Some trivia about the 2 "MdJump" routines: "MdJump2" is used when Sonic actually jumps, while "MdJump" is used when Sonic is airborne otherwise....
heck. i'm like 90% sure this is an issue with the guide itself and not the example ROM, but i can't check rn. edit: guide itself has been fixed
Fixed an error in the code that could have caused Tails' height to not be reset properly when exiting debug mode.
Here's how to make the debug HUD work like it does in Sonic & Knuckles (AKA it only appears when debug mode is active), converted from my tutorial...
These fixes can also be applied to Sonic 2, by the way (excluding the rings, which are already fixed). Also, "clr" takes a size. Those "clr"s for...
Here's a ROM with all the following changes applied: https://www.dropbox.com/s/4fgnmu32ho0nmda/Sonic 2 Improved Debug Mode.bin?dl=0 Letting Tails...
Guide has been updated with (untested!) fixes to these issues. ROM has not been rebuilt yet.
Here's a ROM with all the following changes applied: https://www.dropbox.com/s/zsnnytoxrnwbhzz/Sonic 2 Improved Level Select.bin?dl=0 Adding a...
This can actually be done in a much more simple way. Change this: mvabs.w inertia(a0),d0 cmpi.w #$80,d0 ; is Sonic moving at...
Now, we all know that getting all the Chaos Emeralds in Sonic 2 is a bit of a curse in disguise: if you have 50 rings, you won't be able to jump...
...wow. I was only expecting it to be like 1 or 2 cycles faster. Shows you how much I know about working with ASM, I guess.
Hey, I never implied that! :P I'll make a mental note of your optimization in case I ever want to go insane hack S3K.
So let's cut right to the chase. Here's how (I understand) the Sonic games handle displaying sprites: There's a big table of sprites to be...
Separate names with a comma.