Has the bug in VS mode concerning the power up music changes staying on if the utilising player loses a life got a fix?
I could've sworn I made a fix for this at some point, but I can't find it anymore. Anyway, here's the fix: Code (Text): ; loc_3F926: KillSonic: KillCharacter: tst.w (Debug_placement_mode).w bne.s .return ;-------- bugfix -------- ; reset stats and music upon death move.w #1,invincibility_time(a0) ; make invincibility run out move.w #1,speedshoes_time(a0) ; make speed shoes run out cmpa.w #MainCharacter,a0 bne.s .p2 tst.b (Super_Sonic_flag).w beq.s .notSuper move.b #0,(Super_Sonic_flag).w ; remove super status move.b #2,(Super_Sonic_palette).w move.w #$28,(Palette_frame).w .notSuper: jsr (Obj01_ChkInvin).l ; remove player 1's power ups bra.s .kill .p2: jsr (Obj02_ChkInvinc).l ; remove player 2's power ups ;---- end bugfix -------- .kill: clr.b status_secondary(a0) move.b #6,routine(a0) jsrto (Sonic_ResetOnFloor_Part2).l, JmpTo_Sonic_ResetOnFloor_Part2 bset #1,status(a0) move.w #-$700,y_vel(a0) move.w #0,x_vel(a0) move.w #0,inertia(a0) move.b #AniIDSonAni_Death,anim(a0) bset #high_priority_bit,art_tile(a0) move.w #SndID_Hurt,d0 cmpi.b #ObjID_Spikes,id(a2) bne.s .playSound move.w #SndID_HurtBySpikes,d0 .playSound: jsr (PlaySound).l .return: moveq #-1,d0 rts The changes are between the two bugfix comments. The only other thing I changes was replace the nameless temporary symbols with named local symbols. As a bonus, I threw in a Super Sonic detransformation.
If anything, it's hidden away on an old hard drive somewhere. I have at least one old disassembly somewhere with a bunch of bugfixes that I never published.
Here is one more design choice change that can be made. Extending the limit to how many frames Sonic, Tails or Knuckles can have! Now, this is a bit limited due to how the animation subroutine for player characters works, but it does allow for more frames than what the game normally allows. In this example, I will be using Sonic. However, this can be applied to Tails or Knuckles as well. For Sonic, locate the label Code (Text): SAnim_Do2 now, look for a line that reads Code (Text): cmpi.b #$F0,d0 Change this to Code (Text): cmpi.b #$FD,d0 This will allow for 12 more frames of animation! Edit: Actually, change it to $FD, as this is supposed to be the number AFTER the max amount of frames. Therefore, setting to $FD allows for $FC amount of frames to be usable.
Tails on the title screen doesn't have its priority set during the fade-in, meaning a few of his pixels will appear behind Sonic; to fix this, add "move.b #3,priority(a0)" under loc_130A2:.
Counts more as an extra than a fix, but for those who wanna add in Knuckles, there's an INCREDIBLY easy way to add in some exclusive shortcuts for him. The breakable wall from Sonic 1 (obj3C) conveniently still exists in Sonic 2 unused. When you've added it to your level route and mapped it to some new art, go to it's routine and make this edit in loc_15DAE: Code (Text): loc_15DAE: lea (MainCharacter).w,a1 ; a1=character cmp.b #$XX,(a1) ;is player Knuckles? (replace XX with Knuckles' obj number) beq.w Smash_Things ; cmpi.b #2,anim(a1) ; bne.s return_15DAC move.w objoff_30(a0),d0 bpl.s loc_15DC2 neg.w d0 loc_15DC2: cmpi.w #$480,d0 bcs.s return_15DAC Smash_Things: move.w objoff_30(a0),x_vel(a1) addq.w #4,x_pos(a1) This will change so instead of recognising Sonic's ball form, it will just recognise Knuckles only and let him plow through the wall.
Warning! Making objects continue to move after dying causes Sonic to continually die on the lava collision object (i.e. he dies and bounces on it forever). To be safe, add this above the Debug Mode check: Code (Text): cmpi.b #6,(MainCharacter+routine).w ; is Sonic/Knuckles dead? bhs.s + ; if yes, branch cmpi.b #6,(Sidekick+routine).w ; is Tails dead? bhs.s + ; if yes, branch
There is an asymmetry between left and right when braking on all Genesis games (S1, S2, S3, S&K): when you start braking, the skidding animation is triggered when you are above 4.5 pixels/frame going right, or 3.5 pixels/frame when going left. This can become particularly noticeable if you increase the top speed of Sonic and test underwater. So here is the fix for S1, S2, and S&K disassemblies: first, go to the following locations and find the code shown: S1: loc_130BA, loc_13120 Code (ASM): move.b obAngle(a0),d0 addi.b #$20,d0 andi.b #$C0,d0 S2: Sonic_TurnLeft, Sonic_TurnRight, Tails_TurnLeft, Tails_TurnRight Code (ASM): move.b angle(a0),d0 addi.b #$20,d0 andi.b #$C0,d0 S&K: loc_11438, loc_114BE, loc_14C62, loc_14CE8, loc_1746A, loc_174F0, loc_3559E, loc_35620 Code (ASM): move.b $26(a0),d0 addi.b #$20,d0 andi.b #-$40,d0 Now change all instances of d0 to d1 in the code shown above. That is it, the bug is fixed. Both left and right will now trigger skidding animation when braking above 4.5 pixels/frame. What is going on is that the ground speed/inertia is stored in d0. When the data for ground angle is for this fragment, it overwrites part of the value for inertia. Right after this code fragment, there is a check to see if the character should brake (this happens only for shallow angles), and right after this, there is a check for ground speed/inertia for braking. So the braking check is done after the register is partially overwritten. And the reason why it is 4.5 pixels/frame instead of 4 pixels/frame is because 1 frame's worth of deceleration is applied before the comparison.
Another asymmetry, this time between left and right: take a look as these diveboard springs: No matter how hard you try, you can never get a launch off the left-facing diveboard with the same speed you can from the right-facing one. The code that causes this is here: Code (ASM): loc_2645E: move.w x_pos(a0),d0 subi.w #$1C,d0 sub.w x_pos(a1),d0 neg.w d0 btst #0,status(a0) beq.s loc_2647A not.w d0 addi.w #$27,d0 The reason for the bug is that it misplaces the characters relative to the board for computing the power of the launch. The fix is dead easy: take the last line: Code (ASM): addi.w #$27,d0 And change it to this: Code (ASM): addi.w #2*$1C,d0
Hmm, $1C times 2 is $38... but 38 decimal is $26 hex, which is only one off from $27. Wonder what happened there?
You might have figured out what happened. Because Code (Text): not.w d0 == neg.w d0 ; subq.w #1, d0 they might have thought that they needed to add +1 to $38 to get $39. But then they forgot to write the $ in the code, and it became a $27 when reverse engineered. As it turns out, that +1 gives the wrong result -- the last pixel you can stand on when the dive board is flipped will loop back to minimal strength launch, which is not what happens on the unflipped dive board.