Fixing SonLVL objdefs to use ASM mappings
Updating SonLVL objdefs for SonLVL API change
Merge with default
Documented Chop Chop badnik's code:
* added equates for object's unique OST variables
* named all routines
* commented code
Made wording in Obj_GetOrientationToPlayer more clear and corrected a mistake:
* the meaning of the return values in d1 was reversed
Merge
Changed erroneous instances of Boss_X_pos to Ending_Routine, added/using new planeLocH40 function.
That wasn't supposed to happen.
Fixing SonLVL's PathSwapper definition.
Documented some of the solid object collision handling code
Documented the ARZ Boss code.
Fixed analysis of PAL flag in sound driver.
Fixed analysis of PAL flag in sound driver.
Create README.md
Adding .gitignore
Improved comments on Saxman decoder in sound driver. Split Vscroll_Factor and Vscroll_Factor_P2 into their
FG and BG components and made use of them throughout the disassembly. Renamed sub_E98 to Do_ControllerPal.
Renamed loc_3A68A to SegaScr_VInt. Renamed some routines used in collision with terrain. Renamed Floor_ChkTile
to Find_Tile, which is what it does. Changed uses of ColArray+$1000 to ColArray2. Several object IDs were
fixed to use their correct constants. HTZ boss is a multi-sprite, so its offsets now use the multi-sprite
constants. Entries in AnimPatMaps always aligned the animated tiles to the end of block RAM, so a macro
has been defined to do that automatically.
Synchronizing with main branch.
Adding .gitignore
plreq macro now receives location in tiles to VRAM and converts to bytes. Added function missing in previous commit.
plreq macro now receives location in tiles to VRAM and converts to bytes.
Synch with master branch.