Sonic 3 and Knuckles Problems in Special Stage

Discussion in 'Discussion and Q&A Archive' started by Jdpense, Jun 4, 2013.

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  1. Jdpense

    Jdpense Custom Title Member

    Joined:
    Jan 2, 2013
    Messages:
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    Hey guys, I need some help. I recently tried to edit the new characters I added to the Special Stage. I got it to work, but there are major art problems with the top of the screen. This happens with these teams: Sonic & Knux, Knux & Sonic, Tails & Knux, and Tails & Sonic. 

    So here's a picture of the glitched screen (This team is Sonic & Knux for example): 

    [​IMG]

     

    And here's how I edited the code for the player 1 & 2 object of the Special Stage.

     

    The mappings for the P1:

     


    Code:
    Obj_SStage_8FAA:
     move.b #4,4(a0)
    move.b #$10,7(a0)
    move.b #$10,6(a0)
    move.w #$200,8(a0)
    move.l #Map_SStageSonic,$C(a0)
    move.w #$87D4,$A(a0)
    cmpi.w #8,(Player_mode).w
    beq.s Load_SPS_Tails_MAP
    cmpi.w #7,(Player_mode).w
    beq.s Load_SPS_Tails_MAP
    cmpi.w #2,(Player_mode).w
    bne.s loc_8FFA
    Load_SPS_Tails_MAP:
    move.l #Map_SStageTails,$C(a0)
    ; move.w #$A7EB,$A(a0)
    move.w #$A7D4,$A(a0)
    jsr (Create_New_Sprite2).l
    bne.w loc_8FFA
    move.l #Obj_SStage_9444,(a1)
    move.w a0,$3E(a1)
    
    loc_8FFA:
    
    cmpi.w #3,(Player_mode).w
    beq.s loc_8FFA_Cont
    cmpi.w #5,(Player_mode).w
    beq.s loc_8FFA_Cont
    cmpi.w #6,(Player_mode).w
    bne.s loc_9010
    loc_8FFA_Cont:
    move.l #Map_SStageKnuckles,$C(a0)
    move.w #$87D4,$A(a0)
    

     

    The mappings for P2: 

     


    Code:
    Obj_SStage_9212:
    move.b #4,4(a0)
    move.b #$10,7(a0)
    move.b #$10,6(a0)
    move.w #$180,8(a0)
    move.l #Map_SStageSonic,$C(a0)
    move.w #$87EB,$A(a0)
    cmpi.w #0,(Player_mode).w
    beq.s Load_SPS_Tails2P_MAP
    cmpi.w #6,(Player_mode).w
    bne.s Check_Knux_SPSP2Maps
    Load_SPS_Tails2P_MAP:
    move.l #Map_SStageTails,$C(a0)
    move.w #$A7EB,$A(a0)
    jsr (Create_New_Sprite2).l
    bne.w Check_Knux_SPSP2Maps
    move.l #Obj_SStage_9444,(a1)
    move.w a0,$3E(a1)
    Check_Knux_SPSP2Maps:
    cmpi.w #4,(Player_mode).w
    beq.s Load_SPS_Knux2P_MAP
    cmpi.w #8,(Player_mode).w
    bne.s loc_9274
    Load_SPS_Knux2P_MAP:
    move.l #Map_SStageKnuckles,$C(a0)
    move.w #$87EB,$A(a0)
    

     

    The PLC & Art for P1: 

     


    Code:
    loc_9152:
    
    bsr.w sub_950C
    bsr.w sub_953E
    move.w #$FA80,d4
    jsr (Draw_Sprite).l
    lea (PLC_SStageSonic).l,a2
    move.l #ArtUnc_SStageSonic,d6
    cmpi.w #8,(Player_mode).w
    beq.s Load_PLCART_SPSTails
    cmpi.w #7,(Player_mode).w
    beq.s Load_PLCART_SPSTails
    cmpi.w #2,(Player_mode).w
    bne.s loc_918A
    Load_PLCART_SPSTails:
    lea (PLC_SStageTails).l,a2
    move.l #ArtUnc_SStageTails,d6
    ; move.w #$FA80,d4
    ; move.w #$FD60,d4
    ; bra.s SStage_PLCLoad_91A2
    ; ---------------------------------------------------------------------------
    
    loc_918A:
    cmpi.w #3,(Player_mode).w
    beq.s loc_918A_Cont
    cmpi.w #5,(Player_mode).w
    beq.s loc_918A_Cont
    cmpi.w #6,(Player_mode).w
    bne.s SStage_PLCLoad_91A2
    loc_918A_Cont:
    lea (PLC_SStageKnuckles).l,a2
    move.l #ArtUnc_SStageKnuckles,d6
    ; move.w #$FA80,d4
    

     

    And the PLC & Art for P2: 

     


    Code:
    loc_935E:
    bsr.w sub_953E
    jsr (Draw_Sprite).l
    lea (PLC_SStageSonic).l,a2
    move.l #ArtUnc_SStageSonic,d6
    move.w #$FD60,d4
    ; move.w #$FA80,d4
    cmpi.w #0,(Player_mode).w
    beq.s Load_PLCART_SPSTailsP2
    cmpi.w #6,(Player_mode).w
    bne.s Check_Knux_SPSP2PLCART
    Load_PLCART_SPSTailsP2:
    lea (PLC_SStageTails).l,a2
    move.l #ArtUnc_SStageTails,d6
    ; move.w #$FD60,d4
    ; bra.w SStage_PLCLoad_91A2
    Check_Knux_SPSP2PLCART:
    cmpi.w #4,(Player_mode).w
    beq.s Load_PLCART_SPSKnuxP2
    cmpi.w #8,(Player_mode).w
    bne.s Load_PLC_Of_SS
    Load_PLCART_SPSKnuxP2:
    lea (PLC_SStageKnuckles).l,a2
    move.l #ArtUnc_SStageKnuckles,d6
    Load_PLC_Of_SS:
    jmp SStage_PLCLoad_91A2
    

     

    So if anyone can help me out with this problem that would help a lot. By the way, I am using the Hg disassembly, just to let you guys know.
     
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