MGZ_Resize: moveq #0,d0 move.b (Dynamic_resize_routine).w,d0 move.w off_1C92A(pc,d0.w),d0 jmp off_1C92A(pc,d0.w) ; --------------------------------------------------------------------------- off_1C92A: dc.w loc_1C930-off_1C92A dc.w loc_1C96E-off_1C92A dc.w locret_1C9C8-off_1C92A ; --------------------------------------------------------------------------- ... loc_1C96E: cmpi.w #$3A00,(Camera_X_pos).w blo.s loc_1C9A8 move.w #$3C80,d0 cmp.w (Camera_X_pos).w,d0 bhi.s locret_1C9C6 move.w d0,(Camera_min_X_pos).w move.w d0,(Camera_target_min_X_pos).w jsr (Create_New_Sprite).l bne.s loc_1C9A2 move.l #Obj_A1_1_MGZ2_Boss,(a1) move.w #$3D20,$10(a1) move.w #$668,$14(a1) loc_1C9A2: addq.b #2,(Dynamic_resize_routine).w rtsI intentionally sneaked in a weird quirk in my previous post related to this. Can you figure out what it is? I'll wait.
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Welcome back.
dc.w MGZ_Resize-LevelResizeArray dc.w MGZ_Resize-LevelResizeArrayFor whatever reason, Marble Garden Zone 1 uses the same set of dynamic resize routines as Marble Garden Zone 2. In practice, this does not affect act 1 at all, because act 2 is longer than act 1, and all the interesting stuff only happens beyond the natural end of act 1.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_W6x_NBjt3mKr71K2-J_MacVWVaFlRbl9i6bEe9FnVqggyb0dNKZg77mUdqXAJ_Ic45tDjLs0zGHT_qFPHFrHRdUI78ZbnVobVPDYOsQrKg5JcepseiYnh-XwUuDWm007cYqdAjD1F1Tn/s1600/2.png)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEityWV5W3dbyf3RHcSSi-e-ChIRBvv7Vi_GKwdhvMAUEyimYXr_hIqXs857MKhjnzmn5gJBHQkCOo79v-738plGbdryTx5lXhCPeNGKLEuTYxi18bqy56gegcJWb4l5j6VEjpdu63QUpz2v/s1600/1.png)
However, because the developers were lazy setting most of the level sizes, so as long as you avoid spawning the act 1 boss object, going beyond the end of the level will put you in the act 1 loopback. And sure enough, once you're there, if you make your way to the right coordinates, the act 2 boss will spawn in act 1.
This is used in the current speedrun world record in order to completely skip over Marble Garden Zone 2.
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