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Merge branch 'master' into ProjectSonic1TwoEight
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Clownacy committed Dec 20, 2014
2 parents 6cc8355 + 863abc5 commit 4064313
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Showing 8 changed files with 20 additions and 20 deletions.
2 changes: 1 addition & 1 deletion _incObj/30 MZ Large Green Glass Blocks.asm
Expand Up @@ -107,7 +107,7 @@ Glass_Reflect34:
movea.l $3C(a0),a1
move.w glass_dist(a1),glass_dist(a0)
move.w obY(a1),$30(a0)
bra.w *+4
bra.w Glass_Types

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||

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2 changes: 1 addition & 1 deletion _incObj/31 Chained Stompers.asm
Expand Up @@ -124,7 +124,7 @@ loc_B798: ; Routine 2
cmpi.b #$10,$32(a0)
bcc.s CStom_Display
movea.l a0,a2
lea (v_objspace).w,a0
lea (v_player).w,a0
jsr KillSonic
movea.l a2,a0

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2 changes: 1 addition & 1 deletion _incObj/6F SBZ Spin Platform Conveyor.asm
Expand Up @@ -154,7 +154,7 @@ loc_16404:
clr.b obSolid(a0)

loc_16420:
bra.w *+4
bra.w loc_16424

loc_16424:
move.w obX(a0),d0
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4 changes: 2 additions & 2 deletions _incObj/80 Continue Screen Elements.asm
Expand Up @@ -77,12 +77,12 @@ CSI_MiniSonicLoop:
CSI_ChkDel: ; Routine 6
tst.b obSubtype(a0) ; do you have 16 or more continues?
beq.s CSI_Animate ; if yes, branch
cmpi.b #6,(v_objspace+obRoutine).w ; is Sonic running?
cmpi.b #6,(v_player+obRoutine).w ; is Sonic running?
bcs.s CSI_Animate ; if not, branch
move.b (v_vbla_byte).w,d0
andi.b #1,d0
bne.s CSI_Animate
tst.w (v_objspace+obVelX).w ; is Sonic running?
tst.w (v_player+obVelX).w ; is Sonic running?
bne.s CSI_Delete ; if yes, goto delete
rts

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2 changes: 1 addition & 1 deletion _incObj/87 Ending Sequence Sonic.asm
Expand Up @@ -42,7 +42,7 @@ ESon_MakeEmeralds:
bne.s ESon_Wait
addq.b #2,ob2ndRout(a0)
move.w #1,obAnim(a0)
move.b #$88,(v_objspace+$400).w ; load chaos emeralds objects
move.b #id_EndChaos,(v_objspace+$400).w ; load chaos emeralds objects

ESon_Wait:
rts
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8 changes: 4 additions & 4 deletions _incObj/Sonic (part 2).asm
Expand Up @@ -71,8 +71,8 @@ GameOver: ; XREF: Sonic_Death
subq.b #1,(v_lives).w ; subtract 1 from number of lives
bne.s loc_138D4
move.w #0,$3A(a0)
move.b #$39,(v_objspace+$80).w ; load GAME object
move.b #$39,(v_objspace+$C0).w ; load OVER object
move.b #id_GameOverCard,(v_objspace+$80).w ; load GAME object
move.b #id_GameOverCard,(v_objspace+$C0).w ; load OVER object
move.b #1,(v_objspace+$C0+obFrame).w ; set OVER object to correct frame
clr.b (f_timeover).w

Expand All @@ -87,8 +87,8 @@ loc_138D4:
tst.b (f_timeover).w ; is TIME OVER tag set?
beq.s locret_13900 ; if not, branch
move.w #0,$3A(a0)
move.b #$39,(v_objspace+$80).w ; load TIME object
move.b #$39,(v_objspace+$C0).w ; load OVER object
move.b #id_GameOverCard,(v_objspace+$80).w ; load TIME object
move.b #id_GameOverCard,(v_objspace+$C0).w ; load OVER object
move.b #2,(v_objspace+$80+obFrame).w
move.b #3,(v_objspace+$C0+obFrame).w
bra.s loc_138C2
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2 changes: 1 addition & 1 deletion _incObj/Sonic Water.asm
Expand Up @@ -20,7 +20,7 @@ Sonic_Water: ; XREF: loc_12C7E
bset #6,obStatus(a0)
bne.s @exit
bsr.w ResumeMusic
move.b #$A,(v_objspace+$340).w ; load bubbles object from Sonic's mouth
move.b #id_DrownCount,(v_objspace+$340).w ; load bubbles object from Sonic's mouth
move.b #$81,(v_objspace+$340+obSubtype).w
move.w #$300,(v_sonspeedmax).w ; change Sonic's top speed
move.w #6,(v_sonspeedacc).w ; change Sonic's acceleration
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18 changes: 9 additions & 9 deletions sonic.asm
Expand Up @@ -2801,7 +2801,7 @@ Level_TtlCardLoop:
jsr FloorLog_Unk
bsr.w ColIndexLoad
bsr.w LZWaterFeatures
move.b #id_SonicPlayer,(v_objspace).w ; load Sonic object
move.b #id_SonicPlayer,(v_player).w ; load Sonic object
tst.w (f_demo).w
bmi.s Level_ChkDebug
move.b #id_HUD,(v_objspace+$40).w ; load HUD object
Expand Down Expand Up @@ -3196,7 +3196,7 @@ GM_Special: ; XREF: GameModeArray
jsr SS_Load ; load SS layout data
move.l #0,(v_screenposx).w
move.l #0,(v_screenposy).w
move.b #9,(v_objspace).w ; load special stage Sonic object
move.b #id_SonicSpecial,(v_player).w ; load special stage Sonic object
bsr.w PalCycle_SS
clr.w (v_ssangle).w ; set stage angle to "upright"
move.w #$40,(v_ssrotate).w ; set stage rotation speed
Expand Down Expand Up @@ -3312,7 +3312,7 @@ loc_47D4:
move.l d0,(a1)+
dbf d1,SS_EndClrObjRam ; clear object RAM

move.b #$7E,(v_objspace+$5C0).w ; load results screen object
move.b #id_SSResult,(v_objspace+$5C0).w ; load results screen object

SS_NormalExit:
bsr.w PauseGame
Expand Down Expand Up @@ -3667,7 +3667,7 @@ GM_Continue: ; XREF: GameModeArray
move.w #659,(v_demolength).w ; set time delay to 11 seconds
clr.l (v_screenposx).w
move.l #$1000000,(v_screenposy).w
move.b #id_ContSonic,(v_objspace).w ; load Sonic object
move.b #id_ContSonic,(v_player).w ; load Sonic object
move.b #id_ContScrItem,(v_objspace+$40).w ; load continue screen objects
move.b #id_ContScrItem,(v_objspace+$80).w
move.b #3,(v_objspace+$80+obPriority).w
Expand All @@ -3688,7 +3688,7 @@ GM_Continue: ; XREF: GameModeArray
Cont_MainLoop:
move.b #$16,(v_vbla_routine).w
bsr.w WaitForVBla
cmpi.b #6,(v_objspace+obRoutine).w
cmpi.b #6,(v_player+obRoutine).w
bhs.s loc_4DF2
disable_ints
move.w (v_demolength).w,d1
Expand All @@ -3700,9 +3700,9 @@ Cont_MainLoop:
loc_4DF2:
jsr ExecuteObjects
jsr BuildSprites
cmpi.w #$180,(v_objspace+obX).w ; has Sonic run off screen?
cmpi.w #$180,(v_player+obX).w ; has Sonic run off screen?
bhs.s Cont_GotoLevel ; if yes, branch
cmpi.b #6,(v_objspace+obRoutine).w
cmpi.b #6,(v_player+obRoutine).w
bhs.s Cont_MainLoop
tst.w (v_demolength).w
bne.w Cont_MainLoop
Expand Down Expand Up @@ -3808,7 +3808,7 @@ End_LoadData:
move.b #1,(f_debugmode).w ; enable debug mode

End_LoadSonic:
move.b #id_SonicPlayer,(v_objspace).w ; load Sonic object
move.b #id_SonicPlayer,(v_player).w ; load Sonic object
bset #0,(v_player+obStatus).w ; make Sonic face left
move.b #1,(f_lockctrl).w ; lock controls
move.w #(btnL<<8),(v_jpadhold2).w ; move Sonic to the left
Expand Down Expand Up @@ -3950,7 +3950,7 @@ End_MoveSon3:
bne.s End_MoveSonExit
addq.b #2,(v_sonicend).w
move.w #$A0,(v_player+obX).w
move.b #id_EndSonic,(v_objspace).w ; load Sonic ending sequence object
move.b #id_EndSonic,(v_player).w ; load Sonic ending sequence object
clr.w (v_player+obRoutine).w

End_MoveSonExit:
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