bset #2,$22(a0)
move.b #$E,$16(a0)
move.b #7,$17(a0)
addq.w #5,$C(a0)
Basic Questions and Answers Thread
#55
Posted 20 August 2009 - 08:27 PM
#56
Posted 20 August 2009 - 11:00 PM
Set rolling flag (I've already done this)
Set Sonic's y-radius to $E
Set Sonic's x-radius to $7
Move Sonic down five pixels
When you suggested calling Obj01_DoRoll, that code was already included in that routine, so I've already tested this. Unfortunately, none of that changes the fact that the monitor break code is looking for the rolling animation.
#57
Posted 21 August 2009 - 01:02 AM
1. Check for Rolling animation
2. Check for running animation
> if yes, if speed is over nine thousand then jsr theroutinethatbreaksmonitors
3. check for your custom animation
etc.
And yes, it was megamix that let you do that. (I still have that leaked source somewhere so I could take a look and see how it works, if tweaker grants me permission to do that and share my impressions, that is)
#58
Posted 21 August 2009 - 02:29 AM
Also, just to let you know, running isn't what I'm looking to have break it... this is, courtesy of DNXDelta.

(not as choppy in-game... I threw that AniGIF together in ten minutes just to make my question more clear)
Edited by Thorn, 21 August 2009 - 04:01 AM.
#59
Posted 21 August 2009 - 03:43 AM
*drools...*
#60
Posted 21 August 2009 - 12:28 PM
Also, feel free to come back. You are a welcome presence in the channel.
#61
Posted 21 August 2009 - 04:07 PM
And that animation in motion is something special!
#62
Posted 21 August 2009 - 05:08 PM
THIS. Thank you good sir, it works now. The funny thing is that I'd used Find to get to Touch_Enemy, right below Touch_Monitor, in order to make the attack destroy badniks. However, I'd had Find set to scroll through the code backwards for whatever reason, so Touch_Enemy showed up at the top of the screen instead of the bottom. If I'd've been searching forwards, Touch_Enemy would've been at the bottom, and Touch_Monitor would be above it on the screen, so I would've known that such a routine existed.Touch_Monitor
Edited by Thorn, 21 August 2009 - 05:09 PM.
#63
Posted 21 August 2009 - 08:49 PM
#64
*_RistarSonic_*
Posted 22 August 2009 - 05:33 PM
Im not good with background.
Edited by RistarSonic, 22 August 2009 - 05:41 PM.
#65
Posted 23 August 2009 - 07:28 PM
... but is there any easy way to remove the vertical boundary limits in a Zone with said limits (such as the GHZ) ?
#66
Posted 23 August 2009 - 08:27 PM
#67
Posted 24 August 2009 - 02:55 AM
... There's something I'm missing...
#68
Posted 24 August 2009 - 12:09 PM
Then perhaps you need to extend the size of the level. My best guess would be to open up lvl_size.bin find the location of ghz and the act you want,(should be at the begining) and the figure which bytes handle the width of the level, an which handles the hieght of the level and try extending the hieght.For some strange reason, I'm seeing no results from varied attempts at doing what you said...
... There's something I'm missing...
#69
Posted 03 September 2009 - 02:05 AM
I'm trying to replace the art for Eggman in SYZ. But I don't know how to do it. I already changed the mappings just fine, but the art isn't loading.
When I put the label for the new art in the Pattern load cues.asm, the ship art changes in every level, not just SYZ. and the alt art routine that I made doesn't work either:
toyboxboss2: cmpi.b #4,($FFFFFE11).w; is level syz? bne.s toybox_boss2 ; if not, branch lea (Nem_SYZBoss).l,a1 jsr Loadplc2 ; toybox_boss2: lea (Nem_Eggman).l,a1 ; jsr Loadplc2So, how would I go about doing this?
#70
Posted 03 September 2009 - 09:40 AM
Well for one, "$FFFFFE11" is not a zone, its the act. Change it to "$FFFFFE10".I have a problem in Sonic 1:
I'm trying to replace the art for Eggman in SYZ. But I don't know how to do it. I already changed the mappings just fine, but the art isn't loading.
When I put the label for the new art in the Pattern load cues.asm, the ship art changes in every level, not just SYZ. and the alt art routine that I made doesn't work either:toyboxboss2: cmpi.b #4,($FFFFFE11).w; is level syz? bne.s toybox_boss2 ; if not, branch lea (Nem_SYZBoss).l,a1 jsr Loadplc2 ; toybox_boss2: lea (Nem_Eggman).l,a1; jsr Loadplc2So, how would I go about doing this?
#71
Posted 03 September 2009 - 10:58 AM
cmpi.b #4,($FFFFFE11).w; is level syz?...into this:
cmpi.b #$402,($FFFFFE10).w; is level syz?
This checks the third act of spring yard (because the boss is in the third act)
#72
Posted 03 September 2009 - 07:59 PM
Change this:
cmpi.b #4,($FFFFFE11).w; is level syz?...into this:cmpi.b #$402,($FFFFFE10).w; is level syz?
This checks the third act of spring yard (because the boss is in the third act)
Lies. Instead you want this:
cmpi.w #$402,($FFFFFE10).w; is level syz?
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