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Engineering & Reverse Engineering (11 posts)
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  1. 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.
  2. 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.
  3. In Topic: SonAR - Hosted by SeanieB

    29 September 2006 - 05:59 PM

    Sonic Mobile, Part 2: Download
  4. 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.
  5. 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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