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Adding Super_Hyper_frame_count RAM constant
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Clownacy committed Aug 21, 2015
1 parent 910bc60 commit 3d0cd8c
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Showing 2 changed files with 13 additions and 12 deletions.
24 changes: 12 additions & 12 deletions sonic3k.asm
Expand Up @@ -23673,7 +23673,7 @@ locret_11A14:
Sonic_Transform:
move.b #1,(Super_Hyper_palette_status).w ; set Super/Hyper palette status to 'fading'
move.b #$F,(Palette_timer).w
move.w #60,($FFFFF670).w
move.w #60,(Super_Hyper_frame_count).w
move.l #Map_SuperSonic,mappings(a0)
move.b #$81,object_control(a0)
move.b #$1F,anim(a0) ; enter 'transformation' animation
Expand Down Expand Up @@ -23768,9 +23768,9 @@ SonicKnux_SuperHyper:
.continue:
tst.b (Update_HUD_timer).w ; Level over?
beq.s .RevertToNormal
subq.w #1,($FFFFF670).w
subq.w #1,(Super_Hyper_frame_count).w
bpl.w .locret ; This should be a 'bhi'; currently counts down 61 frames
move.w #60,($FFFFF670).w
move.w #60,(Super_Hyper_frame_count).w
tst.w (Ring_count).w
beq.s .RevertToNormal ; If rings depleted, return to normal
; This checks if the ring counter needs to be blanked
Expand Down Expand Up @@ -28953,7 +28953,7 @@ Tails_Transform:
move.b #1,(Super_Hyper_palette_status).w ; set Super/Hyper palette status to 'fading'
move.b #$F,(Palette_timer).w
move.b #1,(Super_Tails_flag).w ; set flag to Super Tails
move.w #60,($FFFFF670).w
move.w #60,(Super_Hyper_frame_count).w
move.b #$81,object_control(a0)
move.b #$29,anim(a0) ; enter 'transformation' animation
move.l #Obj_HyperTails_Birds,(Hyper_Sonic_stars).w ; load Super Flickies object
Expand Down Expand Up @@ -32641,7 +32641,7 @@ locret_178CC:
Knux_Transform:
move.b #1,(Super_Hyper_palette_status).w ; set Super/Hyper palette status to 'fading'
move.b #$F,(Palette_timer).w
move.w #60,($FFFFF670).w
move.w #60,(Super_Hyper_frame_count).w
move.b #$81,object_control(a0)
move.b #$1F,anim(a0) ; enter 'transformation' animation
cmpi.b #7,(Super_emerald_count).w ; does Knuckles have all 7 Super Emeralds?
Expand Down Expand Up @@ -41160,7 +41160,7 @@ Monitor_Give_SuperSonic:
move.b #1,(Super_Hyper_palette_status).w
move.b #$F,(Palette_timer).w
move.b #1,(Super_Sonic_Knux_flag).w ; Super
move.w #60,($FFFFF670).w
move.w #60,(Super_Hyper_frame_count).w
move.w #$800,(Sonic_Knux_top_speed).w
move.w #$18,(Sonic_Knux_acceleration).w
move.w #$C0,(Sonic_Knux_deceleration).w
Expand Down Expand Up @@ -128108,7 +128108,7 @@ loc_5D8BC:
move.w #$800,ground_vel(a1)
clr.l (Player_2).w
cmpi.w #2,(Player_mode).w
move.w #$7FFF,($FFFFF670).w
move.w #$7FFF,(Super_Hyper_frame_count).w
move.b #1,(Update_HUD_timer).w
tst.b ($FFFFFA88).w
bmi.w loc_5D96A
Expand Down Expand Up @@ -129297,7 +129297,7 @@ loc_5E70E:
move.b #-1,(Super_Hyper_palette_status).w
move.b #$F,(Palette_timer).w
move.b #1,(Super_Sonic_Knux_flag).w
move.w #$7FFF,($FFFFF670).w
move.w #$7FFF,(Super_Hyper_frame_count).w

loc_5E7C0:

Expand Down Expand Up @@ -140968,7 +140968,7 @@ loc_67996:
move.b #$21,mapping_frame(a0)
move.b #0,(Palette_timer).w
move.w #$24,(Palette_frame).w
move.w #$7FFF,($FFFFF670).w
move.w #$7FFF,(Super_Hyper_frame_count).w
rts

; =============== S U B R O U T I N E =======================================
Expand Down Expand Up @@ -179372,7 +179372,7 @@ loc_8160A:
move.b #1,(Super_Hyper_palette_status).w
move.b #$F,(Palette_timer).w
move.b #1,(Super_Sonic_Knux_flag).w
move.w #60,($FFFFF670).w
move.w #60,(Super_Hyper_frame_count).w
move.l #Map_SuperSonic,(Player_1+mappings).w
move.b #$81,(Player_1+object_control).w
move.b #$1F,(Player_1+anim).w
Expand Down Expand Up @@ -181733,7 +181733,7 @@ loc_82E2C:
clr.b 5(a0)
bset #7,$2A(a0)
st (Ctrl_1_locked).w
move.w #$7FFF,($FFFFF670).w
move.w #$7FFF,(Super_Hyper_frame_count).w
move.w (Camera_Y_pos).w,d0
move.w d0,(Camera_min_Y_pos).w
move.w d0,(Camera_max_Y_pos).w
Expand Down Expand Up @@ -187887,7 +187887,7 @@ loc_8648C:
move.b #1,(Super_Hyper_palette_status).w
move.b #$F,(Palette_timer).w
move.b #1,(Super_Sonic_Knux_flag).w
move.w #60,($FFFFF670).w
move.w #60,(Super_Hyper_frame_count).w
move.w #$800,(Sonic_Knux_top_speed).w
move.w #$18,(Sonic_Knux_acceleration).w
move.w #$C0,(Sonic_Knux_deceleration).w
Expand Down
1 change: 1 addition & 0 deletions sonic3k.constants.asm
Expand Up @@ -415,6 +415,7 @@ Palette_timer_Tails = ramaddr( $FFFFF669 ) ; byte
Ctrl_2_logical = ramaddr( $FFFFF66A ) ; word ; both held and pressed
Ctrl_2_held_logical = ramaddr( $FFFFF66A ) ; byte
Ctrl_2_pressed_logical = ramaddr( $FFFFF66B ) ; byte
Super_Hyper_frame_count = ramaddr( $FFFFF670 ) ; word
Scroll_force_positions = ramaddr( $FFFFF676 ) ; byte ; if this is set scrolling will be based on the two variables below rather than the player's actual position
Scroll_forced_X_pos = ramaddr( $FFFFF678 ) ; word
Scroll_forced_Y_pos = ramaddr( $FFFFF67C ) ; word
Expand Down

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