![]() ![]() However, this only applies when Sonic is in a normal state, where he uses the standard movement+gravity routine to handle falling. So, the game features a downward speed cap of 16 when you are in the air, so that it would prevent you from clipping through floors or messing up vertical wrapping if you were to fall for an extended period of time. HOWEVER, they did add a small bit of code that makes it so that the number of rows for the clouds and mountains is incremented to 29 if it's 28 (aka if the water is offscreen). The 1996 PC version actually uses the same deformation routine as in the Sega CD version, just ported to C. Act 1 uses a more complex routine, where there are multiple water sections, for the 3D loop effect. Other deformation routines in other levels use 29 instead of 28. Move.w d3,d0 Set scanline offset for waterĭbf d1.ScrollWaterLoop Loop until water is scrolled Move.w d5,d1 Convert number of 8px rows to scroll to lines Moveq #0,d3 Get top water scanline offset Move.w cameraBg2X.w,d0 Get water scroll accumulator clouds/mountains from the absolute number of visible 8px rows on screen, to ensure that at least This is also why they subtract the offset (by 1 for dbf) number of 8px rows for the ![]() for the water section be at least 1, as there is no check for if it's less! Requires that the number of 8px rows left for the WARNING: Runs even if the water if offscreen. Sub.w d1,d5 Get number of visible 8px rows for the water ScrollWater If only the water is visible, branchĬmpi.w #28-1,d1 Is the number of 8px rows too large to be all on screen? Sub.w d3,d1 Get number of remaining 8px rows in clouds/mountainsīcs.s. Moveq #28,d5 Max number of 8px rows on screen BUG: Max number of 8px rows on screen should be 29 Moveq #(288/8)-1,d1 Size of clouds/mountains in 8px rows (d1 used for dbf) ![]()
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