special stage weirdness

Discussion in 'Discussion and Q&A Archive' started by shadowbeasts, Jul 2, 2009.

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  1. shadowbeasts

    shadowbeasts I'm Legend Member

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    After deleting all the unused things in the sonic1 and pattern load cues ASM this happens: [​IMG]


    I'm not sure what happened but any help is appreciated. Also sorry for the jpg image but I'm posting my picture from photobucket.
     
  2. Selbi

    Selbi The Euphonic Mess Member

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    Maybe you should list here everything you've deleted.
     
  3. RandomAvatarFan

    RandomAvatarFan Well-Known Member Member

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    Yeah, actually, going around deleting things you think the game doesn't need may lead to some weirdness like this. I don't know too much about PLCs and sonic 1 objects, but I do know that if you delete a random sprite in SonMapEd, everything that's after the deleted sprite gets messed up. I know this isn't deleting sprites in SonMapEd, but the game might be referencing things by numerical order. If the game looks for the 8th item in line out of 18, and you delete items 4, 5, and 6, it'll count object 7 as object four, and object 8 as object five, and access object 11 thinking it's object eight. You can fix this by fixing the code where the objects are first referenced.
     
  4. shadowbeasts

    shadowbeasts I'm Legend Member

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    I've deleted Unused sound/music subroutine, the unused subroutine for recording a demo, Map_obj18x mappings, the subroutine to squash Sonic, the Unused floor/wall subroutine - logs something to do with collision, the unused subroutine to limit Sonic's upward vertical speed, Nem_Smoke, Nem_SyzSparkle, Nem_LzSonic, Nem_UnkFire,Nem_Warp, Nem_Goggle, Nem_GhzUnkBlock, Nem_GhzLog, Nem_GhzGrass, Nem_MzUnkBlock, Nem_UnkExplode, and Nem_EndEggman Compressed graphics from the Sonic1 and Pattern Load Cues ASM files.
     
  5. amphobius

    amphobius spreader of the pink text Member

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    Pattern Load Cues are used.
     
    Last edited by a moderator: Jul 8, 2009
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