher_Mirror: 
                    addi.w  #$0001, $0022(a0)       ; Eject Left Catcher From Ship
                    rts     
    
    Obj51_Fix_Eject_Right_Catcher:
                    btst    #$00, $0001(A0)
                    bne.s   Obj51_Eject_Right_Catcher_Mirror
                    addi.w  #$0001, $0010(A0)       ; Eject Right Catcher From Ship
                    rts
    Obj51_Eject_Right_Catcher_Mirror: 
                    subi.w  #$0001, $0010(A0)       ; Eject Right Catcher From Ship
                    rts        
    ;===============================================================================                
    ; Eject Catcher Fix                                   Added by Esrael L. G. Neto
    ; [ End ] 
    ;===============================================================================
    
    






    Debug Crash if you try placing an object after you death the game will Crash

    In debug routine find this block:

    loc_41C12:
    	btst	#5,(Ctrl_1_Press).w
    	beq.s	loc_41C56
    	jsr	(SingleObjLoad).l
    
    



    And insert the following code:

    loc_41C12:
    	btst	#5,(Ctrl_1_Press).w
    	beq.s 	loc_41C56
    ;----------------------------------------------------
    	; Debug crash fix ; Neto - Sonic 2D
    	cmpi.b  #$06, ($FFFFB024).w  
    	bne.s   Player_Ok                              
    	rts                                          
    Player_Ok:                
    ;---------------------------------------------------                     				
    	jsr	(SingleObjLoad).l
    
    



    Edit: asm tags
  4. Sonic 2 Delta v0.24

    30 April 2012 - 08:37 PM

    Download
    Screen Shots

    Original Topic of pre-release ->Delta v0.24 preview

    This version is not the same base (Sonic 2 rev 2 used here) as preview, but the same idea was used here with new features:

    - Title Screen is now animated (Sonic 2 Final with Sonic 2 Beta).
    - Sonic Object from Sonic 2 Final.
    - 7 emeralds, which now enable Super Knuckles, Miles e Sonic.
    - Sonic 2 Final Ending sequence with Sonic 1 Credits.
    - Sonic 1 Special Stage as Bonus Stage through LampPost with 50 rings.
    - HUD added in Bonus Stage
    - Sonic 2 Special Stage can be acessed like previews versions (Big Ring at end of levels with 50 rings).
    - Sonic 3 Title Cards style.
    - New Boss Meter HUD
    - Edited Sprites for Sonic 1 Levels to be compatible with Super Sonic / Knuckles / Miles.
    - Alpha Levels reused for EHz and HTz.
    - Custom Sonic 2 Beta Sound Driver with Two life Sounds one for Sonic / Miles and other for Knuckles.
    - Invencibility and Super Sound are player especific

    A lot of bug fixed:
    - Infinite Title Screen scrolling now works perfect while Sound Test is highlighted.
    - Illegal Instructions in Sonic 1 Levels
    - Colisions in Sonic 1 Levels
    - Fixed some undocumented bugs while defeating Boss Like ARz, CNz and MCz Boss.

    Tested and fixed to work in Real Genesis / Mega Drive.
    Invalid Addressing like move.w #$0000, (FE11).w works on emulator, but crashs In Real Hardware.
    Invalid Pointers ignored by emulator, but crashs in Real Hardware.

    If you played and found bugs please comments.

    Edit: New build with fixes (v0.24a)
  5. Esrael Neto Media Player v0.02 Beta

    28 March 2010 - 02:34 PM

    This is a new program which I am working.

    This program has support for MP3 / WMA and other formats using windows codecs, and has two internal codecs one for reading VGM / VGZ and other for CDDA.

    The program look likes an older tape deck with analog VU Meters. The needle position was mapped to represent real dB samples in two modes Peak Level and RMS. (Only in Big VU).

    You can choose other visuals which includes, Digital (Peak Level and RMS simultaneous), spectral and Oscilloscope. You can open files using the button "LIST/INSERT" on remote control or in Button Eject in The Tape Deck or in "Menu Playlist -> Adicionar a playlist..." Drag and drop files will work too.


    English version of menus will be added.

    Esrael Neto Media Player official homepage under construction.

    Esrael Neto Media Player v0.02 Beta - download
    Esrael Neto Media Player released (2009/11/03)

    Bug or suggestions. please comments..

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