Sonic the Hedgehog Remix
#1
Posted 23 August 2007 - 10:44 PM
#2
Posted 23 August 2007 - 11:23 PM
Edited by Tarheeltim, 23 August 2007 - 11:30 PM.
#3
Posted 23 August 2007 - 11:34 PM
sub_1388: ; CODE XREF: ROM:00004360p ; ROM:000051FCp ... nop tst.b ($FFFFFE12).w beq.w loc_13F8 tst.w ($FFFFF63A).w bne.s loc_13A6 move.b ($FFFFF605).w,d0 or.b ($FFFFF607).w,d0 andi.b #-$80,d0 beq.s locret_13FE loc_13A6: ; CODE XREF: sub_1388+Ej move.w #1,($FFFFF63A).w move.b #1,($FFFFF003).w; pause music loc_13B2: ; CODE XREF: sub_1388+68j move.b #$10,($FFFFF62A).w bsr.w sub_3384 tst.b ($FFFFFFD1).w beq.s loc_13E4 btst #6,($FFFFF605).w beq.s loc_13D4 move.b #4,($FFFFF600).w nop bra.s loc_13F2 ; --------------------------------------------------------------------------- loc_13D4: ; CODE XREF: sub_1388+40j btst #4,($FFFFF604).w bne.s loc_1400 btst #5,($FFFFF605).w bne.s loc_1400 loc_13E4: ; CODE XREF: sub_1388+38j move.b ($FFFFF605).w,d0 or.b ($FFFFF607).w,d0 andi.b #-$80,d0 beq.s loc_13B2 loc_13F2: ; CODE XREF: sub_1388+4Aj move.b #$80,($FFFFF003).w loc_13F8: ; CODE XREF: sub_1388+6j move.w #0,($FFFFF63A).w locret_13FE: ; CODE XREF: sub_1388+1Cj rts ; --------------------------------------------------------------------------- loc_1400: ; CODE XREF: sub_1388+52j sub_1388+5Aj move.w #1,($FFFFF63A).w move.b #$01,($FFFFF003).w rts ; End of function sub_1388
...which should fix the pausing-doesn't-stop-music bug.
Edited by puto, 23 August 2007 - 11:36 PM.
#4
Posted 23 August 2007 - 11:50 PM
You did a great job with GHZ though.
#5
Posted 24 August 2007 - 12:05 AM
All on my dead hard drive. I hope to try and salvage my shit someday.what happened to all the other pics and stuff? Like the ones with metal sonic and stuff?
#6
Posted 24 August 2007 - 12:13 AM
#7
Posted 24 August 2007 - 12:14 AM
The sound driver bugs will be corrected at some point, although I dunno if we'll correct the pause bug, I kinda like that way.It seems you ported the S1 sound driver the wrong way. You should have called sub_71B4C at the beginning of loc_45E, instead of before it. It'd fix the title card lag, for one thing. Also, this thing severely lacks sound effect ports (Spindash/Peelout), leading to a bunch of problems. Also, plz to be replacing sub_1388 (PauseGame) with this:
sub_1388: ; CODE XREF: ROM:00004360p ; ROM:000051FCp ... nop tst.b ($FFFFFE12).w beq.w loc_13F8 tst.w ($FFFFF63A).w bne.s loc_13A6 move.b ($FFFFF605).w,d0 or.b ($FFFFF607).w,d0 andi.b #-$80,d0 beq.s locret_13FE loc_13A6: ; CODE XREF: sub_1388+Ej move.w #1,($FFFFF63A).w move.b #1,($FFFFF003).w; pause music loc_13B2: ; CODE XREF: sub_1388+68j move.b #$10,($FFFFF62A).w bsr.w sub_3384 tst.b ($FFFFFFD1).w beq.s loc_13E4 btst #6,($FFFFF605).w beq.s loc_13D4 move.b #4,($FFFFF600).w nop bra.s loc_13F2 ; --------------------------------------------------------------------------- loc_13D4: ; CODE XREF: sub_1388+40j btst #4,($FFFFF604).w bne.s loc_1400 btst #5,($FFFFF605).w bne.s loc_1400 loc_13E4: ; CODE XREF: sub_1388+38j move.b ($FFFFF605).w,d0 or.b ($FFFFF607).w,d0 andi.b #-$80,d0 beq.s loc_13B2 loc_13F2: ; CODE XREF: sub_1388+4Aj move.b #$80,($FFFFF003).w loc_13F8: ; CODE XREF: sub_1388+6j move.w #0,($FFFFF63A).w locret_13FE: ; CODE XREF: sub_1388+1Cj rts ; --------------------------------------------------------------------------- loc_1400: ; CODE XREF: sub_1388+52j sub_1388+5Aj move.w #1,($FFFFF63A).w move.b #$01,($FFFFF003).w rts ; End of function sub_1388
...which should fix the pausing-doesn't-stop-music bug.
#8
Posted 24 August 2007 - 11:03 AM
It seems you ported the S1 sound driver the wrong way. You should have called sub_71B4C at the beginning of loc_45E, instead of before it. It'd fix the title card lag, for one thing.
Already fixed up.
Also, this thing severely lacks sound effect ports (Spindash/Peelout), leading to a bunch of problems.
I don't see it causing any problems. It just means the sounds aren't at a standard they should be. We're just working on the more important things first before we start worrying about stuff like that. Progress was quite severely slowed down when Ordos lost his stuff in his HDD crash, coz I was waiting on some art adjustments he was making before I ported Marble Zone. I might just go ahead and port it anyway and make the adjustments later on, but it would have saved me doing the same work twice. The only issue with porting Marble Zone is that you can't fit all of the tiles in, so some stuff has to be altered, and the background might need to be simplified a little bit, although you probably wouldn't notice it much if you looked at it.
Also, plz to be replacing sub_1388 (PauseGame) with this: *insert code here* ...which should fix the pausing-doesn't-stop-music bug.
I already knew how to fix the music pausing bug, but after talking to Ordos about it, we decided that it's actually a nice touch to have the music playing when paused.
#9
Posted 24 August 2007 - 05:08 PM
I already knew how to fix the music pausing bug, but after talking to Ordos about it, we decided that it's actually a nice touch to have the music playing when paused.
Didn't one of the GG games even do that?
#10
Posted 24 August 2007 - 05:19 PM
#11
Posted 24 August 2007 - 05:37 PM
#12
Posted 24 August 2007 - 09:28 PM
#13
Posted 24 August 2007 - 11:06 PM
#14
Posted 25 August 2007 - 05:38 AM
Why was the behind the wall art replaced with the dark checkerboard patterns? Doesn't look as good IMO.
#15
Posted 25 August 2007 - 08:12 AM
#16
Posted 25 August 2007 - 01:54 PM
I never liked the original dark green and dark brown vertical line shit. Plus, STI didn't seem to think so in Sonic 2.Why was the behind the wall art replaced with the dark checkerboard patterns? Doesn't look as good IMO.
Even though we're using the Sonic 2 engine, Super Sonic will not be playable in regular gameplay. We may have playable Super Sonic as part of the unlockable content, or as a cheat code.Question, are there any plans to create a super sonic level?
#17
Posted 25 August 2007 - 02:14 PM
GHZ act 3's collision is majorly screwed up, but I guess you guys haven't gotten around to fixing it yet.
Also, when you defeat GHZ act 3's boss, why does act 1 music play?
Edited by shobiz, 25 August 2007 - 02:15 PM.
#18
Posted 25 August 2007 - 02:24 PM
Green Hill plays Jungle Zone from Sonic 1 8-bitI absolutely love the music. Which game does it come from? It sounds vaguely familiar. The SEGA sound mess-up is also kinda funny ("SEGA-tshhhh")
After act 3 it plays Bridge Zone.
Also is there any plans to implement the 8-bit boss music?
Edited by SOTI, 25 August 2007 - 02:27 PM.
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