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TheRetroGuy

Monitors spawning as broken fix S2 (Debug Mode)

Aug 15th, 2014
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  1. ; Monitors Fix:
  2. ; Note that the bug with the rings is fixed in this game.
  3. ; replace obj_26_sub_0 with the following in Sonic 2's disasm.
  4.  
  5. obj_26_sub_0:
  6.     addq.b  #2,routine(a0)
  7.     move.b  #$E,y_radius(a0)
  8.     move.b  #$E,x_radius(a0)
  9.     move.l  #Obj26_MapUnc_12D36,mappings(a0)
  10.     move.w  #$680,art_tile(a0)
  11.     bsr.w   Adjust2PArtPointer
  12.     move.b  #4,render_flags(a0)
  13.     move.w  #$180,priority(a0) ; change #$180,priority(a0) to #3,priority(a0)
  14.                                 ; and the move.w to move.b
  15.                                 ; if you havent ported S3K's priority manager
  16.                                 ; over to S2
  17.     move.b  #$F,width_pixels(a0)
  18.     lea (Object_Respawn_Table).w,a2
  19.     moveq   #0,d0
  20.     move.b  respawn_index(a0),d0
  21.     beq.s   loc_126E2
  22.     bclr    #7,2(a2,d0.w)
  23.     btst    #0,2(a2,d0.w)   ; has monitor been broken?
  24.     beq.s   loc_126E2   ; if not, branch
  25.     move.b  #8,routine(a0)
  26.     move.b  #$B,mapping_frame(a0)
  27.     rts
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