Sonic 1 big ring

Discussion in 'Discussion and Q&A Archive' started by Jimmy, Apr 12, 2008.

Thread Status:
Not open for further replies.
  1. Jimmy

    Jimmy "GIVE HIM BREAD FIST!" Member

    Joined:
    Apr 2, 2008
    Messages:
    41
    Location:
    Slough. England
    In Sonic 1 is it possible to make the big ring that takes you to the special stage put you back to where you went in it, like in S3K? If it is, how would I go about it?
     
  2. Sephiroth

    Sephiroth WHY SO CURIOUS?!? Member

    Joined:
    Aug 11, 2007
    Messages:
    507
    Location:
    Qatar, M.E.
    I don't think that people would just go and tell you how to do it, but I suggest maybe comparing the big ring code with the code from the S3K ASM file? That might work.
     
  3. GasparXR

    GasparXR Rides the metal monster Member

    Joined:
    Aug 10, 2007
    Messages:
    84
    Location:
    Ontario, Canada
    I second that. Just compare them. Maybe copy the code and just change some things so it's fit for Sonic 1, like the filename for the animation and such.
     
  4. shobiz

    shobiz Well-Known Member Member

    Joined:
    Aug 11, 2007
    Messages:
    198
    Location:
    Karachi, Pakistan
    You don't even need to look at the code in Sonic 3k, it's (theoretically) a very simple thing to do. The principle behind it is the same as starposts - some pieces of data are saved in RAM, a flag is set, and the next time the level starts, it checks the flag and loads the saved data. You can take a look at Obj79_StoreInfo and Obj79_LoadInfo to see how they work, and in case you're wondering, the loading data routine is called from within LevSz_ChkLamp.


    One thing to be aware of though is that if you use the same locations to store data as the lamppost, whenever you die, Sonic will respawn at the big ring instead of at the lamp post, which probably isn't what you wanted. The only way to solve this problem is to store the data saved at a big ring in some other location and use different routines for saving and loading data at a big ring, but I don't know if Sonic 1 has enough free RAM lying around somewhere for you to do that.

    Lol what?
     
  5. GasparXR

    GasparXR Rides the metal monster Member

    Joined:
    Aug 10, 2007
    Messages:
    84
    Location:
    Ontario, Canada
    I meant that when it loads the animation it might have a different name in the S1 DASM than the S3 one.
     
  6. Kain

    Kain Well-Known Member Member

    Joined:
    Aug 10, 2007
    Messages:
    106
    Location:
    New York
    wouldnt it be possible to expand the ram used in sonic 1?
     
  7. redhotsonic

    redhotsonic Also known as RHS Member

    Joined:
    Aug 10, 2007
    Messages:
    2,969
    Location:
    England
    You could just make a new object and when Sonic collides with it, make the mode change to special stage. Make it record the point where Sonic jumped in (like the star-posts do). When you go back into the level, make it clear the point where Sonic jumped so when you die, he won't re-appear there.
     
  8. Jimmy

    Jimmy "GIVE HIM BREAD FIST!" Member

    Joined:
    Apr 2, 2008
    Messages:
    41
    Location:
    Slough. England
    How would I go about making a new object?
     
Thread Status:
Not open for further replies.