├── 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 └── 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-------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | wwwWwUwfwWvWpWpWWVqgVqVwUwppUqUqpQpWwVvgpgw`wwuwfPUPgVwffVfPfegPwwqqaPgVqPgvVfUw``fva`ppppwpw`wPgvfveffPUPgVwfffV`V`V`V`V`VpVpVgg`VwUfUwqpgpqqagwgwgvfffeVfeffPfeUVgfVfVeV`V`V`V`VpVpVuVvgVUwpqaaaagwgvgvgffefef`fPUqqqwwggffVp``````wPwPvPvPfPfPePwqqqqwvgvgvfvVfVfffUevPfPfeVeeeeeeeWegevPePUwqvq`qqwvwvgvffPVfPVfeffVfUvweffPfPeeeeeeevevPwePfUUwqgfqP`PwwPw`gvPVgfffUvPweffPfeVfvPwPwPPPPQvegvPfeUP -------------------------------------------------------------------------------- /Projects/SonLVL INI Files/Common/EggCapsule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | -------------------------------------------------------------------------------- /Sound/SFX/Snd - Grab.asm: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Sound/SFX/Snd - Thump.asm: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /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 -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Sound/SFX/Snd - StarPost.asm: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /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 -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 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 | --------------------------------------------------------------------------------