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Альтернаивная графика титульника в Sonic 1
Открываем sonic1.asm и находим "Nem_GHZ_1st:" Там будет что-то вроде этого: ; --------------------------------------------------------------------------- ; Compressed graphics - primary patterns and block mappings ; --------------------------------------------------------------------------- Blk16_GHZ: incbin map16\ghz.bin even Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; GHZ primary patterns even Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; GHZ secondary patterns even Blk256_GHZ: incbin map256\ghz.bin even
; --------------------------------------------------------------------------- ; Compressed graphics - primary patterns and block mappings ; --------------------------------------------------------------------------- Blk16_GHZ: incbin map16\ghz.bin even Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; GHZ primary patterns even Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; GHZ secondary patterns even Blk256_GHZ: incbin map256\ghz.bin even Blk16_TS: incbin map16\ts.bin even Nem_TS_1st: incbin artnem\8x8ts1.bin; GHZ primary patterns even Blk256_TS: incbin map256\ts.bin even
Title_LoadText: move.w (a5)+,(a6) dbf d1,Title_LoadText; load uncompressed text patterns move.b #0,($FFFFFE30).w; clear lamppost counter move.w #0,($FFFFFE08).w; disable debug item placement mode move.w #0,($FFFFFFF0).w; disable debug mode move.w #0,($FFFFFFEA).w move.w #0,($FFFFFE10).w; set level to GHZ (00) move.w #0,($FFFFF634).w; disable palette cycling bsr.w LevelSizeLoad bsr.w DeformBgLayer lea ($FFFFB000).w,a1 lea (Blk16_GHZ).l,a0; load GHZ 16x16 mappings move.w #0,d0 bsr.w EniDec lea (Blk256_GHZ).l,a0; load GHZ 256x256 mappings lea ($FF0000).l,a1 bsr.w KosDec bsr.w LevelLayoutLoad bsr.w Pal_FadeFrom move #$2700,sr bsr.w ClearScreen lea ($C00004).l,a5 lea ($C00000).l,a6 lea ($FFFFF708).w,a3 lea ($FFFFA440).w,a4 move.w #$6000,d2 bsr.w LoadTilesFromStart2 lea ($FF0000).l,a1 lea (Eni_Title).l,a0; load title screen mappings move.w #0,d0 bsr.w EniDec lea ($FF0000).l,a1 move.l #$42060003,d0 moveq #$21,d1 moveq #$15,d2 bsr.w ShowVDPGraphics move.l #$40000000,($C00004).l lea (Nem_GHZ_1st).l,a0; load GHZ patterns bsr.w NemDec moveq #1,d0; load title screen palette bsr.w PalLoad1 move.b #$8A,d0; play title screen music bsr.w PlaySound_Special move.b #0,($FFFFFFFA).w; disable debug mode move.w #$178,($FFFFF614).w; run title screen for $178 frames lea ($FFFFD080).w,a1 moveq #0,d0 move.w #7,d1
Title_LoadText: move.w (a5)+,(a6) dbf d1,Title_LoadText; load uncompressed text patterns move.b #0,($FFFFFE30).w; clear lamppost counter move.w #0,($FFFFFE08).w; disable debug item placement mode move.w #0,($FFFFFFF0).w; disable debug mode move.w #0,($FFFFFFEA).w move.w #0,($FFFFFE10).w; set level to GHZ (00) move.w #0,($FFFFF634).w; disable palette cycling bsr.w LevelSizeLoad bsr.w DeformBgLayer lea ($FFFFB000).w,a1 lea (Blk16_TS).l,a0; load GHZ 16x16 mappings move.w #0,d0 bsr.w EniDec lea (Blk256_TS).l,a0; load GHZ 256x256 mappings lea ($FF0000).l,a1 bsr.w KosDec bsr.w LevelLayoutLoad bsr.w Pal_FadeFrom move #$2700,sr bsr.w ClearScreen lea ($C00004).l,a5 lea ($C00000).l,a6 lea ($FFFFF708).w,a3 lea ($FFFFA440).w,a4 move.w #$6000,d2 bsr.w LoadTilesFromStart2 lea ($FF0000).l,a1 lea (Eni_Title).l,a0; load title screen mappings move.w #0,d0 bsr.w EniDec lea ($FF0000).l,a1 move.l #$42060003,d0 moveq #$21,d1 moveq #$15,d2 bsr.w ShowVDPGraphics move.l #$40000000,($C00004).l lea (Nem_TS_1st).l,a0; load GHZ patterns bsr.w NemDec moveq #1,d0; load title screen palette bsr.w PalLoad1 move.b #$8A,d0; play title screen music bsr.w PlaySound_Special move.b #0,($FFFFFFFA).w; disable debug mode move.w #$178,($FFFFF614).w; run title screen for $178 frames lea ($FFFFD080).w,a1 moveq #0,d0 move.w #7,d1
Type: 1 Zone ID: 0 Act ID: 0 Object Def: objdef\s1obj 8x8 Tiles: ..\artnem\8x8ts.bin 16x16 Tiles: ..\map16\ts.bin 256x256 Tiles: ..\map256\ts.bin FG Layout: ..\levels\blank.bin BG Layout: ..\levels\ghzbg.bin Objects: ..\objpos\blank.bin Palettes- Number of files: 1 Palette 1- Start index: 0 Number of entries: 64 File: ..\palette\title.bin Angle Array: ..\collide\anglemap.bin Collision Array: ..\collide\colarray_n.bin Rotated Collision Array: ..\collide\colarray_r.bin Collision Index 1: ..\collide\blank.bin -EOF-
Type: 1 Zone ID: 0 Act ID: 0 Object Def: objdef\s1obj 8x8 Tiles: ..\artnem\8x8ts.bin 16x16 Tiles: ..\map16\ts.bin 256x256 Tiles: ..\map256\ts.bin FG Layout: ..\levels\blank.bin BG Layout: ..\levels\ghzbg.bin Objects: ..\objpos\blank.bin Palettes- Number of files: 2 Palette 1- Start index: 0 Number of entries: 16 File: ..\pallet\sonic.bin Palette 2- Start index: 16 Number of entries: 48 File: ..\pallet\ghz.bin Angle Array: ..\collide\anglemap.bin Collision Array: ..\collide\carray_n.bin Rotated Collision Array: ..\collide\carray_r.bin Collision Index 1: ..\collide\blank.bin -EOF-
Type: 1 Zone ID: 0 Act ID: 0 Object Def: objdef\s1obj 8x8 Tiles: ..\SourceCode\artnem\8x8ghz1.bin 16x16 Tiles: ..\SourceCode\map16\ghz.bin 256x256 Tiles: ..\SourceCode\map256\ghz.bin FG Layout: ..\SourceCode\levels\ghz1.bin BG Layout: ..\SourceCode\levels\ghzbg.bin Objects: ..\SourceCode\objpos\ghz1.bin Palettes- Number of files: 2 Palette 1- Start index: 0 Number of entries: 16 File: ..\SourceCode\pallet\sonic.bin Palette 2- Start index: 16 Number of entries: 48 File: ..\SourceCode\pallet\ts.bin Angle Array: ..\SourceCode\collide\anglemap.bin Collision Array: ..\SourceCode\collide\carray_n.bin Rotated Collision Array: ..\SourceCode\collide\carray_r.bin Collision Index 1: ..\SourceCode\collide\ghz.bin -EOF- | |
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