Flying Battery Zone's boss has a different set of art, and the way it works is also a bit different. The first frame is shown while the player's position is being tracked, and flips horizontally to show Eggman actively searching for the player. The third and fourth frames work the same as before. Due to an oversight, however, the second frame is never used.
To fix this, go over to the Obj_FBZRobotnikHead object and replace the code at loc_67BFC with this:
loc_67BFC: clr.b $22(a0) movea.w $44(a0),a1 btst #2,$38(a1) beq.s loc_67C12 move.b #1,$22(a0)Rebuild the ROM, wait for the boss to begin swinging around the platform and...
Hey, it's our old pal from the Data Select screen!
Additionally, you can also go over to the Obj_FBZEndBoss object and replace the code at loc_706C2 with this:
loc_706C2: move.w d0,$14(a0) move.b #4,5(a0) move.b #$84,$38(a0) move.w #$5F,$2E(a0) move.l #loc_707EC,$34(a0) rtsThis will make the boss also use the missing frame during its initial swing.
Was this the intended use for that frame?
ReplyDeleteYes, it was just a single-character typo.
DeleteWas the triggering code for the Eggman laughing animations erased as well?
ReplyDeleteOr did they just run out of time for creating new frames?
What about other unused objects, like Eggman flying away towards the horizon?
My guess is that they ditched the laughing animation because they were looking to save VRAM space.
DeleteThe code for the "fleeing Eggman" object is only present in standalone Sonic 3. I will cover it eventually.