remember this ? i hex edited and changed a few pointers in it to locate the newest sega screen (from a new version of the ROM hack) and shc splash screen along with fixing a few bugs such as the camera lock in ghz boss and how the collpasing platforms crumble ,dont complain about the layout in...
hi this is my obj manager i kinda feel insecure about
ObManagerRamLayoutSize = $A
Load_Sprites:
tst.b Obj_placement_routine.w
bne.w Load_SpriteCustom
; loc_17AB8
Load_Sprites_Init:
move.l #Obj_Index,d0
tst.b (s3k_level_mode).w
beq.s...
mmmmmmmmmmm isnt this https://cdn.discordapp.com/attachments/702598107220672652/996493936665309275/asmcyclecount.html accurate ? cuz it told me the adding was 20 cycles .... or there is this method Do this in the object load i did this in obj37 ring loss which is the object that slows down any...
i made an optimized version which is faster than this by 2 cycles
ObjectMove:
lea x_vel(a0),a5 ; 8 cycles
move.l (a5),d0 ;12 cycles (x vel+yvel)
move.w d0,d1 ; 4 cycles
swap d0 ; swap to the first word (4 cycles)
ext.l d1
asl.l #$8,d1 ; multyply by...
hey so this an md port of mettalic madness from the proto 712 (only issue it has is the layer swappers because collsion remains the same )
https://github.com/lavagaming1/LavaCdWork-TTZ-Mostly- and this is a link that has tidal tempest in there aswell (its the 2 levels i disasmbilled)
i came up with a pretty good idea to optimize sonic 3's prioirty manager by turning the priority sst into an address for the sprite table layer whatever its called this is written in AS it should be alright enough to work with 68k as well
MacroSetDisplayOb macro id
lea...
sooooo there was always a thing with sonic 1 objects that really bothered me a lot like doing this
move.w a1,d5
subi.w #$D000,d5
lsr.w #6,d5
andi.w #$7F,d5
move.b d5,(a2)+ what this does is calculate where objects are located in object ram and...
updated the thing to a less outdated disasm and fixed its mess and fixed codes and mappings to work if you have an idea on why the hud is garbbled
then PM me thanks for playing
this is a thread about the Tidal tempist act 3 good futuer port to the mega drive made by me , thanks devon for showing me how to set up the header >3 keep in mind this isnt bit perfect bc there is a clean dis that has the MMD header and all Download ...
Hello everyone this is my attempt at disassembling R43C from sonic cd tidal tempist proto 712 so far there is a lot of left overs junk in it there is also data from other levels that point to wrong stuff dont really mine em example they duplucated the enemy tonbo from ttz act 1 and 2 stuff like...
well well its the time of the year when i decide to give one of my badniks codes away (you still have to credit sadly lol)
;----------------------------------------------------
; Object 4E - Aligator badnik from HPZ
;----------------------------------------------------
Obj4E:
move.l...
thanks man this means a lot and yes ive been working on this for a year and editing the engine to act like s3k too bad parrlax is being painful and yea there will be an x mas demo that will include hpz with some sonic 2 mobile stuff and custom ideas for the future and some awsome ideas planned...
Here is a small, 1-zone demo of my ROMHack: Eggman's Conquest (Used to be called "The Real Sonic 2").
GHZ has multiple small updates, you'll see them when you play the demo.
There are also many under the hood engine modifications.
Otherwise, this is very similar to the last demo from SHC...
iirc sonic 2 and 1 format checks if the object mappings are 0 if it is 0 it doesnt render sprites and uhh im using s3k mapping format also
moveq #0,d0
move.b routine(a0),d0
move.w off_20DF88(pc,d0.w),d0
jsr off_20DF88(pc,d0.w) this runs before the displaying...
that enemy from metallic madness with a saw btw this is for sonic 3 can pretty much work on s2 or 1
Inital_X_BuzzSaw = $34
Some_BUZZ_Flag = $36
Obj_Buzz_Saw:
; jsr (Decide_Object_Spawn).l
moveq #0,d0
move.b routine(a0),d0
move.w off_20DF88(pc,d0.w),d0...