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Posts I've Made
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In Topic: Extending the Zone Index in Sonic 2 Past $10
17 October 2008 - 12:42 PM
It may be to do with a few values that need changing at Obj34_TitleCardData and loc_13DEE.
There are six values that are related to how many zones the game actually uses; handily, the first is the actual number, the rest are this plus an offset.
Using the 2007 disassembly, at Obj34_TitleCardData you'll see the following (the comments are my notes):
dc.b 8, 0, $80, $1B dc.w $240, $120, $B8 dc.b $A, $11, $40, $1C ; the $11 is the zone count [game uses $00 through $10, = 17 zones, = $11 in hex] dc.w $28, $148, $D0 dc.b $C, $12, $18, $1C ; similarly, the $12 is the zone count plus 1 dc.w $68, $188, $D0 dc.b 2, 0, 0, 0 dc.w 0, 0, 0 dc.b 4, $15, $48, 8 ; $15 = zone count + 4 dc.w $2A8, $168,$120 dc.b 6, $16, 8, $15 ; $16 = zone count + 5 dc.w $80, $F0, $F0
Also, at loc_13DEE you'll see (again, comments are my notes):
jsr sub_13D10(pc) move.b (Current_Zone).w,d0 cmpi.b #$10,d0 beq.s BranchTo9_DeleteObject cmpi.b #6,d0 beq.s BranchTo9_DeleteObject cmpi.b #$E,d0 beq.s BranchTo9_DeleteObject move.b (Current_Act).w,d1 addi.b #$12,d1 ; $12 = zone count + 1 cmpi.b #5,d0 bne.s loc_13E18 moveq #$14,d1 ; $14 = zone count + 3
Obviously, you'd need to change these to accommodate extra levels. The best way would be to use a constant and add the offset value to this at compile time. Of course, if you've already accounted for this, feel free to ignore; however, when I extended past zone $10 last year, I encountered similar problems and figuring this lot out fixed it. -
In Topic: Sonic Mobile, Part 2
01 October 2006 - 08:52 AM
Ah my bad, I missed that. I saw a topic on CulT about this on Friday, and thought it newly-released & not widely available yet. -
In Topic: SonAR - Hosted by SeanieB
29 September 2006 - 05:59 PM
Sonic Mobile, Part 2: Download -
In Topic: Zone ID 01 02 03 09 Animation
29 September 2006 - 01:19 PM
IIRC, simply edit the rotating palette offset index at $19F4. It should be easy to see which value needs copying, and where it needs copying to. -
In Topic: S2 Disassembly 2006
06 September 2006 - 05:55 PM
Good stuff ^_^
Mirrored
EDIT: Oh yeah, there's some more data that you might want to split out in the next release - byte_1802A and byte_18492. These are the object layouts for CNZ in two-player mode. There are fewer objects used in 2P mode for CNZ, something which I only recently found out =P (the referencing code is at loc_17AB8, and is commented as 'unknown data, used in CNZ 1/2' in this version)
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