├── Objects
├── Players
│ ├── Knuckles
│ │ ├── Palettes
│ │ │ ├── Animated
│ │ │ │ ├── Revert.pal
│ │ │ │ └── Super and Hyper.pal
│ │ │ ├── Knuckles.pal
│ │ │ └── Water Knuckles.pal
│ │ └── Uncompressed Art
│ │ │ └── Knuckles.unc
│ ├── Sonic
│ │ ├── Palettes
│ │ │ ├── Sonic.pal
│ │ │ ├── Water Sonic.pal
│ │ │ └── Animated
│ │ │ │ ├── Hyper.pal
│ │ │ │ ├── Super.pal
│ │ │ │ └── Underwater.pal
│ │ └── Uncompressed Art
│ │ │ └── Sonic.unc
│ ├── Tails
│ │ ├── Uncompressed Art
│ │ │ ├── Tails.unc
│ │ │ ├── Tails Extra.unc
│ │ │ └── Tails tails.unc
│ │ ├── Palettes
│ │ │ └── Animated
│ │ │ │ └── Super.pal
│ │ └── Object Data
│ │ │ └── Anim - Tails Tail.asm
│ ├── Shields
│ │ ├── Uncompressed Art
│ │ │ ├── Sparks.unc
│ │ │ ├── Bubble Shield.unc
│ │ │ ├── Fire Shield.unc
│ │ │ ├── Insta-Shield.unc
│ │ │ ├── Invincibility.unc
│ │ │ └── Lightning Shield.unc
│ │ └── Object Data
│ │ │ ├── Anim - Insta-Shield.asm
│ │ │ ├── Anim - Fire Shield.asm
│ │ │ ├── Anim - Bubble Shield.asm
│ │ │ ├── Anim - Lightning Shield.asm
│ │ │ ├── DPLC - Insta-Shield.asm
│ │ │ ├── Map - Invincibility.asm
│ │ │ └── Map - Insta-Shield.asm
│ ├── Spin Dust
│ │ ├── Uncompressed Art
│ │ │ ├── Dash Dust.unc
│ │ │ └── Splash Drown.unc
│ │ └── Object Data
│ │ │ └── Anim - Dash Splash Drown.asm
│ └── Transform
│ │ ├── Uncompressed Art
│ │ ├── Hyper Sonic Stars.unc
│ │ ├── Super Sonic Stars.unc
│ │ └── Super Tails birds.unc
│ │ └── Object Data
│ │ ├── Map - Super Tails birds.asm
│ │ ├── Map - Hyper Sonic Stars.asm
│ │ └── Map - Super Sonic Stars.asm
├── Bosses
│ └── Robotnik
│ │ ├── Object Data
│ │ ├── AngleLookup2.bin
│ │ ├── AngleLookup3.bin
│ │ ├── AngleLookup1.bin
│ │ ├── Map - Egg Robo Head.asm
│ │ └── Map - Robotnik Ship Pieces.asm
│ │ └── KosinskiPM Art
│ │ ├── Egg Robo Head.kospm
│ │ └── Robotnik Ship.kospm
├── Main
│ ├── Animals
│ │ ├── KosinskiPM Art
│ │ │ ├── Pig.kospm
│ │ │ ├── Rabbit.kospm
│ │ │ ├── Seal.kospm
│ │ │ ├── Chicken.kospm
│ │ │ ├── Penguin.kospm
│ │ │ ├── Squirrel.kospm
│ │ │ └── Blue Flicky.kospm
│ │ └── Object Data
│ │ │ ├── Map - Animals 1.asm
│ │ │ ├── Map - Animals 2.asm
│ │ │ ├── Map - Animals 3.asm
│ │ │ ├── Map - Animals 4.asm
│ │ │ └── Map - Animals 5.asm
│ ├── Results
│ │ └── KosinskiPM Art
│ │ │ ├── MILES.kospm
│ │ │ ├── SONIC.kospm
│ │ │ ├── TAILS.kospm
│ │ │ ├── General.kospm
│ │ │ └── KNUCKLES.kospm
│ ├── Rings
│ │ ├── KosinskiPM Art
│ │ │ └── Sparks.kospm
│ │ ├── Object Data
│ │ │ └── Map - Rings.asm
│ │ └── Uncompressed Art
│ │ │ └── Rings.unc
│ ├── Signpost
│ │ ├── Uncompressed Art
│ │ │ ├── Stub.unc
│ │ │ └── End Signs.unc
│ │ └── Object Data
│ │ │ ├── Map - Signpost Stub.asm
│ │ │ ├── DPLC - End Signs.asm
│ │ │ └── Map - End Signs.asm
│ ├── Spring
│ │ ├── Object Data
│ │ │ ├── Heightmap1.bin
│ │ │ ├── Heightmap2.bin
│ │ │ └── Anim - Spring.asm
│ │ └── KosinskiPM Art
│ │ │ └── Diagonal Spring.kospm
│ ├── Bubbler
│ │ ├── KosinskiPM Art
│ │ │ └── Bubbles.kospm
│ │ └── Object Data
│ │ │ ├── Anim - Bubbler.asm
│ │ │ └── Map - Bubbler2.asm
│ ├── Monitor
│ │ ├── KosinskiPM Art
│ │ │ └── Monitors.kospm
│ │ └── Object Data
│ │ │ ├── Anim - Monitor.asm
│ │ │ └── Map - Monitor.asm
│ ├── Button
│ │ ├── KosinskiPM Art
│ │ │ └── Gray Button.kospm
│ │ └── Object Data
│ │ │ └── Map - Button.asm
│ ├── Count Down
│ │ ├── Object Data
│ │ │ ├── Wobble Data.bin
│ │ │ └── Anim - Air Countdown.asm
│ │ └── Uncompressed Art
│ │ │ └── Air Countdown.unc
│ ├── Explosion
│ │ ├── KosinskiPM Art
│ │ │ ├── Explosion.kospm
│ │ │ └── Boss Explosion.kospm
│ │ └── Object Data
│ │ │ ├── Map - Boss Explosion.asm
│ │ │ └── Map - Explosion.asm
│ ├── Spikes
│ │ └── KosinskiPM Art
│ │ │ └── SpikesSprings.kospm
│ ├── StarPost
│ │ ├── KosinskiPM Art
│ │ │ ├── Enemy points.kospm
│ │ │ ├── StarPost Stars 1.kospm
│ │ │ ├── StarPost Stars 2.kospm
│ │ │ └── StarPost Stars 3.kospm
│ │ └── Object Data
│ │ │ ├── Map - StarPost Stars.asm
│ │ │ ├── Map - StarPost.asm
│ │ │ └── Map - Enemy Points.asm
│ ├── Title Card
│ │ ├── Uncompressed Art
│ │ │ └── Large Text.unc
│ │ ├── KosinskiPM Art
│ │ │ ├── Title Card Red ACT.kospm
│ │ │ ├── Title Card Number 1.kospm
│ │ │ ├── Title Card Number 2.kospm
│ │ │ ├── Title Card Number 3.kospm
│ │ │ └── Title Card Number 4.kospm
│ │ ├── Text Data
│ │ │ └── VRAM - Text.asm
│ │ └── Object Data
│ │ │ └── Map - Title Card.asm
│ ├── Egg Capsule
│ │ └── KosinskiPM Art
│ │ │ └── Egg Capsule.kospm
│ ├── Wave Splash
│ │ ├── KosinskiPM Art
│ │ │ └── Wave Splash.kospm
│ │ └── Object Data
│ │ │ └── Map - Wave Splash.asm
│ ├── Invisible Blocks
│ │ └── Object Data
│ │ │ └── Map - Invisible Block.asm
│ ├── Path Swap
│ │ └── Object Data
│ │ │ └── Map - Path Swap.asm
│ └── Sprite Mask
│ │ └── Sprite Mask.asm
├── Renders
│ ├── HUD
│ │ ├── KosinskiPM Art
│ │ │ ├── HUD.kospm
│ │ │ ├── Miles Life Icon.kospm
│ │ │ ├── Sonic Life Icon.kospm
│ │ │ ├── Tails Life Icon.kospm
│ │ │ └── Knuckles Life Icon.kospm
│ │ └── Uncompressed Art
│ │ │ ├── Debug Digits.unc
│ │ │ ├── HUD Digits.unc
│ │ │ └── Lives Digits.unc
│ └── Game Over
│ │ ├── KosinskiPM Art
│ │ └── Game Over.kospm
│ │ └── Object Data
│ │ └── Map - Game Over.asm
└── Enemies
│ └── Spikebonker
│ ├── KosinskiPM Art
│ └── Spikebonker.kospm
│ └── Object Data
│ └── Map - Spikebonker.asm
├── Data
├── Misc
│ ├── Sine.bin
│ ├── Floor
│ │ ├── Angle Map.bin
│ │ ├── Height Maps.bin
│ │ └── Height Maps Rotated.bin
│ └── Angle
│ │ ├── Logarithmic.bin
│ │ ├── WordShift.bin
│ │ └── Arctan.bin
├── Enigma Data.asm
├── Kosinski Plus Data.asm
├── Debug Pointers.asm
├── Levels Events.asm
├── Palette Pointers.asm
├── Uncompressed Player Data.asm
└── Uncompressed Data.asm
├── Sound
├── MSU
│ ├── MSU.bin
│ ├── readme.txt
│ └── MSU.asm
├── DAC
│ ├── SegaPCM.pcm
│ ├── Sonic 1 & 2
│ │ ├── Clap.pcm
│ │ ├── Kick.pcm
│ │ ├── Tom.pcm
│ │ ├── Bongo.pcm
│ │ ├── Scratch.pcm
│ │ ├── Snare.pcm
│ │ └── Timpani.pcm
│ ├── Sonic 3 & K & 3D
│ │ ├── Go.pcm
│ │ ├── Woo.pcm
│ │ ├── BassHey.pcm
│ │ ├── ClapS3.pcm
│ │ ├── Click.pcm
│ │ ├── ComeOn.pcm
│ │ ├── HitDrum.pcm
│ │ ├── KickHey.pcm
│ │ ├── KickS3.pcm
│ │ ├── SnareGo.pcm
│ │ ├── SnareS3.pcm
│ │ ├── TomS3.pcm
│ │ ├── KickBass.pcm
│ │ ├── LooseKick.pcm
│ │ ├── MetalHit.pcm
│ │ ├── MetalHit2.pcm
│ │ ├── MetalHit3.pcm
│ │ ├── PowerKick.pcm
│ │ ├── PowerTom.pcm
│ │ ├── QuickHit.pcm
│ │ ├── ScratchS3.pcm
│ │ ├── SnareKick.pcm
│ │ ├── SnareS32.pcm
│ │ ├── SnareS33.pcm
│ │ ├── TimpaniS3.pcm
│ │ ├── WoodBlock.pcm
│ │ ├── CrashCymbal.pcm
│ │ ├── DanceSnare.pcm
│ │ ├── ElectricTom.pcm
│ │ ├── GlassCrash.pcm
│ │ ├── IntroKickS3D.pcm
│ │ ├── LooseKick2.pcm
│ │ ├── MuffledSnare.pcm
│ │ ├── PowerKick2.pcm
│ │ ├── RideCymbal.pcm
│ │ ├── CrashNoiseWoo.pcm
│ │ ├── DanceStyleKick.pcm
│ │ ├── EchoedClapHit.pcm
│ │ ├── GlassCrashKick.pcm
│ │ ├── HipHopHitKick.pcm
│ │ ├── HipHopHitKick2.pcm
│ │ ├── MetalCrashHit.pcm
│ │ ├── MetalCrashS3D.pcm
│ │ ├── RevFadingWind.pcm
│ │ ├── EchoedClapHitS3.pcm
│ │ ├── GlassCrashSnare.pcm
│ │ ├── HipHopPowerKick.pcm
│ │ ├── LooseSnareNoise.pcm
│ │ ├── QuickGlassCrash.pcm
│ │ └── QuietGlassCrash.pcm
│ └── Sonic Crackers
│ │ ├── Beat.pcm
│ │ ├── Hey.pcm
│ │ ├── LetsGo.pcm
│ │ ├── TimTom.pcm
│ │ └── SnareSC.pcm
├── PSG
│ ├── Sonic 1 & 2
│ │ ├── PSG 1.bin
│ │ ├── PSG 2.bin
│ │ ├── PSG 3.bin
│ │ ├── PSG 4.bin
│ │ ├── PSG 5.bin
│ │ ├── PSG 6.bin
│ │ ├── PSG 7.bin
│ │ ├── PSG 8.bin
│ │ ├── PSG 9.bin
│ │ ├── PSG A (S2).bin
│ │ ├── PSG B (S2).bin
│ │ ├── PSG C (S2).bin
│ │ └── PSG D (S2).bin
│ ├── Knuckles' Chaotix
│ │ ├── PSG 1.bin
│ │ ├── PSG 2.bin
│ │ ├── PSG 3.bin
│ │ ├── PSG 4.bin
│ │ ├── PSG 5.bin
│ │ ├── PSG 6.bin
│ │ ├── PSG 7.bin
│ │ ├── PSG 8.bin
│ │ ├── PSG 9.bin
│ │ ├── PSG A.bin
│ │ ├── PSG B.bin
│ │ ├── PSG C.bin
│ │ ├── PSG D.bin
│ │ └── PSG E.bin
│ └── Sonic 3 & K & 3D
│ │ ├── PSG 1.bin
│ │ ├── PSG 10.bin
│ │ ├── PSG 11.bin
│ │ ├── PSG 14.bin
│ │ ├── PSG 18.bin
│ │ ├── PSG 1A.bin
│ │ ├── PSG 1C.bin
│ │ ├── PSG 1D.bin
│ │ ├── PSG 1E.bin
│ │ ├── PSG 1F.bin
│ │ ├── PSG 2.bin
│ │ ├── PSG 20.bin
│ │ ├── PSG 21.bin
│ │ ├── PSG 22.bin
│ │ ├── PSG 23.bin
│ │ ├── PSG 24.bin
│ │ ├── PSG 25.bin
│ │ ├── PSG 27.bin
│ │ ├── PSG 3.bin
│ │ ├── PSG 5.bin
│ │ ├── PSG 6.bin
│ │ ├── PSG 7.bin
│ │ ├── PSG 8.bin
│ │ ├── PSG 9.bin
│ │ ├── PSG A.bin
│ │ ├── PSG B.bin
│ │ ├── PSG C.bin
│ │ ├── PSG D.bin
│ │ ├── PSG 26 (S3).bin
│ │ ├── PSG 28 (S3D).bin
│ │ ├── PSG 4 (S3D).bin
│ │ ├── PSG 4 (S3, SK).bin
│ │ └── PSG 26 (SK, S3D).bin
├── Definitions.asm
├── SFX
│ ├── Snd - FlyTired.asm
│ ├── Snd - Switch.asm
│ ├── Snd - Ring Left Speaker.asm
│ ├── Snd - Jump.asm
│ ├── Snd - GroundSlide.asm
│ ├── Snd - Insta Attack.asm
│ ├── Snd - Fire Attack.asm
│ ├── Snd - Ring Loss.asm
│ ├── Snd - Spike Move.asm
│ ├── Snd - Skid.asm
│ ├── Snd - Signpost.asm
│ ├── Snd - Bubble Shield.asm
│ ├── Snd - Lightning Shield.asm
│ ├── Snd - Grab.asm
│ ├── Snd - Thump.asm
│ ├── Snd - Air Ding.asm
│ ├── Snd - Electric Attack.asm
│ ├── Snd - StarPost.asm
│ ├── Snd - Flying.asm
│ ├── Snd - GlideLand.asm
│ ├── Snd - Explode.asm
│ ├── Snd - Fire Shield.asm
│ ├── Snd - Bubble Attack.asm
│ ├── Snd - Spike Hit.asm
│ ├── Snd - Ring.asm
│ ├── Snd - Bubble.asm
│ ├── Snd - Laser.asm
│ ├── Snd - Death.asm
│ ├── Snd - Boss Hit.asm
│ ├── Snd - Break.asm
│ ├── Snd - Super Transform.asm
│ ├── Snd - Roll.asm
│ ├── Snd - Dash.asm
│ ├── Snd - SpinDash.asm
│ ├── Snd - Splash.asm
│ └── Snd - Drown.asm
├── Music.asm
└── Engine
│ └── Constants.asm
├── Tools
└── AS
│ ├── Linux
│ ├── asl
│ ├── p2bin
│ ├── as.msg
│ ├── convsym
│ ├── rompad
│ ├── cmdarg.msg
│ ├── fixheader
│ ├── ioerrs.msg
│ ├── asflags
│ └── asflags_debug
│ └── Windows
│ ├── as.msg
│ ├── asw.exe
│ ├── cmdarg.msg
│ ├── convsym.exe
│ ├── ioerrs.msg
│ ├── p2bin.exe
│ ├── rompad.exe
│ ├── fixheader.exe
│ ├── asflags
│ └── asflags_debug
├── Utilities
├── Deform
│ ├── Get from percentages
│ │ ├── Start.bat
│ │ └── Test.py
│ └── Get percentage(Standart)
│ │ ├── Start.bat
│ │ └── Test.py
├── JMPLABFIX.exe
├── Layout
│ ├── sonlayout.exe
│ ├── Linux
│ │ └── sonlayout
│ ├── sonlayout_v.0.1.zip
│ ├── sonlayout.bat
│ └── README.md
└── Other
│ └── incfile.py
├── Levels
└── DEZ
│ ├── Layout
│ ├── 1.unc
│ ├── 2.unc
│ ├── 3.unc
│ └── 4.unc
│ ├── Ring Pos
│ ├── 1.unc
│ ├── 2.unc
│ ├── 3.unc
│ └── 4.unc
│ ├── Collision
│ └── 1.unc
│ ├── Object Pos
│ ├── 1.unc
│ ├── 2.unc
│ ├── 3.unc
│ └── 4.unc
│ ├── Blocks
│ └── Primary.unc
│ ├── Chunks
│ └── Primary.kosp
│ ├── Tiles
│ ├── Primary.kospm
│ └── Animated
│ │ ├── Uncompressed Art
│ │ ├── 3.unc
│ │ ├── 4.unc
│ │ ├── 5.unc
│ │ └── 6.unc
│ │ └── DEZ1 - Animation PLC Scripts.asm
│ ├── Palettes
│ ├── Death Egg Zone.pal
│ ├── Animated
│ │ ├── Palettes
│ │ │ ├── 1.pal
│ │ │ └── 2.pal
│ │ └── DEZ1 - Animation Palette Scripts.asm
│ └── Water Death Egg Zone.pal
│ └── Start Location
│ ├── Sonic
│ ├── 1.bin
│ ├── 2.bin
│ ├── 3.bin
│ └── 4.bin
│ └── Knuckles
│ ├── 1.bin
│ ├── 2.bin
│ ├── 3.bin
│ └── 4.bin
├── Engine
├── Objects
│ ├── Calc Root.asm
│ ├── Calc Sine.asm
│ ├── Delete Object.asm
│ └── Create Object.asm
├── Debugger
│ └── ErrorHandler
│ │ └── Modules
│ │ ├── DMA Queue(Debug).asm
│ │ ├── Render Sprites(Debug).asm
│ │ ├── Kosinski Plus Module Decompression(Debug).asm
│ │ └── Load Objects(Debug).asm
├── Definitions.asm
├── Core
│ ├── Special Events.asm
│ ├── Wait VSync.asm
│ ├── Random Number.asm
│ ├── Checksum.asm
│ ├── Level Events.asm
│ └── Shake Screen.asm
├── _examples
│ ├── Layout from RAM.asm
│ └── Next act.asm
├── Settings.asm
└── Decompression
│ └── Kosinski Plus Decompression.asm
├── Screens
├── Continue
│ ├── Palettes
│ │ └── 1.pal
│ ├── KosinskiPM Art
│ │ ├── Digits.kospm
│ │ ├── Player Icons.kospm
│ │ ├── Egg Robo Badnik.kospm
│ │ └── Player Sprites.kospm
│ └── Object Data
│ │ ├── Map - Player Icons.asm
│ │ ├── Map - Egg Robo Badnik.asm
│ │ └── Map - Player Sprites.asm
└── Level Select
│ ├── Palettes
│ └── 1.pal
│ └── KosinskiPM Art
│ └── Text.kospm
├── Projects
└── SonLVL INI Files
│ ├── Common
│ ├── RingHUDText.kospm
│ ├── pathswapper-art.kospm
│ ├── Bubbler.xml
│ ├── StarPost.xml
│ └── EggCapsule.xml
│ ├── objDEZ.ini
│ └── obj.ini
├── .gitattributes
├── .gitignore
├── LICENSE
├── _CD
└── S3CE.cue
└── .github
└── workflows
└── build-roms.yml
/Objects/Players/Knuckles/Palettes/Animated/Revert.pal:
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1 | N
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/Data/Misc/Sine.bin:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Data/Misc/Sine.bin
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/Sound/MSU/MSU.bin:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Sound/MSU/MSU.bin
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/Tools/AS/Linux/asl:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Tools/AS/Linux/asl
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/Utilities/Deform/Get from percentages/Start.bat:
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1 | @echo off
2 |
3 | :start
4 | Test.py
5 | pause
6 | cls
7 | goto start
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/Tools/AS/Linux/p2bin:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Tools/AS/Linux/p2bin
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/Utilities/Deform/Get percentage(Standart)/Start.bat:
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1 | @echo off
2 |
3 | :start
4 | Test.py
5 | pause
6 | cls
7 | goto start
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/Levels/DEZ/Layout/1.unc:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Levels/DEZ/Layout/1.unc
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/Levels/DEZ/Layout/2.unc:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Levels/DEZ/Layout/2.unc
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/Levels/DEZ/Layout/3.unc:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Levels/DEZ/Layout/3.unc
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/Levels/DEZ/Layout/4.unc:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Levels/DEZ/Layout/4.unc
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/Objects/Bosses/Robotnik/Object Data/AngleLookup2.bin:
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1 |
2 |
3 |
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/Objects/Bosses/Robotnik/Object Data/AngleLookup3.bin:
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1 |
2 |
3 |
!!!""""#####$$$$$$
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/Sound/DAC/SegaPCM.pcm:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Sound/DAC/SegaPCM.pcm
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/Tools/AS/Linux/as.msg:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Tools/AS/Linux/as.msg
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/Tools/AS/Linux/convsym:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Tools/AS/Linux/convsym
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/Tools/AS/Linux/rompad:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Tools/AS/Linux/rompad
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/Tools/AS/Windows/as.msg:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Tools/AS/Windows/as.msg
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/Utilities/JMPLABFIX.exe:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Utilities/JMPLABFIX.exe
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/Levels/DEZ/Ring Pos/1.unc:
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Levels/DEZ/Ring Pos/1.unc
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https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Count Down/Object Data/Wobble Data.bin
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/Objects/Main/Explosion/KosinskiPM Art/Explosion.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Explosion/KosinskiPM Art/Explosion.kospm
--------------------------------------------------------------------------------
/Objects/Main/Signpost/Uncompressed Art/End Signs.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Signpost/Uncompressed Art/End Signs.unc
--------------------------------------------------------------------------------
/Objects/Players/Knuckles/Palettes/Water Knuckles.pal:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Knuckles/Palettes/Water Knuckles.pal
--------------------------------------------------------------------------------
/Objects/Players/Shields/Uncompressed Art/Sparks.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Shields/Uncompressed Art/Sparks.unc
--------------------------------------------------------------------------------
/Objects/Renders/HUD/Uncompressed Art/Debug Digits.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Renders/HUD/Uncompressed Art/Debug Digits.unc
--------------------------------------------------------------------------------
/Objects/Renders/HUD/Uncompressed Art/HUD Digits.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Renders/HUD/Uncompressed Art/HUD Digits.unc
--------------------------------------------------------------------------------
/Objects/Renders/HUD/Uncompressed Art/Lives Digits.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Renders/HUD/Uncompressed Art/Lives Digits.unc
--------------------------------------------------------------------------------
/Screens/Continue/KosinskiPM Art/Egg Robo Badnik.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Screens/Continue/KosinskiPM Art/Egg Robo Badnik.kospm
--------------------------------------------------------------------------------
/Screens/Continue/KosinskiPM Art/Player Sprites.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Screens/Continue/KosinskiPM Art/Player Sprites.kospm
--------------------------------------------------------------------------------
/Objects/Main/Spikes/KosinskiPM Art/SpikesSprings.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Spikes/KosinskiPM Art/SpikesSprings.kospm
--------------------------------------------------------------------------------
/Objects/Main/StarPost/KosinskiPM Art/Enemy points.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/StarPost/KosinskiPM Art/Enemy points.kospm
--------------------------------------------------------------------------------
/Objects/Main/Title Card/Uncompressed Art/Large Text.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Title Card/Uncompressed Art/Large Text.unc
--------------------------------------------------------------------------------
/Objects/Players/Knuckles/Uncompressed Art/Knuckles.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Knuckles/Uncompressed Art/Knuckles.unc
--------------------------------------------------------------------------------
/Objects/Players/Sonic/Palettes/Animated/Underwater.pal:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Sonic/Palettes/Animated/Underwater.pal
--------------------------------------------------------------------------------
/Objects/Players/Tails/Uncompressed Art/Tails Extra.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Tails/Uncompressed Art/Tails Extra.unc
--------------------------------------------------------------------------------
/Objects/Players/Tails/Uncompressed Art/Tails tails.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Tails/Uncompressed Art/Tails tails.unc
--------------------------------------------------------------------------------
/Projects/SonLVL INI Files/Common/pathswapper-art.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Projects/SonLVL INI Files/Common/pathswapper-art.kospm
--------------------------------------------------------------------------------
/Objects/Bosses/Robotnik/KosinskiPM Art/Egg Robo Head.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Bosses/Robotnik/KosinskiPM Art/Egg Robo Head.kospm
--------------------------------------------------------------------------------
/Objects/Bosses/Robotnik/KosinskiPM Art/Robotnik Ship.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Bosses/Robotnik/KosinskiPM Art/Robotnik Ship.kospm
--------------------------------------------------------------------------------
/Objects/Main/Count Down/Uncompressed Art/Air Countdown.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Count Down/Uncompressed Art/Air Countdown.unc
--------------------------------------------------------------------------------
/Objects/Main/Egg Capsule/KosinskiPM Art/Egg Capsule.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Egg Capsule/KosinskiPM Art/Egg Capsule.kospm
--------------------------------------------------------------------------------
/Objects/Main/Explosion/KosinskiPM Art/Boss Explosion.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Explosion/KosinskiPM Art/Boss Explosion.kospm
--------------------------------------------------------------------------------
/Objects/Main/Spring/KosinskiPM Art/Diagonal Spring.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Spring/KosinskiPM Art/Diagonal Spring.kospm
--------------------------------------------------------------------------------
/Objects/Main/Wave Splash/KosinskiPM Art/Wave Splash.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Wave Splash/KosinskiPM Art/Wave Splash.kospm
--------------------------------------------------------------------------------
/Objects/Players/Shields/Uncompressed Art/Bubble Shield.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Shields/Uncompressed Art/Bubble Shield.unc
--------------------------------------------------------------------------------
/Objects/Players/Shields/Uncompressed Art/Fire Shield.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Shields/Uncompressed Art/Fire Shield.unc
--------------------------------------------------------------------------------
/Objects/Players/Shields/Uncompressed Art/Insta-Shield.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Shields/Uncompressed Art/Insta-Shield.unc
--------------------------------------------------------------------------------
/Objects/Players/Shields/Uncompressed Art/Invincibility.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Shields/Uncompressed Art/Invincibility.unc
--------------------------------------------------------------------------------
/Objects/Players/Spin Dust/Uncompressed Art/Dash Dust.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Spin Dust/Uncompressed Art/Dash Dust.unc
--------------------------------------------------------------------------------
/Objects/Renders/Game Over/KosinskiPM Art/Game Over.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Renders/Game Over/KosinskiPM Art/Game Over.kospm
--------------------------------------------------------------------------------
/Objects/Renders/HUD/KosinskiPM Art/Miles Life Icon.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Renders/HUD/KosinskiPM Art/Miles Life Icon.kospm
--------------------------------------------------------------------------------
/Objects/Renders/HUD/KosinskiPM Art/Sonic Life Icon.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Renders/HUD/KosinskiPM Art/Sonic Life Icon.kospm
--------------------------------------------------------------------------------
/Objects/Renders/HUD/KosinskiPM Art/Tails Life Icon.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Renders/HUD/KosinskiPM Art/Tails Life Icon.kospm
--------------------------------------------------------------------------------
/Objects/Enemies/Spikebonker/KosinskiPM Art/Spikebonker.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Enemies/Spikebonker/KosinskiPM Art/Spikebonker.kospm
--------------------------------------------------------------------------------
/Objects/Main/StarPost/KosinskiPM Art/StarPost Stars 1.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/StarPost/KosinskiPM Art/StarPost Stars 1.kospm
--------------------------------------------------------------------------------
/Objects/Main/StarPost/KosinskiPM Art/StarPost Stars 2.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/StarPost/KosinskiPM Art/StarPost Stars 2.kospm
--------------------------------------------------------------------------------
/Objects/Main/StarPost/KosinskiPM Art/StarPost Stars 3.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/StarPost/KosinskiPM Art/StarPost Stars 3.kospm
--------------------------------------------------------------------------------
/Objects/Players/Spin Dust/Uncompressed Art/Splash Drown.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Spin Dust/Uncompressed Art/Splash Drown.unc
--------------------------------------------------------------------------------
/Objects/Renders/HUD/KosinskiPM Art/Knuckles Life Icon.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Renders/HUD/KosinskiPM Art/Knuckles Life Icon.kospm
--------------------------------------------------------------------------------
/Objects/Main/Title Card/KosinskiPM Art/Title Card Red ACT.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Title Card/KosinskiPM Art/Title Card Red ACT.kospm
--------------------------------------------------------------------------------
/Objects/Players/Knuckles/Palettes/Animated/Super and Hyper.pal:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Knuckles/Palettes/Animated/Super and Hyper.pal
--------------------------------------------------------------------------------
/Objects/Players/Shields/Uncompressed Art/Lightning Shield.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Shields/Uncompressed Art/Lightning Shield.unc
--------------------------------------------------------------------------------
/Objects/Main/Title Card/KosinskiPM Art/Title Card Number 1.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Title Card/KosinskiPM Art/Title Card Number 1.kospm
--------------------------------------------------------------------------------
/Objects/Main/Title Card/KosinskiPM Art/Title Card Number 2.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Title Card/KosinskiPM Art/Title Card Number 2.kospm
--------------------------------------------------------------------------------
/Objects/Main/Title Card/KosinskiPM Art/Title Card Number 3.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Title Card/KosinskiPM Art/Title Card Number 3.kospm
--------------------------------------------------------------------------------
/Objects/Main/Title Card/KosinskiPM Art/Title Card Number 4.kospm:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Main/Title Card/KosinskiPM Art/Title Card Number 4.kospm
--------------------------------------------------------------------------------
/Objects/Players/Transform/Uncompressed Art/Hyper Sonic Stars.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Transform/Uncompressed Art/Hyper Sonic Stars.unc
--------------------------------------------------------------------------------
/Objects/Players/Transform/Uncompressed Art/Super Sonic Stars.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Transform/Uncompressed Art/Super Sonic Stars.unc
--------------------------------------------------------------------------------
/Objects/Players/Transform/Uncompressed Art/Super Tails birds.unc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/TheBlad768/Sonic-Clean-Engine-S.C.E.-Extended-/HEAD/Objects/Players/Transform/Uncompressed Art/Super Tails birds.unc
--------------------------------------------------------------------------------
/Tools/AS/Linux/asflags_debug:
--------------------------------------------------------------------------------
1 | -cpu 68000
2 | -xx
3 | -n
4 | -q
5 | -c
6 | -D __DEBUG__
7 | -A
8 | -L
9 | -OLIST S3CE.debug.lst
10 | -o S3CE.debug.p
11 | -shareout S3CE.debug.h
12 | -U
13 | -E S3CE.debug.log
14 | -i .
15 |
--------------------------------------------------------------------------------
/Tools/AS/Windows/asflags_debug:
--------------------------------------------------------------------------------
1 | -cpu 68000
2 | -xx
3 | -n
4 | -q
5 | -c
6 | -D __DEBUG__
7 | -A
8 | -L
9 | -OLIST S3CE.debug.lst
10 | -o S3CE.debug.p
11 | -shareout S3CE.debug.h
12 | -U
13 | -E S3CE.debug.log
14 | -i .
15 |
--------------------------------------------------------------------------------
/Sound/Definitions.asm:
--------------------------------------------------------------------------------
1 | include "Sound/Engine/Macros.asm"
2 | include "Sound/Sound IDs.asm"
3 | include "Sound/Settings.asm"
4 | include "Sound/Engine/RAM.asm"
5 | include "Sound/Engine/Constants.asm"
6 | include "Sound/Engine/_smps2asm_inc.asm"
--------------------------------------------------------------------------------
/Data/Enigma Data.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; Enigma compressed Main data
3 | ; ===========================================================================
4 |
5 | ; Attribute | Filename | Folder
--------------------------------------------------------------------------------
/Data/Kosinski Plus Data.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; Kosinski Plus compressed Main graphics
3 | ; ===========================================================================
4 |
5 | ; Attribute | Filename | Folder
--------------------------------------------------------------------------------
/Data/Misc/Angle/Arctan.bin:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
--------------------------------------------------------------------------------
/Data/Debug Pointers.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; Debug mode item pointers Level screen data
3 | ; ===========================================================================
4 |
5 | ; DEZ
6 | include "Levels/DEZ/Debug/DEZ1 - Debug List.asm"
--------------------------------------------------------------------------------
/Projects/SonLVL INI Files/objDEZ.ini:
--------------------------------------------------------------------------------
1 | [33]
2 | name=Button
3 | artcmp=KosinskiPlusM
4 | art=../../Objects/Main/Button/KosinskiPM Art/Gray Button.kospm
5 | mapasm=../../Objects/Main/Button/Object Data/Map - Button.asm
6 | [A4]
7 | codefile=DEZ/Spikebonker.cs
8 | codetype=S3KObjectDefinitions.DEZ.Spikebonker
--------------------------------------------------------------------------------
/Objects/Main/Signpost/Object Data/Map - Signpost Stub.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - signpost stub
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_SignpostStub: dc.b $F8, 1, 0, 0, $FF, $FC
6 | even
--------------------------------------------------------------------------------
/Sound/SFX/Snd - FlyTired.asm:
--------------------------------------------------------------------------------
1 | Sound_BB_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_BA_BB_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM4, Sound_BB_FM4, $FA, $0B
8 |
9 | ; FM4 Data
10 | Sound_BB_FM4:
11 | smpsSetvoice $00
12 | dc.b nE2, $08, $08
13 | smpsStop
14 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Switch.asm:
--------------------------------------------------------------------------------
1 | Sound_5B_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_5B_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cPSG2, Sound_5B_PSG2, $00, $00
8 |
9 | ; PSG2 Data
10 | Sound_5B_PSG2:
11 | dc.b nA5, $02
12 | smpsStop
13 |
14 | ; Song seems to not use any FM voices
15 | Sound_5B_Voices:
16 |
--------------------------------------------------------------------------------
/Objects/Players/Transform/Object Data/Map - Super Tails birds.asm:
--------------------------------------------------------------------------------
1 | Map_SuperTails_Birds:
2 | dc.w word_1A46A-Map_SuperTails_Birds
3 | dc.w word_1A472-Map_SuperTails_Birds
4 | dc.w word_1A47A-Map_SuperTails_Birds
5 | word_1A46A: dc.w 1
6 | dc.b $F8, 5, 0, 6, $FF, $F8
7 | word_1A472: dc.w 1
8 | dc.b $F8, 5, 0, $A, $FF, $F8
9 | word_1A47A: dc.w 1
10 | dc.b $F4, 6, 0, 0, $FF, $F8
11 | even
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Ring Left Speaker.asm:
--------------------------------------------------------------------------------
1 | Sound_34_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_33_34_B9_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_34_FM5, $00, $05
8 |
9 | ; FM5 Data
10 | Sound_34_FM5:
11 | smpsSetvoice $00
12 | smpsPan panLeft, $00
13 | smpsJump Sound_34_Jump00
14 |
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | *.asm text
2 | *.txt text
3 | *.xml text
4 | *.cs text
5 | *.cpp text
6 | *.ini text
7 | *.py text
8 | *.log text
9 | *.lst text
10 | *.pal binary
11 | *.eni binary
12 | *.kos binary
13 | *.kosm binary
14 | *.kosp binary
15 | *.kospm binary
16 | *.unc binary
17 | *.pcm binary
18 | *.dpcm binary
19 | *.snd binary
20 | *.bin binary
21 | *.gen binary
22 | *.html linguist-detectable=false
23 |
--------------------------------------------------------------------------------
/Data/Levels Events.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; Levels events
3 | ; ===========================================================================
4 |
5 | ; DEZ
6 | include "Levels/DEZ/Tiles/Animated/DEZ1 - Animation PLC Scripts.asm"
7 | include "Levels/DEZ/Palettes/Animated/DEZ1 - Animation Palette Scripts.asm"
8 | include "Levels/DEZ/Events/DEZ1 - Events.asm"
--------------------------------------------------------------------------------
/Utilities/Deform/Get from percentages/Test.py:
--------------------------------------------------------------------------------
1 | # Code generated by LLaMA
2 |
3 | # Get the first value from the console
4 | value = int(input("Enter a value: "), 16)
5 |
6 | # Get the percentage from the console
7 | percent = int(input("Enter a percentage: "))
8 |
9 | # Calculate the value from the percentage
10 | result = int((value / 100) * percent)
11 |
12 | # Print the result in hexadecimal format
13 | print(f"Result: 0x{result:X}")
--------------------------------------------------------------------------------
/Utilities/Deform/Get percentage(Standart)/Test.py:
--------------------------------------------------------------------------------
1 | # Code generated by LLaMA
2 |
3 | # Get the first value from the console
4 | first_value = int(input("Enter the first value: "), 16)
5 |
6 | # Get the second value from the console
7 | second_value = int(input("Enter the second value: "), 16)
8 |
9 | # Calculate the percentage
10 | percent = (second_value / first_value) * 100
11 |
12 | # Print the result
13 | print(f"{second_value} is {percent:.10f}% of the {first_value}")
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Jump.asm:
--------------------------------------------------------------------------------
1 | Sound_62_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_62_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cPSG1, Sound_62_PSG1, $00, $00
8 |
9 | ; PSG1 Data
10 | Sound_62_PSG1:
11 | smpsPSGvoice sTone_0D
12 | dc.b nF2, $05
13 | smpsModSet $02, $01, $F8, $65
14 | dc.b nBb2, $15
15 | smpsStop
16 |
17 | ; Song seems to not use any FM voices
18 | Sound_62_Voices:
19 |
--------------------------------------------------------------------------------
/Objects/Main/Title Card/Text Data/VRAM - Text.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; Text (Title Card)
3 | ; ===========================================================================
4 |
5 | TitleCardLetters_Index: offsetTable
6 | offsetTableEntry.w TitleCard_DEZ ; 0
7 |
8 | zonewarning TitleCardLetters_Index,(1*2)
9 |
10 | ; find unique letters and load it to VRAM
11 | TitleCard_DEZ: titlecardLetters FALSE, "DEATH EGG"
12 | even
--------------------------------------------------------------------------------
/Engine/Debugger/ErrorHandler/Modules/DMA Queue(Debug).asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------
2 | ; Debug
3 | ; ---------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Add_To_DMA_Queue_RaiseError:
8 |
9 | ; check
10 | cmpa.w #DMA_queue_slot,a1
11 | bne.s .return
12 |
13 | ; debug
14 | RaiseError "DMA buffer overflow", .return
15 |
16 | .return
17 | rts
--------------------------------------------------------------------------------
/Objects/Players/Shields/Object Data/Anim - Insta-Shield.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Animation script - Insta Shield
3 | ; ---------------------------------------------------------------------------
4 |
5 | Ani_InstaShield: offsetTable
6 | offsetTableEntry.w byte_199EE ; 0
7 | offsetTableEntry.w byte_199F1 ; 1
8 |
9 | byte_199EE: dc.b $1F, 6, afEnd
10 | byte_199F1: dc.b 0, 0, 1, 2, 3, 4, 5, 6, 6, 6, 6, 6, 6, 6, 7, afChange, 0
11 | even
--------------------------------------------------------------------------------
/Utilities/Layout/sonlayout.bat:
--------------------------------------------------------------------------------
1 | @Echo off
2 | title sonlayout
3 |
4 | if not exist *.bin goto EXIT
5 |
6 | echo Input layout format
7 | set /p "input=>"
8 | cls
9 | if not defined input goto ERROR
10 |
11 | echo Output layout format
12 | set /p "output=>"
13 | cls
14 | if not defined output goto ERROR
15 |
16 | for %%f in (*.bin) do (
17 | sonlayout -i %input% -o %output% "%%f" "%%~nf.bin.out"
18 | )
19 |
20 | :EXIT
21 | pause & exit
22 |
23 | :ERROR
24 | echo Format undefined
25 | pause
26 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - GroundSlide.asm:
--------------------------------------------------------------------------------
1 | Sound_7E_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_7E_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cPSG3, Sound_7E_PSG3, $00, $03
8 |
9 | ; PSG3 Data
10 | Sound_7E_PSG3:
11 | smpsPSGform $E7
12 | smpsModSet $01, $01, $01, $01
13 | dc.b nMaxPSG2, $09
14 | smpsPSGAlterVol $04
15 | dc.b nG6, $06
16 | smpsStop
17 |
18 | ; Song seems to not use any FM voices
19 | Sound_7E_Voices:
20 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Insta Attack.asm:
--------------------------------------------------------------------------------
1 | Sound_42_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_42_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cPSG3, Sound_42_PSG3, $10, $00
8 |
9 | ; PSG3 Data
10 | Sound_42_PSG3:
11 | smpsPSGform $E7
12 | smpsPSGvoice sTone_17
13 | dc.b nCs6, $04
14 | smpsModSet $02, $01, $06, $07
15 | dc.b nE5, $10
16 | smpsStop
17 |
18 | ; Song seems to not use any FM voices
19 | Sound_42_Voices:
20 |
--------------------------------------------------------------------------------
/Projects/SonLVL INI Files/Common/Bubbler.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
--------------------------------------------------------------------------------
/Engine/Debugger/ErrorHandler/Modules/Render Sprites(Debug).asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------
2 | ; Debug
3 | ; ---------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Render_Sprites_Assert:
8 |
9 | ; debug
10 | assert.l address(a0),ne ; raise an error if there is no object address here
11 | assert.l mappings(a0),ne ; raise an error if there is no mappings address here
12 | rts
--------------------------------------------------------------------------------
/Engine/Definitions.asm:
--------------------------------------------------------------------------------
1 | include "Engine/Settings.asm" ; include assembly options
2 | include "Engine/MacroSetup.asm" ; include a few basic macros
3 | include "Engine/Macros.asm" ; include some simplifying macros and functions
4 | include "Engine/Constants.asm" ; include constants
5 | include "Engine/Variables.asm" ; include RAM variables
6 | include "Sound/Definitions.asm" ; include sound driver macros and functions
7 | include "Engine/Debugger/ErrorHandler/Debugger.asm" ; include debugger macros and functions
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # Visual Studio Code
2 | .vscode
3 |
4 | # Windows system file
5 | desktop.ini
6 |
7 | # Generated ROM files
8 | *.gen
9 |
10 | # Generated listing files
11 | S3CE.lst
12 | S3CE.debug.lst
13 |
14 | # Generated RAM assembler files
15 | Engine/_RAM.lst
16 | Engine/_RAM.debug.lst
17 |
18 | # Personal to-do notes
19 | to-do.txt
20 |
21 | # All log files
22 | *.log
23 |
24 | # Temporary assembly files
25 | *.[ph]
26 |
27 | # Backup files
28 | *.bak
29 |
30 | # Cached DLL files in SonLVL INI Files directory
31 | Projects/SonLVL INI Files/dllcache/*
32 |
--------------------------------------------------------------------------------
/Objects/Players/Shields/Object Data/Anim - Fire Shield.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Animation script - Fire Shield
3 | ; ---------------------------------------------------------------------------
4 |
5 | Ani_FireShield: offsetTable
6 | offsetTableEntry.w byte_19A06 ; 0
7 | offsetTableEntry.w byte_19A1A ; 1
8 |
9 | byte_19A06: dc.b 1, 0, $F, 1, $10, 2, $11, 3, $12, 4, $13, 5, $14, 6, $15, 7, $16, 8, $17, afEnd
10 | byte_19A1A: dc.b 1, 9, $A, $B, $C, $D, $E, 9, $A, $B, $C, $D, $E, afChange, 0
11 | even
--------------------------------------------------------------------------------
/Objects/Main/Animals/Object Data/Map - Animals 1.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - animals
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Animals1:
6 | dc.w word_2CEC8-Map_Animals1
7 | dc.w word_2CED0-Map_Animals1
8 | dc.w word_2CEC0-Map_Animals1
9 | word_2CEC0:
10 | dc.w 1
11 | dc.b $F4, 6, 0, 0, $FF, $F8
12 | word_2CEC8:
13 | dc.w 1
14 | dc.b $F8, 5, 0, 6, $FF, $F8
15 | word_2CED0:
16 | dc.w 1
17 | dc.b $F8, 5, 0, $A, $FF, $F8
18 | even
--------------------------------------------------------------------------------
/Objects/Main/Animals/Object Data/Map - Animals 2.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - animals
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Animals2:
6 | dc.w word_2CEE6-Map_Animals2
7 | dc.w word_2CEEE-Map_Animals2
8 | dc.w word_2CEDE-Map_Animals2
9 | word_2CEDE:
10 | dc.w 1
11 | dc.b $F4, 6, 0, 0, $FF, $F8
12 | word_2CEE6:
13 | dc.w 1
14 | dc.b $F8, 9, 0, 6, $FF, $F4
15 | word_2CEEE:
16 | dc.w 1
17 | dc.b $F8, 9, 0, $C, $FF, $F4
18 | even
--------------------------------------------------------------------------------
/Objects/Main/Animals/Object Data/Map - Animals 3.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - animals
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Animals3:
6 | dc.w word_2CF04-Map_Animals3
7 | dc.w word_2CF0C-Map_Animals3
8 | dc.w word_2CEFC-Map_Animals3
9 | word_2CEFC:
10 | dc.w 1
11 | dc.b $F4, 6, 0, 0, $FF, $F8
12 | word_2CF04:
13 | dc.w 1
14 | dc.b $F8, 9, 0, 6, $FF, $F4
15 | word_2CF0C:
16 | dc.w 1
17 | dc.b $F8, 9, 0, $C, $FF, $F4
18 | even
--------------------------------------------------------------------------------
/Objects/Main/Animals/Object Data/Map - Animals 4.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - animals
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Animals4:
6 | dc.w word_2CF22-Map_Animals4
7 | dc.w word_2CF2A-Map_Animals4
8 | dc.w word_2CF1A-Map_Animals4
9 | word_2CF1A:
10 | dc.w 1
11 | dc.b $F8, 6, 0, 0, $FF, $F8
12 | word_2CF22:
13 | dc.w 1
14 | dc.b $FC, 5, 0, 6, $FF, $F8
15 | word_2CF2A:
16 | dc.w 1
17 | dc.b $FC, 5, 0, $A, $FF, $F8
18 | even
--------------------------------------------------------------------------------
/Objects/Main/Animals/Object Data/Map - Animals 5.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - animals
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Animals5:
6 | dc.w word_2CF40-Map_Animals5
7 | dc.w word_2CF48-Map_Animals5
8 | dc.w word_2CF38-Map_Animals5
9 | word_2CF38:
10 | dc.w 1
11 | dc.b $F4, 6, 0, 0, $FF, $F8
12 | word_2CF40:
13 | dc.w 1
14 | dc.b $F4, 6, 0, 6, $FF, $F8
15 | word_2CF48:
16 | dc.w 1
17 | dc.b $F4, 6, 0, $C, $FF, $F8
18 | even
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Fire Attack.asm:
--------------------------------------------------------------------------------
1 | Sound_43_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_43_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cPSG3, Sound_43_PSG3, $00, $00
8 |
9 | ; PSG3 Data
10 | Sound_43_PSG3:
11 | smpsPSGform $E7
12 | dc.b nD3, $15, smpsNoAttack
13 |
14 | Sound_43_Loop00:
15 | dc.b $02
16 | smpsPSGAlterVol $01
17 | dc.b smpsNoAttack
18 | smpsLoop $00, $10, Sound_43_Loop00
19 | smpsStop
20 |
21 | ; Song seems to not use any FM voices
22 | Sound_43_Voices:
23 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Ring Loss.asm:
--------------------------------------------------------------------------------
1 | Sound_B9_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_33_34_B9_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $02
6 |
7 | smpsHeaderSFXChannel cFM4, Sound_B9_FM4, $00, $05
8 | smpsHeaderSFXChannel cFM5, Sound_B9_FM5, $00, $08
9 |
10 | ; FM4 Data
11 | Sound_B9_FM4:
12 | smpsSetvoice $00
13 | dc.b nA5, $02, $05, $05, $05, $05, $05, $05, $3A
14 | smpsStop
15 |
16 | ; FM5 Data
17 | Sound_B9_FM5:
18 | smpsSetvoice $00
19 | dc.b nRst, $02, nG5, $02, $05, $15, $02, $05, $32
20 | smpsStop
21 |
--------------------------------------------------------------------------------
/Objects/Main/StarPost/Object Data/Map - StarPost Stars.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - starpost stars
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_StarPostStars:
6 | dc.w word_2D3B0-Map_StarPostStars
7 | dc.w word_2D3B8-Map_StarPostStars
8 | dc.w word_2D3C0-Map_StarPostStars
9 | word_2D3B0: dc.w 1
10 | dc.b $F8, 5, 0, 0, $FF, $F8
11 | word_2D3B8: dc.w 1
12 | dc.b $FC, 0, 0, 4, $FF, $FC
13 | word_2D3C0: dc.w 1
14 | dc.b $FC, 0, 0, 5, $FF, $FC
15 | even
--------------------------------------------------------------------------------
/Objects/Main/Button/Object Data/Map - Button.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - switches
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Button:
6 | dc.w word_2C724-Map_Button
7 | dc.w word_2C732-Map_Button
8 | dc.w word_2C73A-Map_Button
9 | word_2C724:
10 | dc.w 2
11 | dc.b $F4, $C, 0, 0, $FF, $F0
12 | dc.b $FC, 4, 0, 4, $FF, $F8
13 | word_2C732:
14 | dc.w 1
15 | dc.b $FC, $C, 0, 0, $FF, $F0
16 | word_2C73A:
17 | dc.w 2
18 | dc.b $F8, $C, 0, 0, $FF, $F0
19 | dc.b 0, 4, 0, 4, $FF, $F8
20 | even
--------------------------------------------------------------------------------
/Objects/Main/StarPost/Object Data/Map - StarPost.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - starpost
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_StarPost:
6 | dc.w word_2D36C-Map_StarPost
7 | dc.w word_2D380-Map_StarPost
8 | dc.w word_2D388-Map_StarPost
9 | word_2D36C:
10 | dc.w 3
11 | dc.b $E8, 1, 0, $16, $FF, $FC
12 | dc.b $F8, 3, 0, $18, $FF, $F8
13 | dc.b $F8, 3, 8, $18, 0, 0
14 | word_2D380:
15 | dc.w 1
16 | dc.b $F8, 5, 0, $E, $FF, $F8
17 | word_2D388:
18 | dc.w 1
19 | dc.b $F8, 5, 0, $12, $FF, $F8
20 | even
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Spike Move.asm:
--------------------------------------------------------------------------------
1 | SndB6_Spikes_Move_Header:
2 | smpsHeaderStartSong 1
3 | smpsHeaderVoice SndB6_Spikes_Move_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cPSG3, SndB6_Spikes_Move_PSG3, $00, $00
8 |
9 | ; PSG3 Data
10 | SndB6_Spikes_Move_PSG3:
11 | smpsModSet $01, $01, $F0, $08
12 | smpsPSGform $E7
13 | dc.b nE5, $07
14 |
15 | SndB6_Spikes_Move_Loop00:
16 | dc.b nG6, $01
17 | smpsPSGAlterVol $01
18 | smpsLoop $00, $0C, SndB6_Spikes_Move_Loop00
19 | smpsStop
20 |
21 | ; Song seems to not use any FM voices
22 | SndB6_Spikes_Move_Voices:
23 |
--------------------------------------------------------------------------------
/Engine/Core/Special Events.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Special events
3 | ; ---------------------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Special_Events:
8 | move.l (Special_events_addr).w,d0
9 | beq.s .return ; if zero, branch
10 | cmpi.b #PlayerID_Death,(Player_1+routine).w ; is player dead?
11 | bhs.s .return ; if yes, branch
12 | movea.l d0,a0
13 | jmp (a0)
14 | ; ---------------------------------------------------------------------------
15 |
16 | .return
17 | rts
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Skid.asm:
--------------------------------------------------------------------------------
1 | Sound_36_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_36_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $02
6 |
7 | smpsHeaderSFXChannel cPSG2, Sound_36_PSG2, $00, $00
8 | smpsHeaderSFXChannel cPSG1, Sound_36_PSG1, $FE, $00
9 |
10 | ; PSG1 Data
11 | Sound_36_PSG1:
12 | dc.b nRst, $01
13 |
14 | ; PSG2 Data
15 | Sound_36_PSG2:
16 | smpsPSGvoice sTone_0D
17 | dc.b nBb3, $01, nRst, nBb3, nRst, $03
18 |
19 | Sound_36_Loop00:
20 | dc.b nBb3, $01, nRst, $01
21 | smpsLoop $00, $0B, Sound_36_Loop00
22 | smpsStop
23 |
24 | ; Song seems to not use any FM voices
25 | Sound_36_Voices:
26 |
--------------------------------------------------------------------------------
/Data/Palette Pointers.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; Palette pointers
3 | ; ===========================================================================
4 |
5 | PalPointers: ; palette address, RAM address, colours
6 |
7 | ; Main
8 | PalPtr_Sonic: palptr Pal_Sonic, 0 ; 0 - Sonic
9 | PalPtr_WaterSonic: palptr Pal_WaterSonic, 0 ; 1 - Water Sonic
10 | PalPtr_Knuckles: palptr Pal_Knuckles, 0 ; 2 - Knuckles
11 | PalPtr_WaterKnuckles: palptr Pal_WaterKnuckles, 0 ; 3 - Water Knuckles
12 |
13 | ; Levels
14 | PalPtr_DEZ: palptr Pal_DEZ, 1 ; 4 - DEZ
15 | PalPtr_WaterDEZ: palptr Pal_WaterDEZ, 1 ; 5 - Water DEZ
--------------------------------------------------------------------------------
/Objects/Renders/Game Over/Object Data/Map - Game Over.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - "GAME OVER" and "TIME OVER"
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_GameOver:
6 |
7 | ; GAME
8 | dc.b $F8, $D, 0, 0, $FF, $B8
9 | dc.b $F8, $D, 0, 8, $FF, $D8
10 |
11 | ; OVER
12 | dc.b $F8, $D, 0, $14, 0, 8
13 | dc.b $F8, $D, 0, $C, 0, $28
14 | even
15 |
16 | Map_TimeOver:
17 |
18 | ; TIME
19 | dc.b $F8, 9, 0, $1C, $FF, $BA
20 | dc.b $F8, $D, 0, 8, $FF, $D2
21 |
22 | ; OVER
23 | dc.b $F8, $D, 0, $14, 0, 2
24 | dc.b $F8, $D, 0, $C, 0, $22
25 | even
--------------------------------------------------------------------------------
/Projects/SonLVL INI Files/Common/StarPost.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
--------------------------------------------------------------------------------
/Utilities/Layout/README.md:
--------------------------------------------------------------------------------
1 | SonLayout v.0.1 - Sonic layout conversion utility
2 | (c) 2024, Vladikcomper
3 |
4 | USAGE:
5 | sonlayout [-q] -i INFORMAT -o OUTFORMAT INFILE OUTFILE
6 |
7 | OPTIONS:
8 | -i INFORMAT - Specifies input format
9 | -o OUTFORMAT - Specifies output format (format to convert to)
10 | -q - Quiet mode (log errors only)
11 |
12 | SUPPORTED FORMATS:
13 | s1 - Sonic 1 layout (256x256, FG and BG separated)
14 | s3k - Sonic 3K combined layout (FG+BG)
15 | sce - Sonic Clean Engine combined layout (FG+BG)
16 | scex - Extended Sonic Clean Engine combined layout (WORD-sized chunk IDs, FG+BG)
17 |
18 | ONLY LOWERCASE LETTERS ARE SUPPORTED
--------------------------------------------------------------------------------
/Objects/Bosses/Robotnik/Object Data/Map - Egg Robo Head.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - Egg Robo head (boss levels)
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_EggRoboHead:
6 | dc.w word_681DC-Map_EggRoboHead
7 | dc.w word_681E4-Map_EggRoboHead
8 | dc.w word_681EC-Map_EggRoboHead
9 | dc.w word_681F4-Map_EggRoboHead
10 | word_681DC:
11 | dc.w 1
12 | dc.b $F8, $D, 0, 0, $FF, $F0
13 | word_681E4:
14 | dc.w 1
15 | dc.b $F8, $D, 0, 8, $FF, $F0
16 | word_681EC:
17 | dc.w 1
18 | dc.b $F8, $D, 0, $10, $FF, $F0
19 | word_681F4:
20 | dc.w 1
21 | dc.b $F8, $D, 0, $18, $FF, $F0
22 | even
--------------------------------------------------------------------------------
/Objects/Players/Transform/Object Data/Map - Hyper Sonic Stars.asm:
--------------------------------------------------------------------------------
1 | Map_HyperSonicStars:
2 | dc.w word_19498-Map_HyperSonicStars
3 | dc.w word_194A0-Map_HyperSonicStars
4 | dc.w word_194A8-Map_HyperSonicStars
5 | dc.w word_194B6-Map_HyperSonicStars
6 | dc.w word_194BE-Map_HyperSonicStars
7 | dc.w word_194C6-Map_HyperSonicStars
8 | word_19498: dc.w 1
9 | dc.b $F8, 5, 0, 0, $FF, $F8
10 | word_194A0: dc.w 1
11 | dc.b $F8, 5, 0, 4, $FF, $F8
12 | word_194A8: dc.w 2
13 | dc.b $F0, $D, 0, 8, $FF, $F0
14 | dc.b 0, $D, $10, 8, $FF, $F0
15 | word_194B6: dc.w 1
16 | dc.b $F8, 5, 0, $10, $FF, $F8
17 | word_194BE: dc.w 1
18 | dc.b $F4, 6, 0, $14, $FF, $F8
19 | word_194C6: dc.w 1
20 | dc.b $F4, $A, 0, $1A, $FF, $F4
21 | even
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Signpost.asm:
--------------------------------------------------------------------------------
1 | Sound_B8_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_B8_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cPSG2, Sound_B8_PSG2, $00, $00
8 |
9 | ; PSG2 Data
10 | Sound_B8_PSG2:
11 | smpsPSGvoice sTone_03
12 |
13 | Sound_B8_Loop00:
14 | dc.b nD5, $04, nE5, nFs5
15 | smpsPSGAlterVol $01
16 | smpsAlterPitch $FF
17 | smpsLoop $00, $05, Sound_B8_Loop00
18 |
19 | Sound_B8_Loop01:
20 | dc.b nD5, $04, nE5, nFs5
21 | smpsPSGAlterVol $01
22 | smpsAlterPitch $01
23 | smpsLoop $00, $07, Sound_B8_Loop01
24 | smpsStop
25 |
26 | ; Song seems to not use any FM voices
27 | Sound_B8_Voices:
28 |
--------------------------------------------------------------------------------
/Objects/Players/Transform/Object Data/Map - Super Sonic Stars.asm:
--------------------------------------------------------------------------------
1 | Map_SuperSonic_Stars:
2 | dc.w word_192F2-Map_SuperSonic_Stars
3 | dc.w word_192F4-Map_SuperSonic_Stars
4 | dc.w word_192FC-Map_SuperSonic_Stars
5 | dc.w word_19316-Map_SuperSonic_Stars
6 | dc.w word_192FC-Map_SuperSonic_Stars
7 | dc.w word_192F4-Map_SuperSonic_Stars
8 | word_192F2: dc.w 0
9 | word_192F4: dc.w 1
10 | dc.b $F8, 5, 0, 0, $FF, $F8
11 | word_192FC: dc.w 4
12 | dc.b $F0, 5, 0, 4, $FF, $F0
13 | dc.b $F0, 5, 8, 4, 0, 0
14 | dc.b 0, 5, $10, 4, $FF, $F0
15 | dc.b 0, 5, $18, 4, 0, 0
16 | word_19316: dc.w 4
17 | dc.b $E8, $A, 0, 8, $FF, $E8
18 | dc.b $E8, $A, 8, 8, 0, 0
19 | dc.b 0, $A, $10, 8, $FF, $E8
20 | dc.b 0, $A, $18, 8, 0, 0
21 | even
--------------------------------------------------------------------------------
/Objects/Enemies/Spikebonker/Object Data/Map - Spikebonker.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - spikebonker
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Spikebonker:
6 | dc.w word_184E64-Map_Spikebonker
7 | dc.w word_184E72-Map_Spikebonker
8 | dc.w word_184E7A-Map_Spikebonker
9 | dc.w word_184E82-Map_Spikebonker
10 | word_184E64:
11 | dc.w 2
12 | dc.b $F0, $E, 0, 0, $FF, $F5
13 | dc.b 8, 9, 0, $C, $FF, $F5
14 | word_184E72:
15 | dc.w 1
16 | dc.b $F0, $F, 0, $12, $FF, $F0
17 | word_184E7A:
18 | dc.w 1
19 | dc.b $F0, $F, 0, $22, $FF, $F0
20 | word_184E82:
21 | dc.w 1
22 | dc.b $F0, $F, 0, $32, $FF, $F0
23 | even
--------------------------------------------------------------------------------
/Objects/Players/Shields/Object Data/Anim - Bubble Shield.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Animation script - Bubble Shield
3 | ; ---------------------------------------------------------------------------
4 |
5 | Ani_BubbleShield: offsetTable
6 | offsetTableEntry.w byte_19A80 ; 0
7 | offsetTableEntry.w byte_19AB8 ; 1
8 | offsetTableEntry.w byte_19ABF ; 2
9 |
10 | byte_19A80:
11 | dc.b 1, 0, 9, 0, 9, 0, 9, 1, $A, 1, $A, 1, $A, 2, 9, 2, 9, 2, 9, 3
12 | dc.b $A, 3, $A, 3, $A, 4, 9, 4, 9, 4, 9, 5, $A, 5, $A, 5, $A, 6, 9, 6
13 | dc.b 9, 6, 9, 7, $A, 7, $A, 7, $A, 8, 9, 8, 9, 8, 9, afEnd
14 | byte_19AB8: dc.b 5, 9, $B, $B, $B, afChange, 0
15 | byte_19ABF: dc.b 5, $C, $C, $B, afChange, 0
16 | even
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | This project is provided "as is" without warranty of any kind,
2 | either express or implied, including but not limited to the implied
3 | warranties of merchantability, fitness for a particular purpose,
4 | or non-infringement.
5 |
6 | This project may also include software, libraries, or other resources
7 | created by third-party authors. Users must review and comply with the
8 | respective licenses of these third-party components before using them.
9 |
10 | You are permitted to use, modify, and distribute this code for personal
11 | or educational purposes only, provided that proper attribution is given.
12 | Commercial use is strictly prohibited.
13 |
14 | The author assumes no responsibility for any damage or loss caused by
15 | the use of this project.
--------------------------------------------------------------------------------
/Engine/Objects/Calc Sine.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Calculates the sine and cosine of the angle in d0 (360 degrees = 256)
3 | ; Returns the sine in d0 and the cosine in d1 (both multiplied by $100)
4 | ; ---------------------------------------------------------------------------
5 |
6 | ; =============== S U B R O U T I N E =======================================
7 |
8 | GetSineCosine:
9 | andi.w #$FF,d0
10 | add.w d0,d0
11 | addi.w #$40*2,d0 ; $40 = 90 degrees, sin(x+90) = cos(x)
12 | move.w SineTable(pc,d0.w),d1 ; cos
13 | subi.w #$40*2,d0
14 | move.w SineTable(pc,d0.w),d0 ; sin
15 | rts
16 | ; ---------------------------------------------------------------------------
17 |
18 | incfile.b SineTable, "Data/Misc/Sine.bin"
--------------------------------------------------------------------------------
/Objects/Main/Rings/Object Data/Map - Rings.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - rings
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Ring:
6 | dc.w Map_Ring_10-Map_Ring ; Ring
7 | dc.w Map_Ring_30-Map_Ring ; Spark 1
8 | dc.w Map_Ring_38-Map_Ring ; Spark 2
9 | dc.w Map_Ring_40-Map_Ring ; Spark 3
10 | dc.w Map_Ring_48-Map_Ring ; Spark 4
11 | Map_Ring_10:
12 | dc.w 1
13 | dc.b $F8, 5, 0, 0, $FF, $F8
14 | Map_Ring_30:
15 | dc.w 1
16 | dc.b $F8, 5, 0, 4, $FF, $F8
17 | Map_Ring_38:
18 | dc.w 1
19 | dc.b $F8, 5, $18, 4, $FF, $F8
20 | Map_Ring_40:
21 | dc.w 1
22 | dc.b $F8, 5, 8, 4, $FF, $F8
23 | Map_Ring_48:
24 | dc.w 1
25 | dc.b $F8, 5, $10, 4, $FF, $F8
26 | even
--------------------------------------------------------------------------------
/Objects/Main/Spring/Object Data/Anim - Spring.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Animation script - Spring
3 | ; ---------------------------------------------------------------------------
4 |
5 | Ani_Spring: offsetTable
6 | offsetTableEntry.w byte_2372E ; 0
7 | offsetTableEntry.w byte_23731 ; 1
8 | offsetTableEntry.w byte_2373D ; 2
9 | offsetTableEntry.w byte_23740 ; 3
10 | offsetTableEntry.w byte_2374C ; 4
11 | offsetTableEntry.w byte_2374F ; 5
12 |
13 | byte_2372E: dc.b $F, 0, afEnd
14 | byte_23731: dc.b 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, afChange, 0
15 | byte_2373D: dc.b $F, 3, afEnd
16 | byte_23740: dc.b 0, 4, 3, 3, 5, 5, 5, 5, 5, 5, afChange, 2
17 | byte_2374C: dc.b $F, 7, afEnd
18 | byte_2374F: dc.b 0, 8, 7, 7, 9, 9, 9, 9, 9, 9, afChange, 4
19 | even
--------------------------------------------------------------------------------
/Objects/Players/Spin Dust/Object Data/Anim - Dash Splash Drown.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Animation script - Spin Dust
3 | ; ---------------------------------------------------------------------------
4 |
5 | Ani_DashSplashDrown: offsetTable
6 | offsetTableEntry.w .null ; 0 (null)
7 | offsetTableEntry.w .splash ; 1 (splash)
8 | offsetTableEntry.w .spindash ; 2 (spindash dust)
9 | offsetTableEntry.w .ground ; 3 (from ground)
10 | offsetTableEntry.w .skid ; 4 (skid dust)
11 |
12 | .null dc.b $7F, 0, afEnd
13 | .splash dc.b 3, 1, 2, 3, 4, 5, 6, 7, 8, 9, afChange, 0
14 | .spindash dc.b 1, $A, $B, $C, $D, $E, $F, $10, afEnd
15 | .ground dc.b 5, $16, $17, $18, $19, $1A, $1B, $1C, $1D, afChange, 0
16 | .skid dc.b 3, $11, $12, $13, $14, afRoutine
17 | even
--------------------------------------------------------------------------------
/Engine/Core/Wait VSync.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Called at the end of each frame to perform vertical synchronization
3 | ; ---------------------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Wait_VSync:
8 | st (V_int_flag).w ; set VInt flag
9 |
10 | .skip
11 |
12 | ; lagometer is only available in DEBUG builds
13 | ifdebug move.w #$9100,(VDP_control_port).l ; window H position at default
14 | enableInts
15 |
16 | .wait
17 | tst.b (V_int_flag).w
18 | bne.s .wait ; wait until V-int's run
19 |
20 | ; lagometer is only available in DEBUG builds
21 | ifdebug move.w #$9193,(VDP_control_port).l ; window H right side, base point $80
22 | rts
--------------------------------------------------------------------------------
/_CD/S3CE.cue:
--------------------------------------------------------------------------------
1 | FILE "DEZ.wav" WAVE
2 | TRACK 01 AUDIO
3 | INDEX 01 00:00:00
4 |
5 | FILE "Mid Boss Theme.wav" WAVE
6 | TRACK 02 AUDIO
7 | INDEX 01 00:00:00
8 |
9 | FILE "Boss Theme.wav" WAVE
10 | TRACK 03 AUDIO
11 | INDEX 01 00:00:00
12 |
13 | FILE "Invincible.wav" WAVE
14 | TRACK 04 AUDIO
15 | INDEX 01 00:00:00
16 |
17 | FILE "Act Clear.wav" WAVE
18 | TRACK 05 AUDIO
19 | INDEX 01 00:00:00
20 |
21 | FILE "Countdown.wav" WAVE
22 | TRACK 06 AUDIO
23 | INDEX 01 00:00:00
24 |
25 | FILE "Game Over.wav" WAVE
26 | TRACK 06 AUDIO
27 | INDEX 01 00:00:00
28 |
29 | FILE "Extra Life.wav" WAVE
30 | TRACK 07 AUDIO
31 | INDEX 01 00:00:00
32 |
33 | FILE "Continue.wav" WAVE
34 | TRACK 07 AUDIO
35 | INDEX 01 00:00:00
36 |
37 | FILE "Speedup.wav" WAVE
38 | TRACK 07 AUDIO
39 | INDEX 01 00:00:00
40 |
--------------------------------------------------------------------------------
/Objects/Players/Shields/Object Data/Anim - Lightning Shield.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Animation script - Lightning Shield
3 | ; ---------------------------------------------------------------------------
4 |
5 | Ani_LightningShield: offsetTable
6 | offsetTableEntry.w byte_19A30 ; 0
7 | offsetTableEntry.w byte_19A5C ; 1
8 | offsetTableEntry.w byte_19A73 ; 2
9 |
10 | byte_19A30:
11 | dc.b 1, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9
12 | dc.b $A, $B, $16, $16, $15, $15, $14, $14, $13, $13, $12, $12
13 | dc.b $11, $11, $10, $10, $F, $F, $E, $E, 9, $A, $B, afEnd
14 | byte_19A5C:
15 | dc.b 0, $C, $D, $17, $C, $D, $17, $C, $D, $17, $C, $D, $17, $C, $D, $17, $C, $D, $17, $C
16 | dc.b $D, afRoutine, afEnd
17 | byte_19A73:
18 | dc.b 3, 0, 1, 2, afRoutine, afEnd
19 | even
--------------------------------------------------------------------------------
/Objects/Main/Signpost/Object Data/DPLC - End Signs.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; DPLC mappings - signpost
3 | ; ---------------------------------------------------------------------------
4 |
5 | DPLC_EndSigns:
6 | dc.w word_83B7A-DPLC_EndSigns
7 | dc.w word_83B80-DPLC_EndSigns
8 | dc.w word_83B86-DPLC_EndSigns
9 | dc.w word_83B8C-DPLC_EndSigns
10 | dc.w word_83B92-DPLC_EndSigns
11 | dc.w word_83B96-DPLC_EndSigns
12 | dc.w word_83B9A-DPLC_EndSigns
13 | word_83B7A: dc.w 1
14 | dc.w $20B
15 | dc.w $2CB
16 | word_83B80: dc.w 1
17 | dc.w $38B
18 | dc.w $44B
19 | word_83B86: dc.w 1
20 | dc.w $50B
21 | dc.w $5CB
22 | word_83B8C: dc.w 1
23 | dc.w $B
24 | dc.w $B
25 | word_83B92: dc.w 0
26 | dc.w $CF
27 | word_83B96: dc.w 0
28 | dc.w $1C3
29 | word_83B9A: dc.w 0
30 | dc.w $CF
--------------------------------------------------------------------------------
/Engine/Debugger/ErrorHandler/Modules/Kosinski Plus Module Decompression(Debug).asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------
2 | ; Debug
3 | ; ---------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Queue_KosPlus_RaiseError:
8 |
9 | ; check
10 | cmpa.w #KosPlus_decomp_queue_end,a3
11 | blo.s .return
12 |
13 | ; debug
14 | RaiseError "Kosinki Plus buffer overflow", .return
15 |
16 | .return
17 | rts
18 |
19 | ; =============== S U B R O U T I N E =======================================
20 |
21 | Queue_KosPlus_Module_RaiseError:
22 |
23 | ; check
24 | cmpa.w #KosPlus_module_queue_end,a2
25 | blo.s .return
26 |
27 | ; debug
28 | RaiseError "Kosinki Plus Module buffer overflow", .return
29 |
30 | .return
31 | rts
--------------------------------------------------------------------------------
/Objects/Bosses/Robotnik/Object Data/Map - Robotnik Ship Pieces.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - Robotnik ship pieces (boss levels)
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_RobotnikShipPieces:
6 | dc.w word_7D6E0-Map_RobotnikShipPieces
7 | dc.w word_7D6EE-Map_RobotnikShipPieces
8 | dc.w word_7D6F6-Map_RobotnikShipPieces
9 | dc.w word_7D704-Map_RobotnikShipPieces
10 | word_7D6E0:
11 | dc.w 2
12 | dc.b $EC, $C, 0, $36, $FF, $E4
13 | dc.b $E4, 4, 0, $5D, $FF, $EC
14 | word_7D6EE:
15 | dc.w 1
16 | dc.b $EC, 8, 0, $3A, 0, 4
17 | word_7D6F6:
18 | dc.w 2
19 | dc.b $F4, $E, 0, $3D, $FF, $E4
20 | dc.b $C, 8, 0, $52, $FF, $EC
21 | word_7D704:
22 | dc.w 2
23 | dc.b $F4, $A, 0, $49, 0, 4
24 | dc.b $C, 4, 0, $55, 0, 4
25 | even
--------------------------------------------------------------------------------
/Objects/Main/Explosion/Object Data/Map - Boss Explosion.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - explosion from a boss
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_BossExplosion:
6 | dc.w word_84008-Map_BossExplosion
7 | dc.w word_84010-Map_BossExplosion
8 | dc.w word_84018-Map_BossExplosion
9 | dc.w word_84020-Map_BossExplosion
10 | dc.w word_84028-Map_BossExplosion
11 | dc.w word_84030-Map_BossExplosion
12 | word_84008: dc.w 1
13 | dc.b $F8, 5, 0, 0, $FF, $F8
14 | word_84010: dc.w 1
15 | dc.b $F4, $A, 0, 4, $FF, $F4
16 | word_84018: dc.w 1
17 | dc.b $F4, $A, 0, $D, $FF, $F4
18 | word_84020: dc.w 1
19 | dc.b $F4, $A, 0, $16, $FF, $F4
20 | word_84028: dc.w 1
21 | dc.b $F3, $A, 0, $1F, $FF, $F4
22 | word_84030: dc.w 1
23 | dc.b $F6, 9, 0, $28, $FF, $F4
24 | even
--------------------------------------------------------------------------------
/Objects/Main/Invisible Blocks/Object Data/Map - Invisible Block.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - invisible solid blocks
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_InvisibleBlock:
6 | dc.w word_1ECCC-Map_InvisibleBlock
7 | dc.w word_1ECE6-Map_InvisibleBlock
8 | dc.w word_1ED00-Map_InvisibleBlock
9 | word_1ECCC: dc.w 4
10 | dc.b $F0, 5, 0, $1C, $FF, $F0
11 | dc.b $F0, 5, 0, $1C, 0, 0
12 | dc.b 0, 5, 0, $1C, $FF, $F0
13 | dc.b 0, 5, 0, $1C, 0, 0
14 | word_1ECE6: dc.w 4
15 | dc.b $E0, 5, 0, $1C, $FF, $C0
16 | dc.b $E0, 5, 0, $1C, 0, $30
17 | dc.b $10, 5, 0, $1C, $FF, $C0
18 | dc.b $10, 5, 0, $1C, 0, $30
19 | word_1ED00: dc.w 4
20 | dc.b $E0, 5, 0, $1C, $FF, $80
21 | dc.b $E0, 5, 0, $1C, 0, $70
22 | dc.b $10, 5, 0, $1C, $FF, $80
23 | dc.b $10, 5, 0, $1C, 0, $70
24 | even
--------------------------------------------------------------------------------
/Engine/Core/Random Number.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Generates a pseudo-random number in d0
3 | ; ---------------------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Random_Number:
8 | move.l (RNG_seed).w,d1
9 | tst.w d1
10 | bne.s .notreset
11 | move.l #$2A6D365B,d1 ; reset seed if needed
12 |
13 | .notreset
14 |
15 | ; set the high word of d0 to be the high word of the RNG
16 | ; and multiply the RNG by 41
17 | move.l d1,d0
18 | asl.l #2,d1
19 | add.l d0,d1
20 | asl.l #3,d1
21 | add.l d0,d1
22 |
23 | ; add the low word of the RNG to the high word of the RNG
24 | ; and set the low word of d0 to be the result
25 | move.w d1,d0
26 | swap d1
27 | add.w d1,d0
28 | move.w d0,d1
29 | swap d1
30 | move.l d1,(RNG_seed).w
31 | rts
--------------------------------------------------------------------------------
/Engine/Debugger/ErrorHandler/Modules/Load Objects(Debug).asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------
2 | ; Debug
3 | ; ---------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Load_Objects_RaiseError:
8 |
9 | ; check
10 | cmpa.w #Object_respawn_table,a3
11 | blo.s .error
12 | cmpa.w #Object_respawn_table_end,a3
13 | blo.w .return
14 |
15 | .error
16 |
17 | ; debug
18 | RaiseError "Object respawn table overflow", .console
19 |
20 | .console
21 | Console.WriteLine "It looks like you added too many%objects!%"
22 | Console.WriteLine "%Object table current: %%<.l a2>"
23 | Console.WriteLine "%Object table start: %%<.l #Object_respawn_table>"
24 | Console.WriteLine "%Object table end: %%<.l #Object_respawn_table_end>"
25 |
26 | .return
27 | rts
--------------------------------------------------------------------------------
/Objects/Main/Bubbler/Object Data/Anim - Bubbler.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Animation script - bubbler (LZ)
3 | ; ---------------------------------------------------------------------------
4 |
5 | Ani_Bubbler: offsetTable
6 | offsetTableEntry.w byte_2FC90 ; 0
7 | offsetTableEntry.w byte_2FC95 ; 1
8 | offsetTableEntry.w byte_2FC9B ; 2
9 | offsetTableEntry.w byte_2FCA2 ; 3
10 | offsetTableEntry.w byte_2FCA6 ; 4
11 | offsetTableEntry.w byte_2FCA6 ; 5
12 | offsetTableEntry.w byte_2FCA8 ; 6
13 | offsetTableEntry.w byte_2FCA8 ; 7
14 | offsetTableEntry.w byte_2FCAC ; 8
15 |
16 | byte_2FC90: dc.b $E, 0, 1, 2, afRoutine
17 | byte_2FC95: dc.b $E, 1, 2, 3, 4, afRoutine
18 | byte_2FC9B: dc.b $E, 2, 3, 4, 5, 6, afRoutine
19 | byte_2FCA2: dc.b 2, 5, 6, afRoutine
20 | byte_2FCA6: dc.b 4, afRoutine
21 | byte_2FCA8: dc.b 4, 7, 8, afRoutine
22 | byte_2FCAC: dc.b $F, $13, $14, $15, afEnd
23 | even
--------------------------------------------------------------------------------
/Objects/Players/Shields/Object Data/DPLC - Insta-Shield.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; DPLC mappings - Insta Shield
3 | ; ---------------------------------------------------------------------------
4 |
5 | DPLC_InstaShield:
6 | DPLC_InstaShield_0: dc.w DPLC_InstaShield_10-DPLC_InstaShield
7 | DPLC_InstaShield_2: dc.w DPLC_InstaShield_10-DPLC_InstaShield
8 | DPLC_InstaShield_4: dc.w DPLC_InstaShield_10-DPLC_InstaShield
9 | DPLC_InstaShield_6: dc.w DPLC_InstaShield_16-DPLC_InstaShield
10 | DPLC_InstaShield_8: dc.w DPLC_InstaShield_16-DPLC_InstaShield
11 | DPLC_InstaShield_A: dc.w DPLC_InstaShield_16-DPLC_InstaShield
12 | DPLC_InstaShield_C: dc.w DPLC_InstaShield_16-DPLC_InstaShield
13 | DPLC_InstaShield_E: dc.w DPLC_InstaShield_16-DPLC_InstaShield
14 | DPLC_InstaShield_10: dc.b $0, $1
15 | dc.b $0, $F
16 | dc.b $1, $6
17 | DPLC_InstaShield_16: dc.b $0, $1
18 | dc.b $1, $7F
19 | dc.b $2, $7C
20 | even
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Bubble Shield.asm:
--------------------------------------------------------------------------------
1 | Sound_3F_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_3F_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_3E_3F_40_41_FM5, $F6, $0A
8 |
9 | Sound_3F_Voices:
10 | ; Voice $00
11 | ; $05
12 | ; $11, $02, $23, $31, $0B, $0C, $0E, $1C, $0A, $00, $04, $00
13 | ; $08, $06, $09, $0B, $FF, $0F, $BF, $0F, $09, $80, $80, $80
14 | smpsVcAlgorithm $05
15 | smpsVcFeedback $00
16 | smpsVcUnusedBits $00
17 | smpsVcDetune $03, $02, $00, $01
18 | smpsVcCoarseFreq $01, $03, $02, $01
19 | smpsVcRateScale $00, $00, $00, $00
20 | smpsVcAttackRate $1C, $0E, $0C, $0B
21 | smpsVcAmpMod $00, $00, $00, $00
22 | smpsVcDecayRate1 $00, $04, $00, $0A
23 | smpsVcDecayRate2 $0B, $09, $06, $08
24 | smpsVcDecayLevel $00, $0B, $00, $0F
25 | smpsVcReleaseRate $0F, $0F, $0F, $0F
26 | smpsVcTotalLevel $00, $00, $00, $09
27 |
28 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Lightning Shield.asm:
--------------------------------------------------------------------------------
1 | Sound_41_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_41_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_3E_3F_40_41_FM5, $0A, $00
8 |
9 | Sound_41_Voices:
10 | ; Voice $00
11 | ; $36
12 | ; $07, $10, $0E, $0C, $1F, $1F, $1F, $1F, $00, $00, $00, $00
13 | ; $00, $0D, $0D, $0E, $0F, $0F, $0F, $0F, $17, $80, $80, $80
14 | smpsVcAlgorithm $06
15 | smpsVcFeedback $06
16 | smpsVcUnusedBits $00
17 | smpsVcDetune $00, $00, $01, $00
18 | smpsVcCoarseFreq $0C, $0E, $00, $07
19 | smpsVcRateScale $00, $00, $00, $00
20 | smpsVcAttackRate $1F, $1F, $1F, $1F
21 | smpsVcAmpMod $00, $00, $00, $00
22 | smpsVcDecayRate1 $00, $00, $00, $00
23 | smpsVcDecayRate2 $0E, $0D, $0D, $00
24 | smpsVcDecayLevel $00, $00, $00, $00
25 | smpsVcReleaseRate $0F, $0F, $0F, $0F
26 | smpsVcTotalLevel $00, $00, $00, $17
27 |
28 |
--------------------------------------------------------------------------------
/Screens/Continue/Object Data/Map - Player Icons.asm:
--------------------------------------------------------------------------------
1 | Map_ContinueIcons:
2 | dc.w word_5CD12-Map_ContinueIcons
3 | dc.w word_5CD20-Map_ContinueIcons
4 | dc.w word_5CD2E-Map_ContinueIcons
5 | dc.w word_5CD36-Map_ContinueIcons
6 | dc.w word_5CD3E-Map_ContinueIcons
7 | dc.w word_5CD46-Map_ContinueIcons
8 | dc.w word_5CD4E-Map_ContinueIcons
9 | dc.w word_5CD56-Map_ContinueIcons
10 | dc.w word_5CD5E-Map_ContinueIcons
11 | word_5CD12: dc.w 2
12 | dc.b $F4, 5, 0, 0, $FF, $F4
13 | dc.b 4, 8, 0, 4, $FF, $F4
14 | word_5CD20: dc.w 2
15 | dc.b $F4, 5, 0, 0, $FF, $F4
16 | dc.b 4, 8, 0, 7, $FF, $F4
17 | word_5CD2E: dc.w 1
18 | dc.b $F4, 6, 0, $A, $FF, $F8
19 | word_5CD36: dc.w 1
20 | dc.b $F4, 6, 0, $10, $FF, $F8
21 | word_5CD3E: dc.w 1
22 | dc.b $FC, 5, 0, $16, $FF, $F2
23 | word_5CD46: dc.w 1
24 | dc.b $FC, 5, 0, $1A, $FF, $F2
25 | word_5CD4E: dc.w 1
26 | dc.b $FC, 5, 0, $1E, $FF, $F2
27 | word_5CD56: dc.w 1
28 | dc.b $F4, 6, 0, $22, $FF, $F8
29 | word_5CD5E: dc.w 1
30 | dc.b $F4, 6, 0, $28, $FF, $F8
31 | even
--------------------------------------------------------------------------------
/Objects/Main/Explosion/Object Data/Map - Explosion.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - explosion from a badnik or monitor
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Explosion:
6 | dc.w word_1E762-Map_Explosion
7 | dc.w word_1E76A-Map_Explosion
8 | dc.w word_1E772-Map_Explosion
9 | dc.w word_1E77A-Map_Explosion
10 | dc.w word_1E782-Map_Explosion
11 | dc.w word_1E78A-Map_Explosion ; extra (Sonic 2)
12 | dc.w word_1E792-Map_Explosion
13 | word_1E762:
14 | dc.w 1
15 | dc.b $F8, 5, 0, 0, $FF, $F8
16 | word_1E76A:
17 | dc.w 1
18 | dc.b $F0, $F, 0, 4, $FF, $F0
19 | word_1E772:
20 | dc.w 1
21 | dc.b $F0, $F, 0, $14, $FF, $F0
22 | word_1E77A:
23 | dc.w 1
24 | dc.b $F0, $F, 0, $24, $FF, $F0
25 | word_1E782:
26 | dc.w 1
27 | dc.b $F0, $F, 0, $34, $FF, $F0
28 | word_1E78A:
29 | dc.w 1
30 | dc.b $F0, $F, 0, $44, $FF, $F0
31 | word_1E792:
32 | dc.w 1
33 | dc.b $F0, $F, 0, $54, $FF, $F0
34 | even
--------------------------------------------------------------------------------
/Objects/Main/StarPost/Object Data/Map - Enemy Points.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - enemy score
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_EnemyScore:
6 | dc.w word_2CF5E-Map_EnemyScore
7 | dc.w word_2CF66-Map_EnemyScore
8 | dc.w word_2CF6E-Map_EnemyScore
9 | dc.w word_2CF76-Map_EnemyScore
10 | dc.w word_2CF84-Map_EnemyScore
11 | dc.w word_2CF8C-Map_EnemyScore
12 | dc.w word_2CF9A-Map_EnemyScore
13 | word_2CF5E: dc.w 1
14 | dc.b $FC, 4, 0, 0, $FF, $FA
15 | word_2CF66: dc.w 1
16 | dc.b $FC, 4, 0, 2, $FF, $F8
17 | word_2CF6E: dc.w 1
18 | dc.b $FC, 4, 0, 4, $FF, $F8
19 | word_2CF76: dc.w 2
20 | dc.b $FC, 0, 0, 0, $FF, $F8
21 | dc.b $FC, 4, 0, 6, 0, 0
22 | word_2CF84: dc.w 1
23 | dc.b $FC, 0, 0, 0, $FF, $FC
24 | word_2CF8C: dc.w 2
25 | dc.b $FC, 4, 0, 0, $FF, $F8
26 | dc.b $FC, 4, 0, 6, 0, 5
27 | word_2CF9A: dc.w 2
28 | dc.b $FC, 4, 0, 4, $FF, $F8
29 | dc.b $FC, 4, 0, 6, 0, 7
30 | even
--------------------------------------------------------------------------------
/Objects/Main/Rings/Uncompressed Art/Rings.unc:
--------------------------------------------------------------------------------
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/Projects/SonLVL INI Files/Common/EggCapsule.xml:
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/Sound/SFX/Snd - Grab.asm:
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1 | Sound_4A_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_4A_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_4A_FM5, $05, $00
8 |
9 | ; FM5 Data
10 | Sound_4A_FM5:
11 | smpsSetvoice $00
12 | dc.b nE2, $06
13 | smpsStop
14 |
15 | Sound_4A_Voices:
16 | ; Voice $00
17 | ; $3C
18 | ; $00, $01, $01, $00, $1F, $12, $1A, $1F, $10, $00, $1F, $00
19 | ; $09, $13, $0A, $12, $FF, $0F, $FF, $0F, $00, $80, $00, $80
20 | smpsVcAlgorithm $04
21 | smpsVcFeedback $07
22 | smpsVcUnusedBits $00
23 | smpsVcDetune $00, $00, $00, $00
24 | smpsVcCoarseFreq $00, $01, $01, $00
25 | smpsVcRateScale $00, $00, $00, $00
26 | smpsVcAttackRate $1F, $1A, $12, $1F
27 | smpsVcAmpMod $00, $00, $00, $00
28 | smpsVcDecayRate1 $00, $1F, $00, $10
29 | smpsVcDecayRate2 $12, $0A, $13, $09
30 | smpsVcDecayLevel $00, $0F, $00, $0F
31 | smpsVcReleaseRate $0F, $0F, $0F, $0F
32 | smpsVcTotalLevel $00, $00, $00, $00
33 |
34 |
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/Sound/SFX/Snd - Thump.asm:
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1 | Sound_49_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_49_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_49_FM5, $EC, $00
8 |
9 | ; FM5 Data
10 | Sound_49_FM5:
11 | smpsSetvoice $00
12 | dc.b nBb2, $10
13 | smpsStop
14 |
15 | Sound_49_Voices:
16 | ; Voice $00
17 | ; $20
18 | ; $00, $00, $00, $00, $1F, $1F, $1F, $1F, $00, $11, $00, $00
19 | ; $00, $00, $00, $09, $0F, $FF, $FF, $0F, $03, $10, $1A, $80
20 | smpsVcAlgorithm $00
21 | smpsVcFeedback $04
22 | smpsVcUnusedBits $00
23 | smpsVcDetune $00, $00, $00, $00
24 | smpsVcCoarseFreq $00, $00, $00, $00
25 | smpsVcRateScale $00, $00, $00, $00
26 | smpsVcAttackRate $1F, $1F, $1F, $1F
27 | smpsVcAmpMod $00, $00, $00, $00
28 | smpsVcDecayRate1 $00, $00, $11, $00
29 | smpsVcDecayRate2 $09, $00, $00, $00
30 | smpsVcDecayLevel $00, $0F, $0F, $00
31 | smpsVcReleaseRate $0F, $0F, $0F, $0F
32 | smpsVcTotalLevel $00, $1A, $10, $03
33 |
34 |
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/Objects/Main/Signpost/Object Data/Map - End Signs.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - signpost
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_EndSigns:
6 | dc.w word_83BAC-Map_EndSigns
7 | dc.w word_83BBA-Map_EndSigns
8 | dc.w word_83BC8-Map_EndSigns
9 | dc.w word_83BD6-Map_EndSigns
10 | dc.w word_83BE4-Map_EndSigns
11 | dc.w word_83BEC-Map_EndSigns
12 | dc.w word_83BF4-Map_EndSigns
13 | word_83BAC: dc.w 2
14 | dc.b $F0, $B, 0, 0, $FF, $E8
15 | dc.b $F0, $B, 0, $C, 0, 0
16 | word_83BBA: dc.w 2
17 | dc.b $F0, $B, 0, 0, $FF, $E8
18 | dc.b $F0, $B, 0, $C, 0, 0
19 | word_83BC8: dc.w 2
20 | dc.b $F0, $B, 0, 0, $FF, $E8
21 | dc.b $F0, $B, 0, $C, 0, 0
22 | word_83BD6: dc.w 2
23 | dc.b $F0, $B, 0, 0, $FF, $E8
24 | dc.b $F0, $B, 8, $C, 0, 0
25 | word_83BE4: dc.w 1
26 | dc.b $F0, $F, 0, 0, $FF, $F0
27 | word_83BEC: dc.w 1
28 | dc.b $F0, 3, 0, 0, $FF, $FC
29 | word_83BF4: dc.w 1
30 | dc.b $F0, $F, 8, 0, $FF, $F0
31 | even
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/Sound/SFX/Snd - Air Ding.asm:
--------------------------------------------------------------------------------
1 | Sound_A9_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_A9_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_A9_FM5, $0C, $08
8 |
9 | ; FM5 Data
10 | Sound_A9_FM5:
11 | smpsSetvoice $00
12 | dc.b nA4, $08, nA4, $25
13 | smpsStop
14 |
15 | Sound_A9_Voices:
16 | ; Voice $00
17 | ; $14
18 | ; $25, $33, $36, $11, $1F, $1F, $1F, $1F, $15, $18, $1C, $13
19 | ; $0B, $08, $0D, $09, $0F, $9F, $8F, $0F, $24, $05, $0A, $80
20 | smpsVcAlgorithm $04
21 | smpsVcFeedback $02
22 | smpsVcUnusedBits $00
23 | smpsVcDetune $01, $03, $03, $02
24 | smpsVcCoarseFreq $01, $06, $03, $05
25 | smpsVcRateScale $00, $00, $00, $00
26 | smpsVcAttackRate $1F, $1F, $1F, $1F
27 | smpsVcAmpMod $00, $00, $00, $00
28 | smpsVcDecayRate1 $13, $1C, $18, $15
29 | smpsVcDecayRate2 $09, $0D, $08, $0B
30 | smpsVcDecayLevel $00, $08, $09, $00
31 | smpsVcReleaseRate $0F, $0F, $0F, $0F
32 | smpsVcTotalLevel $00, $0A, $05, $24
33 |
34 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Electric Attack.asm:
--------------------------------------------------------------------------------
1 | Sound_45_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_45_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_45_FM5, $00, $05
8 |
9 | ; FM5 Data
10 | Sound_45_FM5:
11 | smpsSetvoice $00
12 | dc.b nEb3, $1B
13 | smpsStop
14 |
15 | Sound_45_Voices:
16 | ; Voice $00
17 | ; $03
18 | ; $32, $04, $70, $03, $1F, $1F, $1F, $1F, $00, $00, $00, $00
19 | ; $00, $0D, $0C, $0B, $0F, $0F, $0F, $0F, $08, $0D, $10, $80
20 | smpsVcAlgorithm $03
21 | smpsVcFeedback $00
22 | smpsVcUnusedBits $00
23 | smpsVcDetune $00, $07, $00, $03
24 | smpsVcCoarseFreq $03, $00, $04, $02
25 | smpsVcRateScale $00, $00, $00, $00
26 | smpsVcAttackRate $1F, $1F, $1F, $1F
27 | smpsVcAmpMod $00, $00, $00, $00
28 | smpsVcDecayRate1 $00, $00, $00, $00
29 | smpsVcDecayRate2 $0B, $0C, $0D, $00
30 | smpsVcDecayLevel $00, $00, $00, $00
31 | smpsVcReleaseRate $0F, $0F, $0F, $0F
32 | smpsVcTotalLevel $00, $10, $0D, $08
33 |
34 |
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/Sound/SFX/Snd - StarPost.asm:
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1 | Sound_63_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_63_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_63_FM5, $00, $01
8 |
9 | ; FM5 Data
10 | Sound_63_FM5:
11 | smpsSetvoice $00
12 | dc.b nC5, $06, nA4, $16
13 | smpsStop
14 |
15 | Sound_63_Voices:
16 | ; Voice $00
17 | ; $3C
18 | ; $05, $01, $0A, $01, $56, $5C, $5C, $5C, $0E, $11, $11, $11
19 | ; $09, $0A, $06, $0A, $4F, $3F, $3F, $3F, $17, $80, $20, $80
20 | smpsVcAlgorithm $04
21 | smpsVcFeedback $07
22 | smpsVcUnusedBits $00
23 | smpsVcDetune $00, $00, $00, $00
24 | smpsVcCoarseFreq $01, $0A, $01, $05
25 | smpsVcRateScale $01, $01, $01, $01
26 | smpsVcAttackRate $1C, $1C, $1C, $16
27 | smpsVcAmpMod $00, $00, $00, $00
28 | smpsVcDecayRate1 $11, $11, $11, $0E
29 | smpsVcDecayRate2 $0A, $06, $0A, $09
30 | smpsVcDecayLevel $03, $03, $03, $04
31 | smpsVcReleaseRate $0F, $0F, $0F, $0F
32 | smpsVcTotalLevel $00, $20, $00, $17
33 |
34 |
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/Objects/Main/Bubbler/Object Data/Map - Bubbler2.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - bubbler (LZ)
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Bubbler2:
6 | dc.w word_2FD0E-Map_Bubbler2
7 | dc.w word_2FD16-Map_Bubbler2
8 | dc.w word_2FD1E-Map_Bubbler2
9 | dc.w word_2FD26-Map_Bubbler2
10 | dc.w word_2FD2E-Map_Bubbler2
11 | dc.w word_2FD36-Map_Bubbler2
12 | dc.w word_2FD3E-Map_Bubbler2
13 | dc.w word_2FD46-Map_Bubbler2
14 | dc.w word_2FD60-Map_Bubbler2
15 | dc.w word_2FD9C-Map_Bubbler2
16 | dc.w word_2FD9C-Map_Bubbler2
17 | dc.w word_2FD9C-Map_Bubbler2
18 | dc.w word_2FD9C-Map_Bubbler2
19 | dc.w word_2FD9C-Map_Bubbler2
20 | dc.w word_2FD9C-Map_Bubbler2
21 | dc.w word_2FD9C-Map_Bubbler2
22 | dc.w word_2FD9C-Map_Bubbler2
23 | dc.w word_2FD9C-Map_Bubbler2
24 | dc.w word_2FD9C-Map_Bubbler2
25 | dc.w word_2FD82-Map_Bubbler2
26 | dc.w word_2FD8A-Map_Bubbler2
27 | dc.w word_2FD92-Map_Bubbler2
28 | dc.w word_2FD9A-Map_Bubbler2
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/Sound/SFX/Snd - Flying.asm:
--------------------------------------------------------------------------------
1 | Sound_BA_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_BA_BB_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM4, Sound_BA_FM4, $0A, $0B
8 |
9 | ; FM4 Data
10 | Sound_BA_FM4:
11 | smpsSetvoice $00
12 | dc.b nE2, $06, $06, $06
13 | smpsStop
14 |
15 | Sound_BA_BB_Voices:
16 | ; Voice $00
17 | ; $3C
18 | ; $00, $01, $00, $01, $1F, $0D, $12, $14, $10, $00, $1F, $00
19 | ; $09, $13, $0A, $12, $FF, $0F, $FF, $0F, $00, $A0, $00, $80
20 | smpsVcAlgorithm $04
21 | smpsVcFeedback $07
22 | smpsVcUnusedBits $00
23 | smpsVcDetune $00, $00, $00, $00
24 | smpsVcCoarseFreq $01, $00, $01, $00
25 | smpsVcRateScale $00, $00, $00, $00
26 | smpsVcAttackRate $14, $12, $0D, $1F
27 | smpsVcAmpMod $00, $00, $00, $00
28 | smpsVcDecayRate1 $00, $1F, $00, $10
29 | smpsVcDecayRate2 $12, $0A, $13, $09
30 | smpsVcDecayLevel $00, $0F, $00, $0F
31 | smpsVcReleaseRate $0F, $0F, $0F, $0F
32 | smpsVcTotalLevel $00, $00, $20, $00
33 |
34 |
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/Sound/SFX/Snd - GlideLand.asm:
--------------------------------------------------------------------------------
1 | Sound_4C_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_4C_56_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_4C_FM5, $F8, $00
8 |
9 | ; FM5 Data
10 | Sound_4C_FM5:
11 | smpsSetvoice $00
12 | dc.b nG2, $03, nB2, $07
13 | smpsStop
14 |
15 | Sound_4C_56_Voices:
16 | ; Voice $00
17 | ; $3C
18 | ; $00, $0A, $00, $00, $1F, $1F, $1F, $0F, $00, $16, $15, $0F
19 | ; $00, $00, $00, $00, $0F, $AF, $FF, $FF, $00, $80, $04, $80
20 | smpsVcAlgorithm $04
21 | smpsVcFeedback $07
22 | smpsVcUnusedBits $00
23 | smpsVcDetune $00, $00, $00, $00
24 | smpsVcCoarseFreq $00, $00, $0A, $00
25 | smpsVcRateScale $00, $00, $00, $00
26 | smpsVcAttackRate $0F, $1F, $1F, $1F
27 | smpsVcAmpMod $00, $00, $00, $00
28 | smpsVcDecayRate1 $0F, $15, $16, $00
29 | smpsVcDecayRate2 $00, $00, $00, $00
30 | smpsVcDecayLevel $0F, $0F, $0A, $00
31 | smpsVcReleaseRate $0F, $0F, $0F, $0F
32 | smpsVcTotalLevel $00, $04, $00, $00
33 |
34 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Explode.asm:
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1 | Sound_B4_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_B4_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_B4_FM5, $00, $00
8 |
9 | ; FM5 Data
10 | Sound_B4_FM5:
11 | smpsSetvoice $00
12 | smpsModSet $01, $01, $0C, $01
13 | dc.b nC0, $1A
14 | smpsStop
15 |
16 | Sound_B4_Voices:
17 | ; Voice $00
18 | ; $39
19 | ; $21, $30, $10, $31, $1F, $1F, $1F, $1F, $05, $18, $09, $00
20 | ; $0B, $1F, $10, $0F, $1F, $2F, $4F, $0F, $0E, $07, $04, $80
21 | smpsVcAlgorithm $01
22 | smpsVcFeedback $07
23 | smpsVcUnusedBits $00
24 | smpsVcDetune $03, $01, $03, $02
25 | smpsVcCoarseFreq $01, $00, $00, $01
26 | smpsVcRateScale $00, $00, $00, $00
27 | smpsVcAttackRate $1F, $1F, $1F, $1F
28 | smpsVcAmpMod $00, $00, $00, $00
29 | smpsVcDecayRate1 $00, $09, $18, $05
30 | smpsVcDecayRate2 $0F, $10, $1F, $0B
31 | smpsVcDecayLevel $00, $04, $02, $01
32 | smpsVcReleaseRate $0F, $0F, $0F, $0F
33 | smpsVcTotalLevel $00, $04, $07, $0E
34 |
35 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Fire Shield.asm:
--------------------------------------------------------------------------------
1 | Sound_3E_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_3E_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_3E_3F_40_41_FM5, $E8, $00
8 |
9 | ; FM5 Data
10 | Sound_3E_3F_40_41_FM5:
11 | smpsSetvoice $00
12 | dc.b nBb2, $05, smpsNoAttack, nB2, $26
13 | smpsStop
14 |
15 | Sound_3E_Voices:
16 | ; Voice $00
17 | ; $0C
18 | ; $01, $21, $31, $31, $1E, $0C, $0E, $1C, $0A, $00, $04, $00
19 | ; $08, $12, $08, $0C, $FF, $0F, $BF, $0F, $03, $80, $0D, $80
20 | smpsVcAlgorithm $04
21 | smpsVcFeedback $01
22 | smpsVcUnusedBits $00
23 | smpsVcDetune $03, $03, $02, $00
24 | smpsVcCoarseFreq $01, $01, $01, $01
25 | smpsVcRateScale $00, $00, $00, $00
26 | smpsVcAttackRate $1C, $0E, $0C, $1E
27 | smpsVcAmpMod $00, $00, $00, $00
28 | smpsVcDecayRate1 $00, $04, $00, $0A
29 | smpsVcDecayRate2 $0C, $08, $12, $08
30 | smpsVcDecayLevel $00, $0B, $00, $0F
31 | smpsVcReleaseRate $0F, $0F, $0F, $0F
32 | smpsVcTotalLevel $00, $0D, $00, $03
33 |
34 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Bubble Attack.asm:
--------------------------------------------------------------------------------
1 | Sound_44_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_44_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_44_FM5, $EE, $00
8 |
9 | ; FM5 Data
10 | Sound_44_FM5:
11 | smpsSetvoice $00
12 | smpsModSet $03, $01, $32, $2B
13 | dc.b nB2, $20
14 | smpsStop
15 |
16 | Sound_44_Voices:
17 | ; Voice $00
18 | ; $04
19 | ; $02, $01, $22, $21, $1F, $1F, $1F, $1F, $0B, $00, $0B, $00
20 | ; $00, $0E, $00, $0E, $FF, $0F, $FF, $0F, $14, $80, $14, $80
21 | smpsVcAlgorithm $04
22 | smpsVcFeedback $00
23 | smpsVcUnusedBits $00
24 | smpsVcDetune $02, $02, $00, $00
25 | smpsVcCoarseFreq $01, $02, $01, $02
26 | smpsVcRateScale $00, $00, $00, $00
27 | smpsVcAttackRate $1F, $1F, $1F, $1F
28 | smpsVcAmpMod $00, $00, $00, $00
29 | smpsVcDecayRate1 $00, $0B, $00, $0B
30 | smpsVcDecayRate2 $0E, $00, $0E, $00
31 | smpsVcDecayLevel $00, $0F, $00, $0F
32 | smpsVcReleaseRate $0F, $0F, $0F, $0F
33 | smpsVcTotalLevel $00, $14, $00, $14
34 |
35 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Spike Hit.asm:
--------------------------------------------------------------------------------
1 | Sound_37_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_37_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_37_FM5, $F2, $00
8 |
9 | ; FM5 Data
10 | Sound_37_FM5:
11 | smpsSetvoice $00
12 | smpsModSet $01, $01, $10, $FF
13 | dc.b nFs6, $05, nD7, $25
14 | smpsStop
15 |
16 | Sound_37_Voices:
17 | ; Voice $00
18 | ; $3B
19 | ; $3C, $39, $30, $31, $DF, $1F, $1F, $DF, $04, $05, $04, $01
20 | ; $04, $04, $04, $02, $FF, $0F, $1F, $AF, $29, $20, $0F, $80
21 | smpsVcAlgorithm $03
22 | smpsVcFeedback $07
23 | smpsVcUnusedBits $00
24 | smpsVcDetune $03, $03, $03, $03
25 | smpsVcCoarseFreq $01, $00, $09, $0C
26 | smpsVcRateScale $03, $00, $00, $03
27 | smpsVcAttackRate $1F, $1F, $1F, $1F
28 | smpsVcAmpMod $00, $00, $00, $00
29 | smpsVcDecayRate1 $01, $04, $05, $04
30 | smpsVcDecayRate2 $02, $04, $04, $04
31 | smpsVcDecayLevel $0A, $01, $00, $0F
32 | smpsVcReleaseRate $0F, $0F, $0F, $0F
33 | smpsVcTotalLevel $00, $0F, $20, $29
34 |
35 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Ring.asm:
--------------------------------------------------------------------------------
1 | Sound_33_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_33_34_B9_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM4, Sound_33_FM4, $00, $05
8 |
9 | ; FM4 Data
10 | Sound_33_FM4:
11 | smpsSetvoice $00
12 | smpsPan panRight, $00
13 |
14 | Sound_34_Jump00:
15 | dc.b nE5, $05, nG5, $05, nC6, $1B
16 | smpsStop
17 |
18 | Sound_33_34_B9_Voices:
19 | ; Voice $00
20 | ; $04
21 | ; $37, $72, $77, $49, $1F, $1F, $1F, $1F, $07, $0A, $07, $0D
22 | ; $00, $0B, $00, $0B, $1F, $0F, $1F, $0F, $23, $80, $23, $80
23 | smpsVcAlgorithm $04
24 | smpsVcFeedback $00
25 | smpsVcUnusedBits $00
26 | smpsVcDetune $04, $07, $07, $03
27 | smpsVcCoarseFreq $09, $07, $02, $07
28 | smpsVcRateScale $00, $00, $00, $00
29 | smpsVcAttackRate $1F, $1F, $1F, $1F
30 | smpsVcAmpMod $00, $00, $00, $00
31 | smpsVcDecayRate1 $0D, $07, $0A, $07
32 | smpsVcDecayRate2 $0B, $00, $0B, $00
33 | smpsVcDecayLevel $00, $01, $00, $01
34 | smpsVcReleaseRate $0F, $0F, $0F, $0F
35 | smpsVcTotalLevel $00, $23, $00, $23
36 |
37 |
--------------------------------------------------------------------------------
/Engine/_examples/Layout from RAM.asm:
--------------------------------------------------------------------------------
1 | ; This is just an example. You can try to place the code in another place at your discretion.
2 |
3 | ; =============== S U B R O U T I N E =======================================
4 |
5 | DEZ1_ScreenInit:
6 |
7 | ; copy layout to RAM
8 | lea (RAM_start+$7000).l,a1 ; your free layout buffer address
9 | lea (DEZ1_Layout).l,a4 ; layout address
10 | move.w #((DEZ1_Layout_end-DEZ1_Layout)/4)-1,d0 ; layout size
11 |
12 | .copy
13 | move.l (a4)+,(a1)+
14 | dbf d0,.copy
15 |
16 |
17 | .layout := DEZ1_Layout
18 | .layout_end := DEZ1_Layout_end
19 |
20 | if MOMPASS>1
21 | if (.layout_end-.layout)&2
22 | move.w (a4)+,(a1)+
23 | endif
24 | endif
25 |
26 |
27 | ; load layout from RAM
28 | lea (RAM_start+$7000).l,a1 ; your layout buffer address
29 | move.l a1,(Level_layout_addr_ROM).w ; save to addr
30 | addq.w #8,a1 ; skip layout header
31 | move.l a1,(Level_layout_addr2_ROM).w ; save to addr2
32 |
33 | ; test
34 | move.l #$0D0D0D0D,(RAM_start+$7120).l ; replace 4 chunks
35 |
36 | ; update FG
37 | jsr (Reset_TileOffsetPositionActual).w
38 | jmp (Refresh_PlaneFull).w
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Bubble.asm:
--------------------------------------------------------------------------------
1 | Sound_38_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_38_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_38_FM5, $0E, $00
8 |
9 | ; FM5 Data
10 | Sound_38_FM5:
11 | smpsSetvoice $00
12 | smpsModSet $01, $01, $21, $6E
13 | dc.b nCs3, $07, nRst, $06
14 | smpsModSet $01, $01, $44, $1E
15 | dc.b nAb3, $08
16 | smpsStop
17 |
18 | Sound_38_Voices:
19 | ; Voice $00
20 | ; $35
21 | ; $05, $09, $08, $07, $1E, $0D, $0D, $0E, $0C, $15, $03, $06
22 | ; $16, $0E, $09, $10, $2F, $2F, $1F, $1F, $15, $12, $12, $80
23 | smpsVcAlgorithm $05
24 | smpsVcFeedback $06
25 | smpsVcUnusedBits $00
26 | smpsVcDetune $00, $00, $00, $00
27 | smpsVcCoarseFreq $07, $08, $09, $05
28 | smpsVcRateScale $00, $00, $00, $00
29 | smpsVcAttackRate $0E, $0D, $0D, $1E
30 | smpsVcAmpMod $00, $00, $00, $00
31 | smpsVcDecayRate1 $06, $03, $15, $0C
32 | smpsVcDecayRate2 $10, $09, $0E, $16
33 | smpsVcDecayLevel $01, $01, $02, $02
34 | smpsVcReleaseRate $0F, $0F, $0F, $0F
35 | smpsVcTotalLevel $00, $12, $12, $15
--------------------------------------------------------------------------------
/Engine/Objects/Delete Object.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Subroutine to delete an object
3 | ; ---------------------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Delete_Current_Sprite:
8 | movea.w a0,a1 ; load current object to a1
9 |
10 | Delete_Referenced_Sprite:
11 | moveq #0,d0
12 |
13 | rept bytesTo2Lcnt(object_size)
14 | move.l d0,(a1)+
15 | endr
16 |
17 | if object_size&2
18 | move.w d0,(a1)+
19 | endif
20 |
21 | rts
22 |
23 | ; =============== S U B R O U T I N E =======================================
24 |
25 | Go_Delete_Sprite_3:
26 | bset #4,objoff_38(a0) ; set "delete child object" flag
27 |
28 | Go_Delete_Sprite:
29 | move.l #Delete_Current_Sprite,address(a0)
30 | bset #status.npc.defeated,status(a0) ; set "boss defeated" flag
31 | rts
32 |
33 | ; =============== S U B R O U T I N E =======================================
34 |
35 | Go_Delete_Sprite_2:
36 | move.l #Delete_Current_Sprite,address(a0)
37 | bset #4,objoff_38(a0) ; set "delete child object" flag
38 | rts
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Laser.asm:
--------------------------------------------------------------------------------
1 | Sound_5E_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_5E_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_5E_FM5, $00, $03
8 |
9 | ; FM5 Data
10 | Sound_5E_FM5:
11 | smpsSetvoice $00
12 | dc.b nBb5, $18
13 |
14 | Sound_5E_Loop00:
15 | dc.b smpsNoAttack, $03
16 | smpsFMAlterVol $03
17 | smpsLoop $00, $10, Sound_5E_Loop00
18 | smpsStop
19 |
20 | Sound_5E_Voices:
21 | ; Voice $00
22 | ; $00
23 | ; $53, $03, $1F, $20, $1F, $1F, $1F, $10, $00, $00, $00, $00
24 | ; $00, $00, $00, $00, $00, $00, $00, $0F, $10, $23, $10, $80
25 | smpsVcAlgorithm $00
26 | smpsVcFeedback $00
27 | smpsVcUnusedBits $00
28 | smpsVcDetune $02, $01, $00, $05
29 | smpsVcCoarseFreq $00, $0F, $03, $03
30 | smpsVcRateScale $00, $00, $00, $00
31 | smpsVcAttackRate $10, $1F, $1F, $1F
32 | smpsVcAmpMod $00, $00, $00, $00
33 | smpsVcDecayRate1 $00, $00, $00, $00
34 | smpsVcDecayRate2 $00, $00, $00, $00
35 | smpsVcDecayLevel $00, $00, $00, $00
36 | smpsVcReleaseRate $0F, $00, $00, $00
37 | smpsVcTotalLevel $00, $10, $23, $10
38 |
39 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Death.asm:
--------------------------------------------------------------------------------
1 | Sound_35_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_35_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_35_FM5, $F4, $00
8 |
9 | ; FM5 Data
10 | Sound_35_FM5:
11 | smpsSetvoice $00
12 | dc.b nB3, $07, smpsNoAttack, nAb3
13 |
14 | Sound_35_Loop00:
15 | dc.b $01
16 | smpsFMAlterVol $01
17 | smpsLoop $00, $2F, Sound_35_Loop00
18 | smpsStop
19 |
20 | Sound_35_Voices:
21 | ; Voice $00
22 | ; $30
23 | ; $30, $30, $30, $30, $9E, $D8, $DC, $DC, $0E, $0A, $04, $05
24 | ; $08, $08, $08, $08, $BF, $BF, $BF, $BF, $14, $3C, $14, $80
25 | smpsVcAlgorithm $00
26 | smpsVcFeedback $06
27 | smpsVcUnusedBits $00
28 | smpsVcDetune $03, $03, $03, $03
29 | smpsVcCoarseFreq $00, $00, $00, $00
30 | smpsVcRateScale $03, $03, $03, $02
31 | smpsVcAttackRate $1C, $1C, $18, $1E
32 | smpsVcAmpMod $00, $00, $00, $00
33 | smpsVcDecayRate1 $05, $04, $0A, $0E
34 | smpsVcDecayRate2 $08, $08, $08, $08
35 | smpsVcDecayLevel $0B, $0B, $0B, $0B
36 | smpsVcReleaseRate $0F, $0F, $0F, $0F
37 | smpsVcTotalLevel $00, $14, $3C, $14
38 |
39 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Boss Hit.asm:
--------------------------------------------------------------------------------
1 | Sound_6E_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_6E_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_6E_FM5, $00, $00
8 |
9 | ; FM5 Data
10 | Sound_6E_FM5:
11 | smpsSetvoice $00
12 | smpsModSet $01, $01, $0C, $01
13 |
14 | Sound_6E_Loop00:
15 | dc.b nC0, $0A
16 | smpsFMAlterVol $10
17 | smpsLoop $00, $04, Sound_6E_Loop00
18 | smpsStop
19 |
20 | Sound_6E_Voices:
21 | ; Voice $00
22 | ; $F9
23 | ; $21, $30, $10, $32, $1F, $1F, $1F, $1F, $05, $18, $09, $02
24 | ; $0B, $1F, $10, $05, $1F, $2F, $4F, $2F, $0E, $07, $04, $80
25 | smpsVcAlgorithm $01
26 | smpsVcFeedback $07
27 | smpsVcUnusedBits $03
28 | smpsVcDetune $03, $01, $03, $02
29 | smpsVcCoarseFreq $02, $00, $00, $01
30 | smpsVcRateScale $00, $00, $00, $00
31 | smpsVcAttackRate $1F, $1F, $1F, $1F
32 | smpsVcAmpMod $00, $00, $00, $00
33 | smpsVcDecayRate1 $02, $09, $18, $05
34 | smpsVcDecayRate2 $05, $10, $1F, $0B
35 | smpsVcDecayLevel $02, $04, $02, $01
36 | smpsVcReleaseRate $0F, $0F, $0F, $0F
37 | smpsVcTotalLevel $00, $04, $07, $0E
38 |
39 |
--------------------------------------------------------------------------------
/Screens/Continue/Object Data/Map - Egg Robo Badnik.asm:
--------------------------------------------------------------------------------
1 | Map_EggRoboBadnik:
2 | dc.w 0
3 | dc.w word_184F46-Map_EggRoboBadnik
4 | dc.w word_184F60-Map_EggRoboBadnik
5 | dc.w word_184F6E-Map_EggRoboBadnik
6 | dc.w word_184F8E-Map_EggRoboBadnik
7 | dc.w word_184F96-Map_EggRoboBadnik
8 | dc.w word_184F9E-Map_EggRoboBadnik
9 | dc.w word_184FAC-Map_EggRoboBadnik
10 | word_184F46:
11 | dc.w 4
12 | dc.b $E8, $F, $20, 0, $FF, $EC
13 | dc.b $F0, 3, $20, $10, 0, $C
14 | dc.b 8, $C, $20, $14, $FF, $EC
15 | dc.b $10, 8, $20, $18, $FF, $EC
16 | word_184F60:
17 | dc.w 2
18 | dc.b $F4, $D, $20, $1B, $FF, $F0
19 | dc.b 4, 8, $20, $23, $FF, $F8
20 | word_184F6E:
21 | dc.w 5
22 | dc.b $E8, $F, $20, 0, $FF, $EC
23 | dc.b $F0, 3, $20, $10, 0, $C
24 | dc.b 8, $C, $20, $14, $FF, $EC
25 | dc.b $10, 8, $20, $18, $FF, $EC
26 | dc.b 8, $A, 0, $26, 0, 4
27 | word_184F8E:
28 | dc.w 1
29 | dc.b $F4, $A, $20, $2F, $FF, $F4
30 | word_184F96:
31 | dc.w 1
32 | dc.b $F4, $A, $20, $38, $FF, $F4
33 | word_184F9E:
34 | dc.w 2
35 | dc.b $F4, $A, $20, $41, $FF, $F4
36 | dc.b $C, 0, $20, $4A, $FF, $FC
37 | word_184FAC:
38 | dc.w 2
39 | dc.b $FC, $C, $20, $4B, $FF, $E0
40 | dc.b $FC, $C, $28, $4B, 0, 0
41 | even
--------------------------------------------------------------------------------
/Engine/Settings.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; Settings
3 | ; ===========================================================================
4 |
5 | ; assembly options
6 | ZoneCount: = 1 ; set discrete zones are: DEZ
7 | GameDebug: = 1 ; if 1, enable debug mode for Sonic
8 | GameDebugAlt: = 0 ; if 1, enable alt debug mode for Sonic
9 | BossDebug: = 0 ; if 1, one hit for all bosses
10 | SonKnuxTransform: = 1 ; if 1, enable Super/Hyper transformation
11 | CheckChaosEmer: = 0 ; if 1, check the number of emeralds to transformation
12 | SuperHyperSonKnux: = 1 ; if 1, enable Hyper transformation
13 | ExtendedCamera: = 0 ; if 1, enable extended camera
14 | RollInAir: = 1 ; if 1, enable roll in air for Sonic
15 | PlayerMoveLock: = 0 ; if 1, lock control during the fall animation (Android, Mania, Origins style...)
16 | MSUMode: = 0 ; if 1, enable MSU
17 | OptimiseStopZ80: = 2 ; if 1, remove stopZ80 and startZ80, if 2, use only for controllers (no effect on sound driver)
18 | ChecksumCheck: = 0 ; if 1, enable checksum checking
19 | EnableSRAM: = 0 ; if 1, enable SRAM
20 | BackupSRAM: = 0 ; if 1, enable Backup SRAM
21 | AddressSRAM: = 0 ; 0 = odd+even, 2 = even only, 3 = odd only
--------------------------------------------------------------------------------
/Engine/Core/Checksum.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Checksum check
3 | ; ---------------------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Test_Checksum:
8 | movea.w #EndOfHeader,a0 ; start checking bytes after the header ($200)
9 | move.l (ROMEndLoc).w,d1 ; stop at end of ROM
10 | sub.l a0,d1 ; subtract start address to get size
11 | lsr.l #6,d1 ; divide by 64 (32 words)
12 | moveq #0,d0 ; initialize checksum
13 |
14 | .loop
15 |
16 | rept 32
17 | add.w (a0)+,d0
18 | endr
19 |
20 | dbf d1,.loop
21 |
22 | ; check
23 | cmp.w (Checksum).w,d0 ; compare correct checksum to the one in ROM
24 | beq.s .exit ; if they match, branch
25 |
26 | ; failed
27 | move.l #vdpComm(0,CRAM,WRITE),(VDP_control_port).l ; set VDP to CRAM write
28 | moveq #bytesToXcnt(64,2),d7
29 |
30 | .fill
31 | move.l #words_to_long($E,$E),(VDP_data_port).l ; fill palette with red
32 | dbf d7,.fill ; repeat 32 more times
33 |
34 | ; freeze
35 | bra.s *
36 | ; ---------------------------------------------------------------------------
37 |
38 | .exit
39 | rts
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Break.asm:
--------------------------------------------------------------------------------
1 | Sound_3D_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_3D_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $02
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_3D_FM5, $00, $00
8 | smpsHeaderSFXChannel cPSG3, Sound_3D_PSG3, $0C, $02
9 |
10 | ; FM5 Data
11 | Sound_3D_FM5:
12 | smpsModSet $03, $01, $72, $0B
13 | smpsSetvoice $00
14 | dc.b nA4, $16
15 | smpsStop
16 |
17 | ; PSG3 Data
18 | Sound_3D_PSG3:
19 | smpsPSGvoice sTone_0E
20 | smpsPSGform $E7
21 | dc.b nB3, $1B
22 | smpsStop
23 |
24 | Sound_3D_Voices:
25 | ; Voice $00
26 | ; $3C
27 | ; $0F, $01, $03, $01, $1F, $1F, $1F, $1F, $19, $12, $19, $0E
28 | ; $05, $12, $00, $0F, $0F, $7F, $FF, $FF, $00, $80, $00, $80
29 | smpsVcAlgorithm $04
30 | smpsVcFeedback $07
31 | smpsVcUnusedBits $00
32 | smpsVcDetune $00, $00, $00, $00
33 | smpsVcCoarseFreq $01, $03, $01, $0F
34 | smpsVcRateScale $00, $00, $00, $00
35 | smpsVcAttackRate $1F, $1F, $1F, $1F
36 | smpsVcAmpMod $00, $00, $00, $00
37 | smpsVcDecayRate1 $0E, $19, $12, $19
38 | smpsVcDecayRate2 $0F, $00, $12, $05
39 | smpsVcDecayLevel $0F, $0F, $07, $00
40 | smpsVcReleaseRate $0F, $0F, $0F, $0F
41 | smpsVcTotalLevel $00, $00, $00, $00
42 |
43 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Super Transform.asm:
--------------------------------------------------------------------------------
1 | Sound_9F_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_9F_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $02
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_9F_FM5, $F8, $08
8 | smpsHeaderSFXChannel cFM4, Sound_9F_FM4, $F1, $0F
9 |
10 | ; FM4 Data
11 | Sound_9F_FM4:
12 | dc.b nRst, $03
13 |
14 | ; FM5 Data
15 | Sound_9F_FM5:
16 | smpsSetvoice $00
17 | smpsModSet $01, $01, $F8, $04
18 | dc.b nA3, $13
19 | smpsFMAlterVol $14
20 | smpsLoop $00, $05, Sound_9F_FM5
21 | smpsStop
22 |
23 | Sound_9F_Voices:
24 | ; Voice $00
25 | ; $7A
26 | ; $1F, $1F, $04, $1F, $10, $1F, $18, $10, $10, $16, $0C, $00
27 | ; $02, $02, $02, $02, $2F, $2F, $FF, $3F, $42, $16, $11, $80
28 | smpsVcAlgorithm $02
29 | smpsVcFeedback $07
30 | smpsVcUnusedBits $01
31 | smpsVcDetune $01, $00, $01, $01
32 | smpsVcCoarseFreq $0F, $04, $0F, $0F
33 | smpsVcRateScale $00, $00, $00, $00
34 | smpsVcAttackRate $10, $18, $1F, $10
35 | smpsVcAmpMod $00, $00, $00, $00
36 | smpsVcDecayRate1 $00, $0C, $16, $10
37 | smpsVcDecayRate2 $02, $02, $02, $02
38 | smpsVcDecayLevel $03, $0F, $02, $02
39 | smpsVcReleaseRate $0F, $0F, $0F, $0F
40 | smpsVcTotalLevel $00, $11, $16, $42
41 |
42 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Roll.asm:
--------------------------------------------------------------------------------
1 | Sound3E_Roll_Header:
2 | smpsHeaderStartSong 2
3 | smpsHeaderVoice Sound3E_Roll_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM4, Sound3E_Roll_FM4, $0C, $05
8 |
9 | ; FM4 Data
10 | Sound3E_Roll_FM4:
11 | smpsSetvoice $00
12 | dc.b nRst, $01
13 | smpsModSet $03, $01, $09, $FF
14 | dc.b nCs6, $25
15 | smpsModOff
16 |
17 | Sound3E_Roll_Loop00:
18 | dc.b smpsNoAttack
19 | smpsAlterVol $01
20 | dc.b nG6, $02
21 | smpsLoop $00, $2A, Sound3E_Roll_Loop00
22 | smpsStop
23 |
24 | Sound3E_Roll_Voices:
25 | ; Voice $00
26 | ; $3C
27 | ; $00, $44, $02, $02, $1F, $1F, $1F, $15, $00, $1F, $00, $00
28 | ; $00, $00, $00, $00, $0F, $0F, $0F, $0F, $0D, $00, $28, $00
29 | smpsVcAlgorithm $04
30 | smpsVcFeedback $07
31 | smpsVcUnusedBits $00
32 | smpsVcDetune $00, $00, $04, $00
33 | smpsVcCoarseFreq $02, $02, $04, $00
34 | smpsVcRateScale $00, $00, $00, $00
35 | smpsVcAttackRate $15, $1F, $1F, $1F
36 | smpsVcAmpMod $00, $00, $00, $00
37 | smpsVcDecayRate1 $00, $00, $1F, $00
38 | smpsVcDecayRate2 $00, $00, $00, $00
39 | smpsVcDecayLevel $00, $00, $00, $00
40 | smpsVcReleaseRate $0F, $0F, $0F, $0F
41 | smpsVcTotalLevel $00, $28, $00, $0D
42 |
43 |
--------------------------------------------------------------------------------
/.github/workflows/build-roms.yml:
--------------------------------------------------------------------------------
1 | name: Build S3CE ROMs
2 |
3 | on:
4 | push:
5 | branches:
6 | - Clone-Driver-v2
7 | - flamedriver
8 |
9 | paths-ignore:
10 | - '.gitattributes'
11 | - '.gitignore'
12 | - 'README.md'
13 | - 'LICENSE'
14 | - '_CD/**'
15 | - 'Engine/_examples/**'
16 | - 'Projects/**'
17 | - 'Utilities/**'
18 |
19 | jobs:
20 | build:
21 | runs-on: windows-latest
22 | timeout-minutes: 15
23 |
24 | steps:
25 | - name: Checkout repository
26 | uses: actions/checkout@v3
27 |
28 | - name: Set branch variable
29 | shell: pwsh
30 | run: |
31 | $branch = $env:GITHUB_REF -replace 'refs/heads/', ''
32 | echo "BRANCH_NAME=$branch" >> $env:GITHUB_ENV
33 |
34 | - name: Run build.bat
35 | shell: cmd
36 | run: |
37 | cd /d %GITHUB_WORKSPACE%
38 | build.bat
39 |
40 | - name: Run build_debug.bat
41 | shell: cmd
42 | run: |
43 | cd /d %GITHUB_WORKSPACE%
44 | build_debug.bat
45 |
46 | - name: Upload ROMs
47 | uses: actions/upload-artifact@v4
48 | with:
49 | name: ROMs-${{ env.BRANCH_NAME }}
50 | path: |
51 | S3CE.gen
52 | S3CE.debug.gen
53 |
--------------------------------------------------------------------------------
/Objects/Main/Monitor/Object Data/Anim - Monitor.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Animation script - Monitor
3 | ; ---------------------------------------------------------------------------
4 |
5 | Ani_Monitor: offsetTable
6 | offsetTableEntry.w byte_1DB50 ; 0 (Null)
7 | offsetTableEntry.w byte_1DB54 ; 1 (Null2)
8 | offsetTableEntry.w byte_1DB5C ; 2 (Robotnik)
9 | offsetTableEntry.w byte_1DB64 ; 3 (Rings)
10 | offsetTableEntry.w byte_1DB6C ; 4 (Shoes)
11 | offsetTableEntry.w byte_1DB74 ; 5 (Fire)
12 | offsetTableEntry.w byte_1DB7C ; 6 (Electro)
13 | offsetTableEntry.w byte_1DB84 ; 7 (Bubble)
14 | offsetTableEntry.w byte_1DB8C ; 8 (Invincibility)
15 | offsetTableEntry.w byte_1DB94 ; 9 (Super)
16 | offsetTableEntry.w byte_1DB9C ; A (Break)
17 |
18 | byte_1DB50: dc.b 1, 0, 1, afEnd
19 | byte_1DB54: dc.b 1, 0, 2, 2, 1, 2, 2, afEnd
20 | byte_1DB5C: dc.b 1, 0, 3, 3, 1, 3, 3, afEnd
21 | byte_1DB64: dc.b 1, 0, 4, 4, 1, 4, 4, afEnd
22 | byte_1DB6C: dc.b 1, 0, 5, 5, 1, 5, 5, afEnd
23 | byte_1DB74: dc.b 1, 0, 6, 6, 1, 6, 6, afEnd
24 | byte_1DB7C: dc.b 1, 0, 7, 7, 1, 7, 7, afEnd
25 | byte_1DB84: dc.b 1, 0, 8, 8, 1, 8, 8, afEnd
26 | byte_1DB8C: dc.b 1, 0, 9, 9, 1, 9, 9, afEnd
27 | byte_1DB94: dc.b 1, 0, $A, $A, 1, $A, $A, afEnd
28 | byte_1DB9C: dc.b 2, 0, 1, $B, afBack, 1
29 | even
--------------------------------------------------------------------------------
/Levels/DEZ/Palettes/Animated/DEZ1 - Animation Palette Scripts.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; ZONE ANIMATION SCRIPTS
3 | ;
4 | ; The AnimatePalette_DoAniPal subroutine uses these scripts to update certain colors.
5 | ;
6 | ; zoneanimplcdecl -1, Pal_SLZCyc, Normal_palette_line_3, 6, 1
7 | ; -1 Global frame duration. If -1, then each frame will use its own duration, instead
8 | ;
9 | ; Pal_SLZCyc Source address of palette
10 | ; Normal_palette_line_3 Palette RAM address
11 | ; 6 Number of frames
12 | ; 1 Number of colors for each frame
13 | ;
14 | ; dc.b 0,$7F Start of the script proper
15 | ; 0 Color ID of first color in Pal_SLZCyc to transfer
16 | ; $7F Frame duration. Only here if global duration is -1
17 | ; ===========================================================================
18 |
19 | AniPalette_DEZ: zoneanimstart
20 |
21 | ; 1
22 | zoneanimpaldecl 4, AnPal_PalDEZ12_1, Normal_palette_line_3+$1A, 12, 2
23 | dc.b 0
24 | dc.b 2
25 | dc.b 4
26 | dc.b 6
27 | dc.b 8
28 | dc.b 10
29 | dc.b 12
30 | dc.b 14
31 | dc.b 16
32 | dc.b 18
33 | dc.b 20
34 | dc.b 22
35 | even
36 |
37 | ; 2
38 | zoneanimpaldecl $13, AnPal_PalDEZ12_2, Normal_palette_line_3+$10, 4, 4
39 | dc.b 0
40 | dc.b 4
41 | dc.b 8
42 | dc.b 12
43 | even
44 |
45 | zoneanimend
46 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Dash.asm:
--------------------------------------------------------------------------------
1 | Sound_B6_Header:
2 | smpsHeaderStartSong 3
3 | smpsHeaderVoice Sound_B6_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $02
6 |
7 | smpsHeaderSFXChannel cFM5, Sound_B6_FM5, $00, $02
8 | smpsHeaderSFXChannel cPSG3, Sound_B6_PSG3, $00, $00
9 |
10 | ; FM5 Data
11 | Sound_B6_FM5:
12 | smpsSetvoice $00
13 | smpsModSet $01, $01, $C5, $1A
14 | dc.b nE6, $0F
15 | smpsStop
16 |
17 | ; PSG3 Data
18 | Sound_B6_PSG3:
19 | smpsPSGvoice sTone_1D
20 | dc.b nRst, $06
21 | smpsModSet $01, $02, $05, $FF
22 | smpsPSGform $E7
23 | dc.b nE6, $4F
24 | smpsStop
25 |
26 | Sound_B6_Voices:
27 | ; Voice $00
28 | ; $3D
29 | ; $09, $03, $00, $00, $1F, $1F, $1F, $1F, $10, $0C, $0C, $0C
30 | ; $0B, $1F, $10, $05, $1F, $2F, $4F, $2F, $09, $84, $92, $8E
31 | smpsVcAlgorithm $05
32 | smpsVcFeedback $07
33 | smpsVcUnusedBits $00
34 | smpsVcDetune $00, $00, $00, $00
35 | smpsVcCoarseFreq $00, $00, $03, $09
36 | smpsVcRateScale $00, $00, $00, $00
37 | smpsVcAttackRate $1F, $1F, $1F, $1F
38 | smpsVcAmpMod $00, $00, $00, $00
39 | smpsVcDecayRate1 $0C, $0C, $0C, $10
40 | smpsVcDecayRate2 $05, $10, $1F, $0B
41 | smpsVcDecayLevel $02, $04, $02, $01
42 | smpsVcReleaseRate $0F, $0F, $0F, $0F
43 | smpsVcTotalLevel $0E, $12, $04, $09
44 |
45 |
--------------------------------------------------------------------------------
/Utilities/Other/incfile.py:
--------------------------------------------------------------------------------
1 | # Code generated by ChatGPT
2 |
3 | import re
4 |
5 | # Input and output files
6 | INPUT_FILE = "Kosinski Plus Module Data.asm"
7 | OUTPUT_FILE = "output.asm"
8 |
9 | # Regex pattern:
10 | # 1) Label before ':'
11 | # 2) include type (binclude / bincludeEntry / include)
12 | # 3) Path inside quotes
13 | pattern = re.compile(r'^(\w+):\s*(bincludeEntry|binclude|include)\s+"([^"]+)"')
14 |
15 | # Mapping of include type -> suffix
16 | suffix_map = {
17 | "binclude": "b",
18 | "bincludeEntry": "be",
19 | "include": "i",
20 | }
21 |
22 | converted_lines = []
23 |
24 | with open(INPUT_FILE, "r", encoding="utf-8") as f:
25 | for line in f:
26 | line = line.rstrip()
27 | match = pattern.match(line)
28 | if match:
29 | label, inc_type, path = match.groups()
30 | suffix = suffix_map.get(inc_type, "i") # fallback just in case
31 | new_line = f'\t\tincfile.{suffix}\t{label}, "{path}"'
32 | converted_lines.append(new_line)
33 |
34 | elif line.strip() == "even":
35 | # Skip "even" lines
36 | continue
37 | else:
38 | converted_lines.append(line)
39 |
40 | with open(OUTPUT_FILE, "w", encoding="utf-8") as f:
41 | f.write("\n".join(converted_lines))
42 |
43 | print(f"Done! Result saved to {OUTPUT_FILE}")
44 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - SpinDash.asm:
--------------------------------------------------------------------------------
1 | Sound60_SpindashRev_Header:
2 | smpsHeaderStartSong 2
3 | smpsHeaderVoice Sound60_SpindashRev_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $01
6 |
7 | smpsHeaderSFXChannel cFM5, Sound60_SpindashRev_FM5, $FE, $00
8 |
9 | ; FM5 Data
10 | Sound60_SpindashRev_FM5:
11 | smpsSetvoice $00
12 | smpsModSet $00, $01, $20, $F6
13 | dc.b nG5, $16, smpsNoAttack
14 | smpsModOff
15 | dc.b nG6, $18, smpsNoAttack
16 |
17 | Sound60_SpindashRev_Loop00:
18 | dc.b $04, smpsNoAttack
19 | smpsAlterVol $03
20 | smpsLoop $00, $10, Sound60_SpindashRev_Loop00
21 | smpsStop
22 |
23 | Sound60_SpindashRev_Voices:
24 | ; Voice $00
25 | ; $34
26 | ; $00, $0C, $03, $09, $9F, $8F, $8C, $95, $00, $00, $00, $00
27 | ; $00, $00, $00, $00, $0F, $0F, $0F, $0F, $00, $00, $1D, $00
28 | smpsVcAlgorithm $04
29 | smpsVcFeedback $06
30 | smpsVcUnusedBits $00
31 | smpsVcDetune $00, $00, $00, $00
32 | smpsVcCoarseFreq $09, $03, $0C, $00
33 | smpsVcRateScale $02, $02, $02, $02
34 | smpsVcAttackRate $15, $0C, $0F, $1F
35 | smpsVcAmpMod $00, $00, $00, $00
36 | smpsVcDecayRate1 $00, $00, $00, $00
37 | smpsVcDecayRate2 $00, $00, $00, $00
38 | smpsVcDecayLevel $00, $00, $00, $00
39 | smpsVcReleaseRate $0F, $0F, $0F, $0F
40 | smpsVcTotalLevel $00, $1D, $00, $00
41 |
42 |
--------------------------------------------------------------------------------
/Screens/Continue/Object Data/Map - Player Sprites.asm:
--------------------------------------------------------------------------------
1 | Map_ContinueSprites:
2 | dc.w word_5CC5A-Map_ContinueSprites
3 | dc.w word_5CC6E-Map_ContinueSprites
4 | dc.w word_5CC82-Map_ContinueSprites
5 | dc.w word_5CC9C-Map_ContinueSprites
6 | dc.w word_5CCB6-Map_ContinueSprites
7 | dc.w word_5CCD0-Map_ContinueSprites
8 | dc.w word_5CCDE-Map_ContinueSprites
9 | dc.w word_5CCF2-Map_ContinueSprites
10 | word_5CC5A: dc.w 3
11 | dc.b $EC, $A, 0, 0, $FF, $F4
12 | dc.b 4, 5, 0, 9, $FF, $F4
13 | dc.b 4, 1, 0, $D, 0, 4
14 | word_5CC6E: dc.w 3
15 | dc.b $EC, $A, 0, 0, $FF, $F4
16 | dc.b 4, 5, 0, $F, $FF, $F4
17 | dc.b 4, 1, 0, $D, 0, 4
18 | word_5CC82: dc.w 4
19 | dc.b $FE, 8, 0, $13, $FF, $F4
20 | dc.b 6, 5, 0, $16, $FF, $EC
21 | dc.b 6, 5, 0, $1A, $FF, $FC
22 | dc.b 6, 1, 0, $1E, 0, $C
23 | word_5CC9C: dc.w 4
24 | dc.b $FE, 8, 0, $13, $FF, $F4
25 | dc.b 6, 5, 0, $16, $FF, $EC
26 | dc.b 6, 5, 0, $20, $FF, $FC
27 | dc.b 6, 1, 0, $1E, 0, $C
28 | word_5CCB6: dc.w 4
29 | dc.b $FE, 8, 0, $13, $FF, $F4
30 | dc.b 6, 5, 0, $16, $FF, $EC
31 | dc.b 6, 5, 0, $24, $FF, $FC
32 | dc.b 6, 1, 0, $1E, 0, $C
33 | word_5CCD0: dc.w 2
34 | dc.b $EC, 9, 0, $28, $FF, $F0
35 | dc.b $FC, $E, 0, $2E, $FF, $F0
36 | word_5CCDE: dc.w 3
37 | dc.b $EC, 0, 0, $3A, 0, 0
38 | dc.b $F4, 9, 0, $3B, $FF, $F0
39 | dc.b 4, $D, 0, $41, $FF, $F0
40 | word_5CCF2: dc.w 2
41 | dc.b $FC, 5, 0, $49, $FF, $E8
42 | dc.b $FC, 5, 0, $49, 0, 8
43 | even
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Splash.asm:
--------------------------------------------------------------------------------
1 | SndAA_Splash_Header:
2 | smpsHeaderStartSong 1
3 | smpsHeaderVoice SndAA_Splash_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $02
6 |
7 | smpsHeaderSFXChannel cPSG3, SndAA_Splash_PSG3, $00, $00
8 | smpsHeaderSFXChannel cFM5, SndAA_Splash_FM5, $00, $03
9 |
10 | ; PSG3 Data
11 | SndAA_Splash_PSG3:
12 | smpsPSGvoice $00
13 | smpsPSGform $E7
14 | dc.b nF5, $05, nMaxPSG, $05, smpsNoAttack
15 |
16 | SndAA_Splash_Loop00:
17 | dc.b $07
18 | smpsPSGAlterVol $01
19 | dc.b smpsNoAttack
20 | smpsLoop $00, $0F, SndAA_Splash_Loop00
21 | smpsStop
22 |
23 | ; FM5 Data
24 | SndAA_Splash_FM5:
25 | smpsSetvoice $00
26 | dc.b nCs3, $14
27 | smpsStop
28 |
29 | SndAA_Splash_Voices:
30 | ; Voice $00
31 | ; $00
32 | ; $00, $03, $02, $00, $D9, $DF, $1F, $1F, $12, $11, $14, $0F
33 | ; $0A, $00, $0A, $0D, $FF, $FF, $FF, $FF, $22, $07, $27, $80
34 | smpsVcAlgorithm $00
35 | smpsVcFeedback $00
36 | smpsVcUnusedBits $00
37 | smpsVcDetune $00, $00, $00, $00
38 | smpsVcCoarseFreq $00, $02, $03, $00
39 | smpsVcRateScale $00, $00, $03, $03
40 | smpsVcAttackRate $1F, $1F, $1F, $19
41 | smpsVcAmpMod $00, $00, $00, $00
42 | smpsVcDecayRate1 $0F, $14, $11, $12
43 | smpsVcDecayRate2 $0D, $0A, $00, $0A
44 | smpsVcDecayLevel $0F, $0F, $0F, $0F
45 | smpsVcReleaseRate $0F, $0F, $0F, $0F
46 | smpsVcTotalLevel $00, $27, $07, $22
47 |
48 |
--------------------------------------------------------------------------------
/Objects/Players/Shields/Object Data/Map - Invincibility.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - Invincibility
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Invincibility:
6 | Map_Invincibility_0: dc.w 0
7 | Map_Invincibility_2: dc.w Map_Invincibility_12-Map_Invincibility
8 | Map_Invincibility_4: dc.w Map_Invincibility_1A-Map_Invincibility
9 | Map_Invincibility_6: dc.w Map_Invincibility_22-Map_Invincibility
10 | Map_Invincibility_8: dc.w Map_Invincibility_2A-Map_Invincibility
11 | Map_Invincibility_A: dc.w Map_Invincibility_32-Map_Invincibility
12 | Map_Invincibility_C: dc.w Map_Invincibility_3A-Map_Invincibility
13 | Map_Invincibility_E: dc.w Map_Invincibility_42-Map_Invincibility
14 | Map_Invincibility_10: dc.w Map_Invincibility_4A-Map_Invincibility
15 | Map_Invincibility_12: dc.b $0, $1
16 | dc.b $F8, $0, $0, $0, $FF, $FC
17 | Map_Invincibility_1A: dc.b $0, $1
18 | dc.b $F8, $0, $0, $1, $FF, $FC
19 | Map_Invincibility_22: dc.b $0, $1
20 | dc.b $F8, $1, $0, $2, $FF, $FC
21 | Map_Invincibility_2A: dc.b $0, $1
22 | dc.b $F8, $1, $0, $4, $FF, $FC
23 | Map_Invincibility_32: dc.b $0, $1
24 | dc.b $F8, $1, $0, $6, $FF, $FC
25 | Map_Invincibility_3A: dc.b $0, $1
26 | dc.b $F8, $5, $0, $8, $FF, $F8
27 | Map_Invincibility_42: dc.b $0, $1
28 | dc.b $F8, $5, $0, $C, $FF, $F8
29 | Map_Invincibility_4A: dc.b $0, $1
30 | dc.b $F0, $F, $0, $10, $FF, $F0
31 | even
--------------------------------------------------------------------------------
/Objects/Main/Path Swap/Object Data/Map - Path Swap.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - path swap
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_PathSwap:
6 | dc.w word_1D06A-Map_PathSwap
7 | dc.w word_1D084-Map_PathSwap
8 | dc.w word_1D09E-Map_PathSwap
9 | dc.w word_1D09E-Map_PathSwap
10 | dc.w word_1D0B8-Map_PathSwap
11 | dc.w word_1D0D2-Map_PathSwap
12 | dc.w word_1D0EC-Map_PathSwap
13 | dc.w word_1D0EC-Map_PathSwap
14 | word_1D06A: dc.w 4
15 | dc.b $E0, 5, 0, 0, $FF, $F8
16 | dc.b $F0, 5, 0, 0, $FF, $F8
17 | dc.b 0, 5, 0, 0, $FF, $F8
18 | dc.b $10, 5, 0, 0, $FF, $F8
19 | word_1D084: dc.w 4
20 | dc.b $C0, 5, 0, 0, $FF, $F8
21 | dc.b $E0, 5, 0, 0, $FF, $F8
22 | dc.b 0, 5, 0, 0, $FF, $F8
23 | dc.b $30, 5, 0, 0, $FF, $F8
24 | word_1D09E: dc.w 4
25 | dc.b $80, 5, 0, 0, $FF, $F8
26 | dc.b $E0, 5, 0, 0, $FF, $F8
27 | dc.b 0, 5, 0, 0, $FF, $F8
28 | dc.b $70, 5, 0, 0, $FF, $F8
29 | word_1D0B8: dc.w 4
30 | dc.b $F8, 5, 0, 0, $FF, $E0
31 | dc.b $F8, 5, 0, 0, $FF, $F0
32 | dc.b $F8, 5, 0, 0, 0, 0
33 | dc.b $F8, 5, 0, 0, 0, $10
34 | word_1D0D2: dc.w 4
35 | dc.b $F8, 5, 0, 0, $FF, $C0
36 | dc.b $F8, 5, 0, 0, $FF, $E0
37 | dc.b $F8, 5, 0, 0, 0, 0
38 | dc.b $F8, 5, 0, 0, 0, $30
39 | word_1D0EC: dc.w 4
40 | dc.b $F8, 5, 0, 0, $FF, $80
41 | dc.b $F8, 5, 0, 0, $FF, $E0
42 | dc.b $F8, 5, 0, 0, 0, 0
43 | dc.b $F8, 5, 0, 0, 0, $70
44 | even
--------------------------------------------------------------------------------
/Objects/Players/Tails/Object Data/Anim - Tails Tail.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Tails tail Animation Script
3 | ; ---------------------------------------------------------------------------
4 |
5 | AniTails_Tail: offsetTable
6 | ptrTableEntry.w AniTails_Tail00 ; 0
7 | ptrTableEntry.w AniTails_Tail01 ; 1
8 | ptrTableEntry.w AniTails_Tail02 ; 2
9 | ptrTableEntry.w AniTails_Tail03 ; 3
10 | ptrTableEntry.w AniTails_Tail04 ; 4
11 | ptrTableEntry.w AniTails_Tail05 ; 5
12 | ptrTableEntry.w AniTails_Tail06 ; 6
13 | ptrTableEntry.w AniTails_Tail07 ; 7
14 | ptrTableEntry.w AniTails_Tail08 ; 8
15 | ptrTableEntry.w AniTails_Tail09 ; 9
16 | ptrTableEntry.w AniTails_Tail0A ; A
17 | ptrTableEntry.w AniTails_Tail0B ; B
18 | ptrTableEntry.w AniTails_Tail0C ; C
19 |
20 | AniTails_Tail00: dc.b $20, 0, $FF
21 | AniTails_Tail01: dc.b 7, $22, $23, $24, $25, $26, $FF
22 | AniTails_Tail02: dc.b 3, $22, $23, $24, $25, $26, $FD, 1
23 | AniTails_Tail03: dc.b $FC, 5, 6, 7, 8, $FF
24 | AniTails_Tail04: dc.b 3, 9, $A, $B, $C, $FF
25 | AniTails_Tail05: dc.b 3, $D, $E, $F, $10, $FF
26 | AniTails_Tail06: dc.b 3, $11, $12, $13, $14, $FF
27 | AniTails_Tail07: dc.b 2, 1, 2, 3, 4, $FF
28 | AniTails_Tail08: dc.b 2, $1A, $1B, $1C, $1D, $FF
29 | AniTails_Tail09: dc.b 9, $1E, $1F, $20, $21, $FF
30 | AniTails_Tail0A: dc.b 9, $29, $2A, $2B, $2C, $FF
31 | AniTails_Tail0B: dc.b 1, $27, $28, $FF
32 | AniTails_Tail0C: dc.b 0, $27, $28, $FF
33 | even
--------------------------------------------------------------------------------
/Engine/Core/Level Events.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Dynamic level events
3 | ; ---------------------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Do_ResizeEvents:
8 |
9 | ; check
10 | move.l (Level_data_addr_RAM.Resize).w,d0
11 | beq.s .rskip ; if zero, branch
12 | movea.l d0,a0
13 | jsr (a0)
14 |
15 | .rskip
16 | moveq #2,d1 ; set camera lowering speed
17 | move.w (Camera_target_max_Y_pos).w,d0
18 | sub.w (Camera_max_Y_pos).w,d0
19 | beq.s .return ; if it's same position, branch
20 | bhs.s .check
21 | neg.w d1 ; change to camera raising speed
22 | move.w (Camera_Y_pos).w,d0
23 | cmp.w (Camera_target_max_Y_pos).w,d0
24 | bls.s .set
25 | move.w d0,(Camera_max_Y_pos).w
26 | andi.w #$FFFE,(Camera_max_Y_pos).w ; align (2 pixels)
27 |
28 | .set
29 | add.w d1,(Camera_max_Y_pos).w
30 | st (Camera_max_Y_pos_changing).w
31 |
32 | .return
33 | rts
34 | ; ---------------------------------------------------------------------------
35 |
36 | .check
37 | move.w (Camera_Y_pos).w,d0
38 | addq.w #8,d0
39 | cmp.w (Camera_max_Y_pos).w,d0
40 | blo.s .set2
41 | btst #status.player.in_air,(Player_1+status).w ; is the player in the air?
42 | beq.s .set2 ; if not, branch
43 | add.w d1,d1 ; multiply by 4
44 | add.w d1,d1
45 |
46 | .set2
47 | add.w d1,(Camera_max_Y_pos).w
48 | st (Camera_max_Y_pos_changing).w
49 | rts
50 |
--------------------------------------------------------------------------------
/Sound/MSU/readme.txt:
--------------------------------------------------------------------------------
1 | # msu-md
2 | MegaCD driver for msu-like interfacing with CD hardware
3 |
4 | -------------------------------------------- control registers
5 | 0xA12010 command
6 | 0xA12011 argument
7 | 0xA1201F command clock. increment it for command execution
8 | 0xA12020 mcd status. 0-ready, 1-init, 2-cmd busy
9 |
10 | commands:
11 | PLAY: 0x11 playback will be stopped in the end of track
12 | arguments: decimal number of track (1-99)
13 |
14 | PLAYLP: 0x12 play looped cdda track.
15 | arguments: decimal number of track (1-99)
16 |
17 | PAUSE: 0x13 pause playback
18 | arguments: volume fading time. 1/75 of sec (75 equal to 1 sec) instant stop if 0
19 |
20 | RESUME: 0x14 resume playback
21 | arguments: no
22 |
23 | VOL: 0x15 set cdda volume
24 | arguments: volume 0-255
25 |
26 | NOSEEK: 0x16 seek time emulation switch
27 | arguments: 0-enulation on(default state), 1-emultion off(no seek delays)
28 |
29 | PLAYOF: 0x1A play cdda track and loop from specified sector offset
30 | arguments: #1 = decimal number of track (1-99)
31 | #2 = offset in sectors from the start of the track to apply when looping.
32 |
33 | -------------------------------------------- usage
34 | Include msu-drv.bin in your binary and call it as function for initialization.
35 | Finction will return 0 if driver loaded succesfuly or 1 if MCD hardware not detected.
36 | Driver ready for commands processing when 0xA12020 sets to 0
37 |
38 | --------------------------------------------content
39 | msu-drv.bin compilled driver binary
40 | msu-md-drv driver sources
41 | msu-md-sample driver usage sample
42 |
43 |
--------------------------------------------------------------------------------
/Sound/SFX/Snd - Drown.asm:
--------------------------------------------------------------------------------
1 | SndB2_Drown_Death_Header:
2 | smpsHeaderStartSong 1
3 | smpsHeaderVoice SndB2_Drown_Death_Voices
4 | smpsHeaderTempoSFX $01
5 | smpsHeaderChanSFX $02
6 |
7 | smpsHeaderSFXChannel cFM4, SndB2_Drown_Death_FM4, $0C, $04
8 | smpsHeaderSFXChannel cFM5, SndB2_Drown_Death_FM5, $0E, $02
9 |
10 | ; FM5 Data
11 | SndB2_Drown_Death_FM5:
12 | smpsSetvoice $00
13 | smpsModSet $01, $01, $83, $0C
14 |
15 | SndB2_Drown_Death_Loop01:
16 | dc.b nA0, $05, $05
17 | smpsAlterVol $03
18 | smpsLoop $00, $0A, SndB2_Drown_Death_Loop01
19 | smpsStop
20 |
21 | ; FM4 Data
22 | SndB2_Drown_Death_FM4:
23 | dc.b nRst, $06
24 | smpsSetvoice $00
25 | smpsModSet $01, $01, $6F, $0E
26 |
27 | SndB2_Drown_Death_Loop00:
28 | dc.b nC1, $04, $05
29 | smpsAlterVol $03
30 | smpsLoop $00, $0A, SndB2_Drown_Death_Loop00
31 | smpsStop
32 |
33 | SndB2_Drown_Death_Voices:
34 | ; Voice $00
35 | ; $35
36 | ; $14, $1A, $04, $09, $0E, $10, $11, $0E, $0C, $15, $03, $06
37 | ; $16, $0E, $09, $10, $2F, $2F, $4F, $4F, $2F, $12, $12, $80
38 | smpsVcAlgorithm $05
39 | smpsVcFeedback $06
40 | smpsVcUnusedBits $00
41 | smpsVcDetune $00, $00, $01, $01
42 | smpsVcCoarseFreq $09, $04, $0A, $04
43 | smpsVcRateScale $00, $00, $00, $00
44 | smpsVcAttackRate $0E, $11, $10, $0E
45 | smpsVcAmpMod $00, $00, $00, $00
46 | smpsVcDecayRate1 $06, $03, $15, $0C
47 | smpsVcDecayRate2 $10, $09, $0E, $16
48 | smpsVcDecayLevel $04, $04, $02, $02
49 | smpsVcReleaseRate $0F, $0F, $0F, $0F
50 | smpsVcTotalLevel $00, $12, $12, $2F
51 |
52 |
--------------------------------------------------------------------------------
/Objects/Main/Wave Splash/Object Data/Map - Wave Splash.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - water surface
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_WaveSplash:
6 | dc.w word_1F2DC-Map_WaveSplash ; 0 (duplicate)
7 | dc.w word_1F2DC-Map_WaveSplash ; 1 (duplicate)
8 | dc.w word_1F2F0-Map_WaveSplash ; 2
9 | dc.w word_1F304-Map_WaveSplash ; 3
10 | dc.w word_1F318-Map_WaveSplash ; 4
11 | dc.w word_1F33E-Map_WaveSplash ; 5
12 | dc.w word_1F364-Map_WaveSplash ; 6
13 | word_1F2DC: dc.w 3
14 | dc.b $FD, $D, 0, 0, $FF, $A0
15 | dc.b $FD, $D, 0, 0, $FF, $E0
16 | dc.b $FD, $D, 0, 0, 0, $20
17 | word_1F2F0: dc.w 3
18 | dc.b $FD, $D, 0, 8, $FF, $A0
19 | dc.b $FD, $D, 0, 8, $FF, $E0
20 | dc.b $FD, $D, 0, 8, 0, $20
21 | word_1F304: dc.w 3
22 | dc.b $FD, $D, 8, 0, $FF, $A0
23 | dc.b $FD, $D, 8, 0, $FF, $E0
24 | dc.b $FD, $D, 8, 0, 0, $20
25 | word_1F318: dc.w 6
26 | dc.b $FD, $D, 0, 0, $FF, $A0
27 | dc.b $FD, $D, 0, 0, $FF, $C0
28 | dc.b $FD, $D, 0, 0, $FF, $E0
29 | dc.b $FD, $D, 0, 0, 0, 0
30 | dc.b $FD, $D, 0, 0, 0, $20
31 | dc.b $FD, $D, 0, 0, 0, $40
32 | word_1F33E: dc.w 6
33 | dc.b $FD, $D, 0, 8, $FF, $A0
34 | dc.b $FD, $D, 0, 8, $FF, $C0
35 | dc.b $FD, $D, 0, 8, $FF, $E0
36 | dc.b $FD, $D, 0, 8, 0, 0
37 | dc.b $FD, $D, 0, 8, 0, $20
38 | dc.b $FD, $D, 0, 8, 0, $40
39 | word_1F364: dc.w 6
40 | dc.b $FD, $D, 8, 0, $FF, $A0
41 | dc.b $FD, $D, 8, 0, $FF, $C0
42 | dc.b $FD, $D, 8, 0, $FF, $E0
43 | dc.b $FD, $D, 8, 0, 0, 0
44 | dc.b $FD, $D, 8, 0, 0, $20
45 | dc.b $FD, $D, 8, 0, 0, $40
46 | even
--------------------------------------------------------------------------------
/Sound/MSU/MSU.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; MegaCD driver for msu-like interfacing with CD hardware by Krikzz
3 | ; Modification by Ekeeke
4 | ; Thanks to Vladikcomper for the integration examples
5 | ; https://github.com/krikzz/msu-md
6 | ; https://github.com/ekeeke/msu-md
7 | ; Doesn't work on Kega Fusion(DMA bug). Use RetroArch or real hardware
8 | ; ---------------------------------------------------------------------------
9 |
10 | MCD_Command = $A12010 ; Command sent to Mega CD ; .b
11 | MCD_Argument = $A12011 ; Argument sent to Mega CD ; .b
12 | MCD_Argument2 = $A12012 ; Argument2 sent to Mega CD ; .l
13 | MCD_Command_Clock = $A1201F ; Command clock. increment it for command execution ; .b
14 | MCD_Status = $A12020 ; MCD status. 0-ready, 1-init, 2-cmd busy ; .b
15 |
16 | _MCD_PlayTrack_Once = $11 ; Playback will be stopped in the end of track. Decimal number of track (1-99)
17 | _MCD_PlayTrack = $12 ; Play looped cdda track. Decimal number of track (1-99)
18 | _MCD_PauseTrack = $13 ; Pause playback. Volume fading time. 1/75 of sec (75 equal to 1 sec) instant stop if 0
19 | _MCD_UnPauseTrack = $14 ; Resume playback
20 | _MCD_SetVolume = $15 ; Set cdda volume. Volume 0-255
21 | _MCD_NoSeek = $16 ; Seek time emulation switch. 0-enulation on(default state), 1-emultion off(no seek delays)
22 | _MCD_PlayTrack_Loop = $1A ; #1 = decimal number of track (1-99). #2 = offset in sectors from the start of the track to apply when looping
23 | ; ---------------------------------------------------------------------------
24 |
25 | Init_MSU_Driver: binclude "Sound/MSU/MSU.bin"
26 | even
--------------------------------------------------------------------------------
/Levels/DEZ/Tiles/Animated/DEZ1 - Animation PLC Scripts.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; ZONE ANIMATION SCRIPTS
3 | ;
4 | ; The AnimateTiles_DoAniPLC subroutine uses these scripts to reload certain tiles,
5 | ; thus animating them. All the relevant art must be uncompressed, because
6 | ; otherwise the subroutine would spend so much time waiting for the art to be
7 | ; decompressed that the VBLANK window would close before all the animating was done.
8 | ;
9 | ; zoneanimplcdecl -1, ArtUnc_Flowers1, ArtTile_ArtUnc_Flowers1, 6, 2
10 | ; -1 Global frame duration. If -1, then each frame will use its own duration, instead
11 | ;
12 | ; ArtUnc_Flowers1 Source address
13 | ; ArtTile_ArtUnc_Flowers1 Destination VRAM address
14 | ; 6 Number of frames
15 | ; 2 Number of tiles to load into VRAM for each frame
16 | ;
17 | ; dc.b 0,$7F Start of the script proper
18 | ; 0 Tile ID of first tile in ArtUnc_Flowers1 to transfer
19 | ; $7F Frame duration. Only here if global duration is -1
20 | ; ===========================================================================
21 |
22 | AniPLC_DEZ: zoneanimstart
23 |
24 | zoneanimplcdecl -1, ArtUnc_AniDEZ__3, $50, 4, 6
25 | dc.b 0, 9
26 | dc.b 6, 4
27 | dc.b $C, 9
28 | dc.b 6, 4
29 | even
30 |
31 | zoneanimplcdecl 4, ArtUnc_AniDEZ__4, $3F, 4, 2
32 | dc.b 0
33 | dc.b 2
34 | dc.b 4
35 | dc.b 2
36 | even
37 |
38 | zoneanimplcdecl 4, ArtUnc_AniDEZ__5, $5C, 6, 3
39 | dc.b 0
40 | dc.b 3
41 | dc.b 6
42 | dc.b 0
43 | dc.b 3
44 | dc.b 6
45 | even
46 |
47 | zoneanimplcdecl 1, ArtUnc_AniDEZ__6, $1C, 2, 8
48 | dc.b 0
49 | dc.b 8
50 | even
51 |
52 | zoneanimend
53 |
--------------------------------------------------------------------------------
/Objects/Players/Shields/Object Data/Map - Insta-Shield.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - Insta Shield
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_InstaShield:
6 | Map_InstaShield_0: dc.w Map_InstaShield_10-Map_InstaShield
7 | Map_InstaShield_2: dc.w Map_InstaShield_24-Map_InstaShield
8 | Map_InstaShield_4: dc.w Map_InstaShield_38-Map_InstaShield
9 | Map_InstaShield_6: dc.w Map_InstaShield_46-Map_InstaShield
10 | Map_InstaShield_8: dc.w Map_InstaShield_5A-Map_InstaShield
11 | Map_InstaShield_A: dc.w Map_InstaShield_6E-Map_InstaShield
12 | Map_InstaShield_C: dc.w Map_InstaShield_82-Map_InstaShield
13 | Map_InstaShield_E: dc.w Map_InstaShield_84-Map_InstaShield
14 | Map_InstaShield_10: dc.b $0, $3
15 | dc.b $E8, $8, $0, $0, $FF, $F0
16 | dc.b $F0, $4, $0, $3, $FF, $F8
17 | dc.b $F8, $0, $0, $5, $0, $0
18 | Map_InstaShield_24: dc.b $0, $3
19 | dc.b $F0, $4, $0, $6, $0, $8
20 | dc.b $F8, $8, $0, $8, $0, $0
21 | dc.b $0, $4, $0, $B, $0, $0
22 | Map_InstaShield_38: dc.b $0, $2
23 | dc.b $0, $9, $0, $D, $0, $0
24 | dc.b $10, $C, $0, $13, $FF, $F8
25 | Map_InstaShield_46: dc.b $0, $3
26 | dc.b $F0, $C, $0, $0, $FF, $E8
27 | dc.b $F8, $8, $0, $4, $FF, $E8
28 | dc.b $0, $6, $0, $7, $FF, $E8
29 | Map_InstaShield_5A: dc.b $0, $3
30 | dc.b $E8, $4, $0, $D, $FF, $F0
31 | dc.b $E8, $B, $0, $F, $0, $0
32 | dc.b $8, $4, $0, $1B, $0, $8
33 | Map_InstaShield_6E: dc.b $0, $3
34 | dc.b $F0, $4, $18, $1B, $FF, $E8
35 | dc.b $F8, $B, $18, $F, $FF, $E8
36 | dc.b $10, $4, $18, $D, $0, $0
37 | Map_InstaShield_82: dc.b $0, $0
38 | Map_InstaShield_84: dc.b $0, $0
39 | even
--------------------------------------------------------------------------------
/Engine/_examples/Next act.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Dynamic level events
3 | ; ---------------------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | DEZ1_Resize:
8 |
9 | ; check end level
10 | move.w (Camera_max_X_pos).w,d0
11 | subi.w #256,d0
12 | cmp.w (Camera_X_pos).w,d0
13 | bhi.s .return
14 | move.w d0,(Camera_min_X_pos).w
15 | move.w #$380,(Camera_target_max_Y_pos).w
16 | move.l #.checkxpos,(Level_data_addr_RAM.Resize).w
17 |
18 | .checkxpos
19 |
20 | ; check xpos
21 | move.w (Camera_max_X_pos).w,d0
22 | cmp.w (Camera_X_pos).w,d0
23 | bhi.s .return
24 | move.w d0,(Camera_min_X_pos).w
25 | move.l #.checksign,(Level_data_addr_RAM.Resize).w
26 |
27 | ; set flags
28 | st (Last_act_end_flag).w ; disable background event and Title Card
29 |
30 | ; clear flags
31 | moveq #0,d0
32 | move.b d0,(Update_HUD_timer).w ; stop timer
33 | move.b d0,(End_of_level_flag).w
34 | move.b d0,(Boss_flag).w
35 |
36 | ; create signpost
37 | jsr (Create_New_Sprite).w
38 | bne.s .return
39 | move.l #Obj_EndSignControl,address(a1)
40 | move.w (Camera_X_pos).w,d2
41 | addi.w #320/2,d2
42 | move.w d2,x_pos(a1)
43 |
44 | .return
45 | rts
46 | ; ---------------------------------------------------------------------------
47 |
48 | .checksign
49 | tst.b (End_of_level_flag).w
50 | beq.s .return
51 |
52 | ; next act
53 | move.b #1,(Current_act).w ; set act 2
54 | move.w (Current_zone_and_act).w,(Apparent_zone_and_act).w
55 | st (Restart_level_flag).w
56 | clr.b (Last_star_post_hit).w
57 | rts
58 |
--------------------------------------------------------------------------------
/Sound/Music.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Music metadata (pointers, speed shoes tempos, flags)
3 | ; ---------------------------------------------------------------------------
4 | MusicIndex:
5 | ; Levels
6 | ptr_mus01: SMPS_MUSIC_METADATA Music01, s3TempotoS1($FF), 0
7 |
8 | ; Boss
9 | ptr_mus02: SMPS_MUSIC_METADATA Music02, s3TempotoS1($FF), 0
10 | ptr_mus03: SMPS_MUSIC_METADATA Music03, s3TempotoS1($FF), 0
11 |
12 | ; Misc
13 | ptr_mus04: SMPS_MUSIC_METADATA Music04, s3TempotoS1($FF), 0
14 | ptr_mus05: SMPS_MUSIC_METADATA Music05, s3TempotoS1($FF), 0
15 | ptr_mus06: SMPS_MUSIC_METADATA Music06, s3TempotoS1($02), SMPS_MUSIC_METADATA_FORCE_PAL_SPEED
16 | ptr_mus07: SMPS_MUSIC_METADATA Music07, s3TempotoS1($FF), 0
17 | ptr_mus08: SMPS_MUSIC_METADATA Music08, s3TempotoS1($FF), 0
18 | ptr_mus09: SMPS_MUSIC_METADATA Music09, s3TempotoS1($FF), 0
19 |
20 | ptr_musend
21 |
22 | ; ---------------------------------------------------------------------------
23 | ; Music data ($01-$3F)
24 | ; ---------------------------------------------------------------------------
25 |
26 | Music01: include "Sound/Music/Mus - DEZ1.asm"
27 | even
28 | Music02: include "Sound/Music/Mus - Miniboss.asm"
29 | even
30 | Music03: include "Sound/Music/Mus - Zone Boss.asm"
31 | even
32 | Music04: include "Sound/Music/Mus - Invincibility.asm"
33 | even
34 | Music05: include "Sound/Music/Mus - Sonic Got Through.asm"
35 | even
36 | Music06: include "Sound/Music/Mus - Drowning.asm"
37 | even
38 | Music07: include "Sound/Music/Mus - Game Over.asm"
39 | even
40 | Music08: include "Sound/Music/Mus - Extra Life.asm"
41 | even
42 | Music09: include "Sound/Music/Mus - Continue.asm"
43 | even
44 |
--------------------------------------------------------------------------------
/Objects/Main/Count Down/Object Data/Anim - Air Countdown.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Animation script - air countdown
3 | ; ---------------------------------------------------------------------------
4 |
5 | Ani_AirCountdown: offsetTable
6 | offsetTableEntry.w byte_186E2 ; 0
7 | offsetTableEntry.w byte_186EB ; 1
8 | offsetTableEntry.w byte_186F4 ; 2
9 | offsetTableEntry.w byte_186FD ; 3
10 | offsetTableEntry.w byte_18706 ; 4
11 | offsetTableEntry.w byte_1870F ; 5
12 | offsetTableEntry.w byte_18718 ; 6
13 | offsetTableEntry.w byte_1871D ; 7
14 | offsetTableEntry.w byte_18725 ; 8
15 | offsetTableEntry.w byte_1872D ; 9
16 | offsetTableEntry.w byte_18735 ; A
17 | offsetTableEntry.w byte_1873D ; B
18 | offsetTableEntry.w byte_18745 ; C
19 | offsetTableEntry.w byte_1874D ; D
20 | offsetTableEntry.w byte_1874F ; E
21 |
22 | byte_186E2: dc.b 5, 0, 1, 2, 3, 4, 9, $D, afRoutine
23 | byte_186EB: dc.b 5, 0, 1, 2, 3, 4, $C, $12, afRoutine
24 | byte_186F4: dc.b 5, 0, 1, 2, 3, 4, $C, $11, afRoutine
25 | byte_186FD: dc.b 5, 0, 1, 2, 3, 4, $B, $10, afRoutine
26 | byte_18706: dc.b 5, 0, 1, 2, 3, 4, $C, $F, afRoutine
27 | byte_1870F: dc.b 5, 0, 1, 2, 3, 4, $A, $E, afRoutine
28 | byte_18718: dc.b $E, 0, 1, 2, afRoutine
29 | byte_1871D: dc.b 7, $16, $D, $16, $D, $16, $D, afRoutine
30 | byte_18725: dc.b 7, $16, $12, $16, $12, $16, $12, afRoutine
31 | byte_1872D: dc.b 7, $16, $11, $16, $11, $16, $11, afRoutine
32 | byte_18735: dc.b 7, $16, $10, $16, $10, $16, $10, afRoutine
33 | byte_1873D: dc.b 7, $16, $F, $16, $F, $16, $F, afRoutine
34 | byte_18745: dc.b 7, $16, $E, $16, $E, $16, $E, afRoutine
35 | byte_1874D: dc.b $E, afRoutine
36 | byte_1874F: dc.b $E, 1, 2, 3, 4, afRoutine, afEnd
37 | even
--------------------------------------------------------------------------------
/Sound/Engine/Constants.asm:
--------------------------------------------------------------------------------
1 | SMPS_z80_ram = $A00000
2 |
3 | SMPS_version_number = $A10001
4 |
5 | SMPS_z80_bus_request = $A11100
6 | SMPS_z80_reset = $A11200
7 |
8 | SMPS_ym2612_a0 = $A04000
9 | SMPS_ym2612_d0 = $A04001
10 | SMPS_ym2612_a1 = $A04002
11 | SMPS_ym2612_d1 = $A04003
12 |
13 | if SMPS_EnablePWM
14 | SMPS_pwm_comm = $A15128
15 | endif
16 |
17 | SMPS_psg_input = $C00011
18 |
19 | SMPS_TRACK_COUNT = (SMPS_RAM.v_track_ram_end-SMPS_RAM.v_track_ram)/SMPS_Track.len
20 |
21 | SMPS_MUSIC_TRACK_COUNT = (SMPS_RAM.v_music_track_ram_end-SMPS_RAM.v_music_track_ram)/SMPS_Track.len
22 | SMPS_MUSIC_FM_DAC_TRACK_COUNT = (SMPS_RAM.v_music_fmdac_tracks_end-SMPS_RAM.v_music_fmdac_tracks)/SMPS_Track.len
23 | SMPS_MUSIC_FM_TRACK_COUNT = (SMPS_RAM.v_music_fm_tracks_end-SMPS_RAM.v_music_fm_tracks)/SMPS_Track.len
24 | SMPS_MUSIC_PSG_TRACK_COUNT = (SMPS_RAM.v_music_psg_tracks_end-SMPS_RAM.v_music_psg_tracks)/SMPS_Track.len
25 | if SMPS_EnablePWM
26 | SMPS_MUSIC_PWM_TRACK_COUNT = (SMPS_RAM.v_music_pwm_tracks_end-SMPS_RAM.v_music_pwm_tracks)/SMPS_Track.len
27 | endif
28 |
29 | SMPS_SFX_TRACK_COUNT = (SMPS_RAM.v_sfx_track_ram_end-SMPS_RAM.v_sfx_track_ram)/SMPS_Track.len
30 | SMPS_SFX_FM_TRACK_COUNT = (SMPS_RAM.v_sfx_fm_tracks_end-SMPS_RAM.v_sfx_fm_tracks)/SMPS_Track.len
31 | SMPS_SFX_PSG_TRACK_COUNT = (SMPS_RAM.v_sfx_psg_tracks_end-SMPS_RAM.v_sfx_psg_tracks)/SMPS_Track.len
32 |
33 | if SMPS_EnableSpecSFX
34 | SMPS_SPECIAL_SFX_TRACK_COUNT = (SMPS_RAM.v_spcsfx_track_ram_end-SMPS_RAM.v_spcsfx_track_ram)/SMPS_Track.len
35 | SMPS_SPECIAL_SFX_FM_TRACK_COUNT = (SMPS_RAM.v_spcsfx_fm_tracks_end-SMPS_RAM.v_spcsfx_fm_tracks)/SMPS_Track.len
36 | SMPS_SPECIAL_SFX_PSG_TRACK_COUNT = (SMPS_RAM.v_spcsfx_psg_tracks_end-SMPS_RAM.v_spcsfx_psg_tracks)/SMPS_Track.len
37 | endif
38 |
--------------------------------------------------------------------------------
/Data/Uncompressed Player Data.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; Uncompressed player graphics
3 | ; ===========================================================================
4 |
5 | ; Attribute | Filename | Folder
6 |
7 | incfile.b ArtUnc_Sonic, "Objects/Players/Sonic/Uncompressed Art/Sonic.unc"
8 | incfile.b ArtUnc_Tails, "Objects/Players/Tails/Uncompressed Art/Tails.unc"
9 | incfile.b ArtUnc_Tails_Extra, "Objects/Players/Tails/Uncompressed Art/Tails Extra.unc"
10 | incfile.b ArtUnc_Tails_Tail, "Objects/Players/Tails/Uncompressed Art/Tails tails.unc"
11 | incfile.b ArtUnc_Knuckles, "Objects/Players/Knuckles/Uncompressed Art/Knuckles.unc"
12 | incfile.b ArtUnc_DashDust, "Objects/Players/Spin Dust/Uncompressed Art/Dash Dust.unc"
13 | incfile.b ArtUnc_SplashDrown, "Objects/Players/Spin Dust/Uncompressed Art/Splash Drown.unc"
14 | incfile.be ArtUnc_Invincibility, "Objects/Players/Shields/Uncompressed Art/Invincibility.unc"
15 | incfile.b ArtUnc_InstaShield, "Objects/Players/Shields/Uncompressed Art/Insta-Shield.unc"
16 | incfile.b ArtUnc_FireShield, "Objects/Players/Shields/Uncompressed Art/Fire Shield.unc"
17 | incfile.b ArtUnc_LightningShield, "Objects/Players/Shields/Uncompressed Art/Lightning Shield.unc"
18 | incfile.be ArtUnc_LightningShield_Sparks, "Objects/Players/Shields/Uncompressed Art/Sparks.unc"
19 | incfile.b ArtUnc_BubbleShield, "Objects/Players/Shields/Uncompressed Art/Bubble Shield.unc"
20 | incfile.be ArtUnc_SuperSonic_Stars, "Objects/Players/Transform/Uncompressed Art/Super Sonic Stars.unc"
21 | incfile.be ArtUnc_HyperSonicStars, "Objects/Players/Transform/Uncompressed Art/Hyper Sonic Stars.unc"
22 | incfile.be ArtUnc_SuperTailsBirds, "Objects/Players/Transform/Uncompressed Art/Super Tails birds.unc"
--------------------------------------------------------------------------------
/Objects/Main/Title Card/Object Data/Map - Title Card.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - title card
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_TitleCard:
6 | dc.w 0 ; null
7 | dc.w Map_TitleCard_Banner-Map_TitleCard ; red banner
8 | dc.w Map_TitleCard_Act-Map_TitleCard ; ACT
9 | dc.w Map_TitleCard_Zone-Map_TitleCard ; ZONE
10 | dc.w Map_TitleCard_DEZ-Map_TitleCard ; DEATH EGG
11 | Map_TitleCard_Banner:
12 | dc.w $10
13 | dc.b $58, 9, $80, $10, $FF, $E8
14 | dc.b $58, 9, $80, $16, 0, 0
15 | dc.b $90, $F, $80, 0, $FF, $E0
16 | dc.b $90, $F, $80, 0, 0, 0
17 | dc.b $B0, $F, $80, 0, $FF, $E0
18 | dc.b $B0, $F, $80, 0, 0, 0
19 | dc.b $D0, $F, $80, 0, $FF, $E0
20 | dc.b $D0, $F, $80, 0, 0, 0
21 | dc.b $F0, $F, $80, 0, $FF, $E0
22 | dc.b $F0, $F, $80, 0, 0, 0
23 | dc.b $10, $F, $80, 0, $FF, $E0
24 | dc.b $10, $F, $80, 0, 0, 0
25 | dc.b $30, $F, $80, 0, $FF, $E0
26 | dc.b $30, $F, $80, 0, 0, 0
27 | dc.b $50, $F, $80, 0, $FF, $E0
28 | dc.b $50, $F, $80, 0, 0, 0
29 | Map_TitleCard_Act:
30 | dc.w 2
31 | dc.b $10, 9, $80, $37, $FF, $E4
32 | dc.b 0, $F, $80, $3D, $FF, $F5
33 | Map_TitleCard_Zone:
34 | dc.w 4
35 | dc.b 0, 6, $80, $31, $FF, $DC ; Z
36 | dc.b 0, $A, $80, $28, $FF, $EC ; O
37 | dc.b 0, 6, $80, $22, 0, 4 ; N
38 | dc.b 0, 6, $80, $1C, 0, $14 ; E
39 | Map_TitleCard_DEZ:
40 | dc.w 8
41 | dc.b 0, 6, $80, $53, $FF, $F8 ; D
42 | dc.b 0, 6, $80, $1C, 0, 8 ; E
43 | dc.b 0, 6, $80, $4D, 0, $18 ; A
44 | dc.b 0, 6, $80, $65, 0, $28 ; T
45 | dc.b 0, 6, $80, $5F, 0, $38 ; H
46 | dc.b 0, 6, $80, $1C, 0, $50 ; E
47 | dc.b 0, 6, $80, $59, 0, $60 ; G
48 | dc.b 0, 6, $80, $59, 0, $70 ; G
49 | even
50 |
--------------------------------------------------------------------------------
/Data/Uncompressed Data.asm:
--------------------------------------------------------------------------------
1 | ; ===========================================================================
2 | ; Uncompressed Main graphics
3 | ; ===========================================================================
4 |
5 | ; Attribute | Filename | Folder
6 |
7 | incfile.b ArtUnc_Ring, "Objects/Main/Rings/Uncompressed Art/Rings.unc"
8 | incfile.b ArtUnc_HUDDigits, "Objects/Renders/HUD/Uncompressed Art/HUD Digits.unc"
9 | incfile.b ArtUnc_LivesDigits, "Objects/Renders/HUD/Uncompressed Art/Lives Digits.unc"
10 | incfile.b ArtUnc_DebugDigits, "Objects/Renders/HUD/Uncompressed Art/Debug Digits.unc"
11 | incfile.b ArtUnc_EndSigns, "Objects/Main/Signpost/Uncompressed Art/End Signs.unc"
12 | incfile.be ArtUnc_SignpostStub, "Objects/Main/Signpost/Uncompressed Art/Stub.unc"
13 | incfile.b ArtUnc_AirCountDown, "Objects/Main/Count Down/Uncompressed Art/Air Countdown.unc"
14 |
15 | ; ===========================================================================
16 | ; Uncompressed Title Card graphics
17 | ; ===========================================================================
18 |
19 | ; Attribute | Filename | Folder
20 |
21 | incfile.be ArtUnc_TitleCardLargeText, "Objects/Main/Title Card/Uncompressed Art/Large Text.unc"
22 |
23 | ; ===========================================================================
24 | ; Animated uncompressed graphics
25 | ; ===========================================================================
26 |
27 | ; Attribute | Filename | Folder
28 |
29 | incfile.b ArtUnc_AniDEZ__3, "Levels/DEZ/Tiles/Animated/Uncompressed Art/3.unc"
30 | incfile.b ArtUnc_AniDEZ__4, "Levels/DEZ/Tiles/Animated/Uncompressed Art/4.unc"
31 | incfile.b ArtUnc_AniDEZ__5, "Levels/DEZ/Tiles/Animated/Uncompressed Art/5.unc"
32 | incfile.b ArtUnc_AniDEZ__6, "Levels/DEZ/Tiles/Animated/Uncompressed Art/6.unc"
--------------------------------------------------------------------------------
/Objects/Main/Monitor/Object Data/Map - Monitor.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mappings - monitors
3 | ; ---------------------------------------------------------------------------
4 |
5 | Map_Monitor:
6 | dc.w word_1DBBA-Map_Monitor
7 | dc.w word_1DBC2-Map_Monitor
8 | dc.w word_1DBD0-Map_Monitor
9 | dc.w word_1DBDE-Map_Monitor
10 | dc.w word_1DBEC-Map_Monitor
11 | dc.w word_1DBFA-Map_Monitor
12 | dc.w word_1DC08-Map_Monitor
13 | dc.w word_1DC16-Map_Monitor
14 | dc.w word_1DC24-Map_Monitor
15 | dc.w word_1DC32-Map_Monitor
16 | dc.w word_1DC40-Map_Monitor
17 | dc.w word_1DC4E-Map_Monitor
18 | word_1DBBA:
19 | dc.w 1
20 | dc.b $F0, $F, 0, 0, $FF, $F0
21 | word_1DBC2:
22 | dc.w 2
23 | dc.b $F3, 5, 0, $18, $FF, $F8
24 | dc.b $F0, $F, 0, 0, $FF, $F0
25 | word_1DBD0:
26 | dc.w 2
27 | dc.b $F3, 5, 3, $28, $FF, $F8
28 | dc.b $F0, $F, 0, 0, $FF, $F0
29 | word_1DBDE:
30 | dc.w 2
31 | dc.b $F3, 5, 0, $1C, $FF, $F8
32 | dc.b $F0, $F, 0, 0, $FF, $F0
33 | word_1DBEC:
34 | dc.w 2
35 | dc.b $F3, 5, $20, $20, $FF, $F8
36 | dc.b $F0, $F, 0, 0, $FF, $F0
37 | word_1DBFA:
38 | dc.w 2
39 | dc.b $F3, 5, 0, $24, $FF, $F8
40 | dc.b $F0, $F, 0, 0, $FF, $F0
41 | word_1DC08:
42 | dc.w 2
43 | dc.b $F3, 5, 0, $30, $FF, $F8
44 | dc.b $F0, $F, 0, 0, $FF, $F0
45 | word_1DC16:
46 | dc.w 2
47 | dc.b $F3, 5, 0, $2C, $FF, $F8
48 | dc.b $F0, $F, 0, 0, $FF, $F0
49 | word_1DC24:
50 | dc.w 2
51 | dc.b $F3, 5, 0, $34, $FF, $F8
52 | dc.b $F0, $F, 0, 0, $FF, $F0
53 | word_1DC32:
54 | dc.w 2
55 | dc.b $F3, 5, 0, $28, $FF, $F8
56 | dc.b $F0, $F, 0, 0, $FF, $F0
57 | word_1DC40:
58 | dc.w 2
59 | dc.b $F3, 5, 0, $38, $FF, $F8
60 | dc.b $F0, $F, 0, 0, $FF, $F0
61 | word_1DC4E:
62 | dc.w 1
63 | dc.b 0, $D, 0, $10, $FF, $F0
64 | even
--------------------------------------------------------------------------------
/Engine/Decompression/Kosinski Plus Decompression.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Kosinski Plus decompression subroutine
3 | ; Inputs:
4 | ; a0 = compressed data location
5 | ; a1 = destination
6 | ; See https://segaretro.org/Kosinski_compression for format description
7 | ; Created originally by Flamewing and vladikcomper, further improvements by Clownacy
8 | ; See https://github.com/flamewing/mdcomp
9 | ; ---------------------------------------------------------------------------
10 |
11 | ; =============== S U B R O U T I N E =======================================
12 |
13 | KosPlusArt_To_VDP:
14 | lea (a1),a3 ; a1 will be changed by KosPlus_Decomp, so we're backing it up to a3
15 | bsr.s KosPlus_Decomp ; "
16 | move.l a3,d1 ; move the backed-up a1 to d1. d1 will be used in the DMA transfer as the Source Address
17 | lsr.l d1 ; divide source address by 2
18 | move.l a1,d3 ; move end address of decompressed art to d3
19 | sub.l a3,d3 ; subtract 'start address of decompressed art' from 'end address of decompressed art', giving you the size of the decompressed art
20 | lsr.l d3 ; divide size of decompressed art by two, d3 will be used in the DMA transfer as the Transfer Length (size/2)
21 | move.w a2,d2 ; move VRAM address to d2, d2 will be used in the DMA transfer as the Destination Address
22 | lea (a1),a3 ; backup a1, this allows the same address to be used by multiple calls to KosArt_To_VDP without constant redefining
23 | bsr.w Add_To_DMA_Queue ; transfer *Transfer Length* of data from *Source Address* to *Destination Address*
24 | lea (a3),a1 ; restore a1
25 | rts
26 |
27 | ; =============== S U B R O U T I N E =======================================
28 |
29 | KosPlus_Decomp: include "Engine/Decompression/Kosinski Plus Internal.asm"
30 | rts
--------------------------------------------------------------------------------
/Engine/Core/Shake Screen.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Shaking foreground/background
3 | ; ---------------------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | ShakeScreen_Setup:
8 | moveq #0,d1
9 | move.w (Screen_shaking_offset).w,(Screen_shaking_last_offset).w
10 | cmpi.b #PlayerID_Death,(Player_1+routine).w ; has player just died?
11 | bhs.s .setso ; if yes, branch
12 | move.w (Screen_shaking_flag).w,d0
13 | beq.s .setso
14 | bmi.s .shake
15 | subq.w #1,d0
16 | move.w d0,(Screen_shaking_flag).w
17 | cmpi.w #(ScreenShakeArray2-ScreenShakeArray),d0
18 | bhs.s .shake
19 | move.b ScreenShakeArray(pc,d0.w),d1
20 | ext.w d1
21 |
22 | .setso
23 | move.w d1,(Screen_shaking_offset).w
24 | rts
25 | ; ---------------------------------------------------------------------------
26 |
27 | .shake
28 | moveq #$3F,d0
29 | and.w (Level_frame_counter).w,d0
30 | move.b ScreenShakeArray2(pc,d0.w),d1
31 | move.w d1,(Screen_shaking_offset).w
32 | rts
33 |
34 | ; =============== S U B R O U T I N E =======================================
35 |
36 | ShakeScreen_BG:
37 | move.w (Glide_screen_shake).w,d0
38 | beq.s .return
39 | subq.w #1,d0
40 | move.w d0,(Glide_screen_shake).w
41 | andi.w #$3F,d0
42 | move.b ScreenShakeArray(pc,d0.w),d0
43 | ext.w d0
44 | add.w d0,(Camera_X_pos_copy).w
45 |
46 | .return
47 | rts
48 |
49 | ; =============== S U B R O U T I N E =======================================
50 |
51 | ScreenShakeArray:
52 | dc.b 1, -1, 1, -1, 2, -2, 2, -2, 3, -3, 3, -3, 4, -4, 4, -4, 5, -5, 5, -5
53 | ScreenShakeArray2:
54 | dc.b 1, 2, 1, 3, 1, 2, 2, 1, 2, 3, 1, 2, 1, 2, 0, 0
55 | dc.b 2, 0, 3, 2, 2, 3, 2, 2, 1, 3, 0, 0, 1, 0, 1, 3
56 | dc.b 1, 2, 1, 3, 1, 2, 2, 1, 2, 3, 1, 2, 1, 2, 0, 0
57 | dc.b 2, 0, 3, 2, 2, 3, 2, 2, 1, 3, 0, 0, 1, 0, 1, 3
58 | even
59 |
--------------------------------------------------------------------------------
/Objects/Main/Sprite Mask/Sprite Mask.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Sprite mask
3 | ; ---------------------------------------------------------------------------
4 |
5 | ; =============== S U B R O U T I N E =======================================
6 |
7 | Obj_SpriteMask:
8 | bset #render_flags.level,render_flags(a0) ; use screen coordinates
9 |
10 | Obj_SpriteMask2:
11 |
12 | ; init
13 | clr.w art_tile(a0)
14 | move.l #Map_SpriteMask,mappings(a0)
15 | move.b #64/2,width_pixels(a0)
16 | move.l #.level,address(a0) ; level
17 | move.b subtype(a0),d0
18 | btst #3,d0 ; 8
19 | beq.s .skip
20 | move.l #.parent,address(a0) ; parent
21 |
22 | .skip
23 | move.b d0,d1
24 | andi.w #7,d1
25 | andi.w #$F0,d0
26 | lsr.w #2,d0 ; divide by 4
27 | move.b d0,height_pixels(a0)
28 | lsr.w #2,d0 ; divide by 4
29 | move.b d0,mapping_frame(a0)
30 | lsl.w #7,d1 ; multiply by $80
31 | move.w d1,priority(a0)
32 | rts
33 | ; ---------------------------------------------------------------------------
34 |
35 | .level
36 | st (Spritemask_flag).w
37 | jmp (Sprite_OnScreen_Test).w
38 | ; ---------------------------------------------------------------------------
39 |
40 | .parent
41 | st (Spritemask_flag).w
42 | movea.w parent3(a0),a1 ; a1=parent object
43 | btst #5,objoff_38(a1)
44 | bne.s .delete
45 | jmp (Draw_Sprite).w
46 | ; ---------------------------------------------------------------------------
47 |
48 | .delete
49 | jmp (Delete_Current_Sprite).w
50 |
51 | ; =============== S U B R O U T I N E =======================================
52 |
53 | Child6_SpriteMask:
54 | dc.w 1-1
55 | dc.l Obj_SpriteMask
56 | Child6_SpriteMask2:
57 | dc.w 1-1
58 | dc.l Obj_SpriteMask2
59 | ; ---------------------------------------------------------------------------
60 |
61 | ; mappings
62 | include "Objects/Main/Sprite Mask/Object Data/Map - Sprite Mask.asm"
63 |
--------------------------------------------------------------------------------
/Engine/Objects/Create Object.asm:
--------------------------------------------------------------------------------
1 | ; ---------------------------------------------------------------------------
2 | ; Subroutine to find a free object space
3 | ;
4 | ; Output:
5 | ; a1 = free position in object RAM
6 | ; ---------------------------------------------------------------------------
7 |
8 | ; =============== S U B R O U T I N E =======================================
9 |
10 | Create_New_Sprite:
11 | lea (Dynamic_object_RAM-next_object).w,a1 ; start address for object RAM
12 | moveq #bytesToXcnt(Dynamic_object_RAM_end-Dynamic_object_RAM,object_size),d0
13 |
14 | .loop
15 | lea next_object(a1),a1 ; goto next object RAM slot
16 | tst.l address(a1) ; is object RAM slot empty?
17 | dbeq d0,.loop ; if not, branch
18 | rts
19 |
20 | ; =============== S U B R O U T I N E =======================================
21 |
22 | Create_New_Sprite3:
23 | move.w #Dynamic_object_RAM_end,d0
24 | sub.w a0,d0
25 | lsr.w #object_size_bits,d0 ; divide by $40... even though SSTs are $4A bytes long in this game
26 | move.b .table(pc,d0.w),d0 ; use a look-up table to get the right loop counter
27 | bmi.s .done
28 |
29 | ; find slot
30 | lea -next_object(a0),a1 ; load current object to a1
31 |
32 | .loop
33 | lea next_object(a1),a1 ; goto next object RAM slot
34 | tst.l address(a1) ; is object RAM slot empty?
35 | dbeq d0,.loop ; if not, branch
36 |
37 | .done
38 | rts
39 | ; ---------------------------------------------------------------------------
40 |
41 | .table
42 |
43 | set .a,Dynamic_object_RAM
44 | set .b,Dynamic_object_RAM_end
45 | set .c,.b ; begin from bottom of array and decrease backwards
46 |
47 | rept (.b-.a)/setBit(object_size_bits) ; repeat for all slots, minus exception
48 | set .c,.c-setBit(object_size_bits) ; address for previous $40 (also skip last part)
49 | dc.b (.b-.c-1)/object_size-1 ; write possible slots according to object_size division + hack + dbf hack
50 | endr
51 | even
52 |
--------------------------------------------------------------------------------
/Projects/SonLVL INI Files/obj.ini:
--------------------------------------------------------------------------------
1 | [Ring]
2 | artcmp=Uncompressed
3 | art=../../Objects/Main/Rings/Uncompressed Art/Rings.unc
4 | mapasm=../../Objects/Main/Rings/Object Data/Map - Rings.asm
5 | frame=0
6 | pal=1
7 | [Sonic]
8 | artcmp=Uncompressed
9 | art=../../Objects/Players/Sonic/Uncompressed Art/Sonic.unc
10 | mapasm=../../Objects/Players/Sonic/Object Data/Map - Sonic.asm
11 | dplcasm=../../Objects/Players/Sonic/Object Data/DPLC - Sonic.asm
12 | frame=186
13 | pal=0
14 | [Knuckles]
15 | artcmp=Uncompressed
16 | art=../../Objects/Players/Knuckles/Uncompressed Art/Knuckles.unc
17 | mapasm=../../Objects/Players/Knuckles/Object Data/Map - Knuckles.asm
18 | dplcasm=../../Objects/Players/Knuckles/Object Data/DPLC - Knuckles.asm
19 | frame=86
20 | pal=4
21 | [01]
22 | codefile=Common/Monitor.cs
23 | codetype=S3KObjectDefinitions.Common.Monitor
24 | [02]
25 | codefile=Common/PathSwap.cs
26 | codetype=S3KObjectDefinitions.Common.PathSwap
27 | [07]
28 | xmlfile=Common/Spring.xml
29 | [08]
30 | xmlfile=Common/Spikes.xml
31 | [26]
32 | xmlfile=Common/AutoSpin.xml
33 | [28]
34 | codefile=Common/InvisibleBlock.cs
35 | codetype=S3KObjectDefinitions.Common.InvisibleBlock
36 | [34]
37 | xmlfile=Common/Starpost.xml
38 | [54]
39 | xmlfile=Common/Bubbler.xml
40 | [6A]
41 | codefile=Common/InvisibleBlock.cs
42 | codetype=S3KObjectDefinitions.Common.InvisibleHurtBlock
43 | [6B]
44 | codefile=Common/InvisibleBlock.cs
45 | codetype=S3KObjectDefinitions.Common.InvisibleKillBlock
46 | [6D]
47 | codefile=Common/InvisibleBlock.cs
48 | codetype=S3KObjectDefinitions.Common.InvisibleShockBlock
49 | [6E]
50 | codefile=Common/InvisibleBlock.cs
51 | codetype=S3KObjectDefinitions.Common.InvisibleLavaBlock
52 | [80]
53 | codefile=Common/Monitor.cs
54 | codetype=S3KObjectDefinitions.Common.HiddenMonitor
55 | [81]
56 | xmlfile=Common/EggCapsule.xml
57 | [8B]
58 | codefile=Common/SpriteMask.cs
59 | codetype=S3KObjectDefinitions.Common.SpriteMask
60 | [B3]
61 | codefile=Common/StartNewLevel.cs
62 | codetype=S3KObjectDefinitions.Common.StartNewLevel
63 |
--------------------------------------------------------------------------------