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- ; Monitors Fix:
- ; Note that the bug with the rings is fixed in this game.
- ; replace obj_26_sub_0 with the following in Sonic 2's disasm.
- obj_26_sub_0:
- addq.b #2,routine(a0)
- move.b #$E,y_radius(a0)
- move.b #$E,x_radius(a0)
- move.l #Obj26_MapUnc_12D36,mappings(a0)
- move.w #$680,art_tile(a0)
- bsr.w Adjust2PArtPointer
- move.b #4,render_flags(a0)
- move.w #$180,priority(a0) ; change #$180,priority(a0) to #3,priority(a0)
- ; and the move.w to move.b
- ; if you havent ported S3K's priority manager
- ; over to S2
- move.b #$F,width_pixels(a0)
- lea (Object_Respawn_Table).w,a2
- moveq #0,d0
- move.b respawn_index(a0),d0
- beq.s loc_126E2
- bclr #7,2(a2,d0.w)
- btst #0,2(a2,d0.w) ; has monitor been broken?
- beq.s loc_126E2 ; if not, branch
- move.b #8,routine(a0)
- move.b #$B,mapping_frame(a0)
- rts
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