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My Information
- Age:
- 37 years old
- Birthday:
- September 5, 1977
- Gender:
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Male
- Location:
- Brazil, São Paulo, Guarulhos
Contact Information
- E-mail:
- Click here to e-mail me
- Website:
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http://www.sonichacking.com/
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- Project:
- Esrael Neto Assembler Editor / Sonic 2 Delta
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Latest Visitors
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Topics I've Started
-
Sonic 2 Delta v0.25
04 April 2015 - 05:24 PM
Whats new?
- Objects now uses Sonic 3/K Style Status Table ($4A size).
- Level layouts uses Y indexed like Sonic 3/K. (Some improvements on tiles loading).
- Level Select Menu now Has separated pages for Sonic 1 and Sonic 2 Levels
- Fixed some bugs from previous version, like rotating pallete for sonic in Sonic 1 Special Stage.
- All objects was manually edited to new SST.
- Improved some code (ex: Centisecond now uses a table, previous versions uses divs).
2P Mode Still working.
http://sonichacking..../deltav025a.rar or http://esraelneto.co.../deltav025a.rar
Due to many changes in code is possible to have some unnoticed bugs.
Please comments.
-----------------------------------------------------------------------------------------------------
The objects of this version can be easily ported to Sonic 3/K.
Here a prototype of next generation of Sonic Delta: (Gens only 40Mbit Rom)
http://sonichacking....s/deltanext.rar or http://esraelneto.co...s/deltanext.rar -
Esrael Neto Assembler Editor v0.10
18 October 2014 - 03:23 PM
Esrael Neto Assembler Editor
Whats New?
- Support to bat file added through directive compiler in Project File
- Sonic 1 and Sonic 2 Art And Level compression format added into compressor and decompressor. (Bit perfect in compression).
For Sonic 1 Level RLE compressed size is only required if you are decompressing from ROM.
For Sonic 2 Level the decompressor can detect end of compressed data ($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. -
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.)

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 ;===============================================================================

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 ;===============================================================================

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 -
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) -
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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Jul 23 2015 06:17 AM
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