Sonic 1 Dissassembly. HELP

Discussion in 'Discussion and Q&A Archive' started by warr1or2, Jan 18, 2011.

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  1. vladikcomper

    vladikcomper Well-Known Member Member

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    S1 Hacking Studio doesn't change sonic1.asm file. Old version 1.1 changes few ASM files in "SourceCode\_param" folder depending on the options you've chosen in Tweaking tab. All these files are just included into sonic1.asm.


    Also, if you're looking for Jump Dash code, try searching for "Sonic_Jump_Dash" label, it has this unusual name in old S1HS version.

    No, S1HS never changes anything connected with the sound driver, the driver is original, just extra slots were added according to this guide: http://info.sonicretro.org/SCHG_How-to:Exp...;94_to_$9F
     
  2. warr1or2

    warr1or2 I AM CLG Member

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    Location:
    Town Creek, AL
    so i edit the one in the given directory? alright. and i'm also wanting to port the sonic 2 stage select and options screen on there (B+start for options)


    tried to port stage select and it wouldn't load nothing so i somewhat started over. i followed the tutorial on how to on the forums tutorial. and i just gotten SonMapEd. Looks easy enough. and i also changed the stage select. (Can you spell a Dragon ball GT Villan called "LUUD") and along with this "spring jump" (using A button) i also want to add an upward dash (already started on it). is it possible to use the "jumpdash"'s animation, change it to make him move up ( like a lightning shield) using the same sound as the jumpdash? and which files do i open in a HEX editor to change the DEBUG code?
     
    Last edited by a moderator: Jan 27, 2011
  3. warr1or2

    warr1or2 I AM CLG Member

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    Location:
    Town Creek, AL
    i want the jumpdash to use (A) button, SpringJump to use ( B ) button, Upward Jump dash to use © button


    do i change


    Obj01_MdJump2: ; XREF: Obj01_Modes


    bsr.w Sonic_JumpHeight


    bsr.w Sonic_ChgJumpDir


    include "_param\jumpdash.asm"


    bsr.w Sonic_LevelBound


    jsr ObjectFall


    this ->btst #6,$22(a0)


    beq.s loc_12EA6


    subi.w #$28,$12(a0)


    loc_12EA6:


    bsr.w Sonic_JumpAngle


    bsr.w Sonic_Floor


    rts


    or


    Obj01_MdJump: ; XREF: Obj01_Modes


    bsr.w Sonic_JumpHeight


    bsr.w Sonic_ChgJumpDir


    include "_param\jumpdash.asm"


    bsr.w Sonic_LevelBound


    jsr ObjectFall


    this -> btst #6,$22(a0)


    beq.s loc_12E5C


    subi.w #$28,$12(a0)


    loc_12E5C:


    bsr.w Sonic_JumpAngle


    bsr.w Sonic_Floor


    rts
     
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