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| Removing The Speed Cap In Sonic 1 |
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Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Removing The Speed Cap In Sonic 1 |
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| Posted on 2007-11-20 04:56:52 PM |
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The speed cap was like a speed limit that kept Sonic at 1 speed even if he went down slopes. Of course, if you want to hack Sonic 1, you know that you wouldn't want this speed cap, so I made a patch to remove it. Now he gains speed just like the rest of the Genesis Series.
NOTE: PATCH IT TO A CLEAN AMERICAN SONIC 1 ROM
The patch is here.
Credit to SonicTweaker and Pu7o from the Sonic 2 Beta Page.
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| Last edited on 2007-11-20 06:32:05 PM by Azurik. |
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| Posted on 2007-11-20 08:30:26 PM |
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Could you post how to do it ourselves, in case we don't want to start on a clean ROM?
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| Posted on 2007-11-20 09:44:47 PM |
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FROM THE SONIG GAME MODIFICATION COMMUNITY
Originally posted by TweakerTo remove the speed cap requires taking a look at Sonic 2's version of Sonic_MoveLeft, and Sonic_MoveRight. First off, we should take a look at Sonic_MoveLeft (for example), and look at it's code.
CodeSonic_MoveLeft: ; XREF: Sonic_Move
move.w $14(a0),d0
beq.s loc_13086
bpl.s loc_130B2
loc_13086:
bset #0,$22(a0)
bne.s loc_1309A
bclr #5,$22(a0)
move.b #1,$1D(a0)
loc_1309A:
sub.w d5,d0
move.w d6,d1
neg.w d1
cmp.w d1,d0
bgt.s loc_130A6
move.w d1,d0
loc_130A6:
move.w d0,$14(a0)
move.b #0,$1C(a0); use walking animation
rts
This is the section we're looking for. Now, let's look up one of the lines in here until we find a matching pattern in S2.
Codeloc_1C2A4: ; CODE XREF: h+515C p
move.w $14(a0),d0
beq.s loc_1C2AC
bpl.s loc_1C2DE
loc_1C2AC: ; CODE XREF: h+5334 j
bset #0,$22(a0)
bne.s loc_1C2C0
bclr #5,$22(a0)
move.b #1,$1D(a0)
loc_1C2C0: ; CODE XREF: h+533E j
sub.w d5,d0
move.w d6,d1
neg.w d1
cmp.w d1,d0
bgt.s loc_1C2D2
add.w d5,d0
cmp.w d1,d0
ble.s loc_1C2D2
move.w d1,d0
loc_1C2D2: ; CODE XREF: h+5354 j h+535A j
move.w d0,$14(a0)
move.b #0,$1C(a0)
rts
Success! Now, let's compare the differences here. You'll notice S2's routine has 3 extra lines in it:
Code add.w d5,d0
cmp.w d1,d0
ble.s loc_1C2D2
So, what we want to do is add this code to Sonic 1's routine. Take these 3 lines and modify them to work with S1. You should end up with this:
CodeSonic_MoveLeft: ; XREF: Sonic_Move
move.w $14(a0),d0
beq.s loc_13086
bpl.s loc_130B2
loc_13086:
bset #0,$22(a0)
bne.s loc_1309A
bclr #5,$22(a0)
move.b #1,$1D(a0)
loc_1309A:
sub.w d5,d0
move.w d6,d1
neg.w d1
cmp.w d1,d0
bgt.s loc_130A6
add.w d5,d0
cmp.w d1,d0
ble.s loc_130A6
move.w d1,d0
loc_130A6:
move.w d0,$14(a0)
move.b #0,$1C(a0); use walking animation
rts
Now, we have to do the same for Sonic_MoveRight. Once again, let's find the S2 equivalent of the routine using Sonic 1's routine.
Sonic 1's:
CodeSonic_MoveRight: ; XREF: Sonic_Move
move.w $14(a0),d0
bmi.s loc_13118
bclr #0,$22(a0)
beq.s loc_13104
bclr #5,$22(a0)
move.b #1,$1D(a0)
loc_13104:
add.w d5,d0
cmp.w d6,d0
blt.s loc_1310C
move.w d6,d0
loc_1310C:
move.w d0,$14(a0)
move.b #0,$1C(a0); use walking animation
rts
And, with the same amount of backsearching, we can find Sonic 2's, which is the following:
Codeloc_1C32A: ; CODE XREF: h+5168 p
move.w $14(a0),d0
bmi.s loc_1C35E
bclr #0,$22(a0)
beq.s loc_1C344
bclr #5,$22(a0)
move.b #1,$1D(a0)
loc_1C344: ; CODE XREF: h+53C2 j
add.w d5,d0
cmp.w d6,d0
blt.s loc_1C352
sub.w d5,d0
cmp.w d6,d0
bge.s loc_1C352
move.w d6,d0
loc_1C352: ; CODE XREF: h+53D4 j h+53DA j
move.w d0,$14(a0)
move.b #0,$1C(a0)
rts
Now, once again, you'll notice the difference between the two routines is the following lines:
Code sub.w d5,d0
cmp.w d6,d0
bge.s loc_1C352
So, once again, let's apply these changes to work with S1, providing our final, result routine for S1:
CodeSonic_MoveRight: ; XREF: Sonic_Move
move.w $14(a0),d0
bmi.s loc_13118
bclr #0,$22(a0)
beq.s loc_13104
bclr #5,$22(a0)
move.b #1,$1D(a0)
loc_13104:
add.w d5,d0
cmp.w d6,d0
blt.s loc_1310C
sub.w d5,d0
cmp.w d6,d0
bge.s loc_1310C
move.w d6,d0
loc_1310C:
move.w d0,$14(a0)
move.b #0,$1C(a0); use walking animation
rts
And that should be it! Build your new ROM, and the infamous speed cap should be gone!
Originally posted by PutoThat still keeps the cap in mid-air. So let's adapt that to fix the speed cap in mid-air too.
Here's the original code:
CodeSonic_ChgJumpDir: ; XREF: Obj01_MdJump; Obj01_MdJump2
move.w ($FFFFF760).w,d6
move.w ($FFFFF762).w,d5
asl.w #1,d5
btst #4,$22(a0)
bne.s Obj01_ResetScr2
move.w $10(a0),d0
btst #2,($FFFFF602).w; is left being pressed?
beq.s loc_13278; if not, branch
bset #0,$22(a0)
sub.w d5,d0
move.w d6,d1
neg.w d1
cmp.w d1,d0
bgt.s loc_13278
move.w d1,d0loc_13278:
btst #3,($FFFFF602).w; is right being pressed?
beq.s Obj01_JumpMove; if not, branch
bclr #0,$22(a0)
add.w d5,d0
cmp.w d6,d0
blt.s Obj01_JumpMove
move.w d6,d0
As you can see, it works exactly the same way as the MoveLeft/Right routines. So let's apply the same fix. After bgt.s loc_13278, add the following lines:
Code add.w d5,d0
cmp.w d1,d0
ble.s loc_13278
And do a similar thing after blt.s Obj01_JumpMove:
CODE
Codesub.w d5,d0
cmp.w d6,d0
bge.s Obj01_JumpMove
Final result:
CodeSonic_ChgJumpDir: ; CODE XREF: ROM:00012E40 p ... move.w ($FFFFF760).w,d6 move.w ($FFFFF762).w,d5
asl.w #1,d5
btst #4,$22(a0)
bne.s Obj01_ResetScr2
move.w $10(a0),d0
btst #2,($FFFFF602).w; is left being pressed?
beq.s loc_13278; if not, branch
bset #0,$22(a0)
sub.w d5,d0
move.w d6,d1
neg.w d1
cmp.w d1,d0
bgt.s loc_13278
add.w d5,d0
cmp.w d1,d0
ble.s loc_13278
move.w d1,d0
loc_13278: ; CODE XREF: Sonic_ChgJumpDir+1C j ...
btst #3,($FFFFF602).w; is right being pressed?
beq.s Obj01_JumpMove; if not, branch
bclr #0,$22(a0)
add.w d5,d0
cmp.w d6,d0
blt.s Obj01_JumpMove
sub.w d5,d0
cmp.w d6,d0
bge.s Obj01_JumpMove
move.w d6,d0
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Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Removing The Speed Cap In Sonic 1 |
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