[Tutorial] How to extend Sonic 1 Debug Mode (Macro AS)

Mildanner

Newcomer
So if you want to extend Debug Mode for Sonic 1 Macro AS, you should go to _inc/DebugList.asm on your disassembly.

For this, you will see this single monitor code:
Code:
        dbug    Map_Monitor,    id_Monitor,    0,    0,    make_art_tile(ArtTile_Monitor,0,0)

If you want make sure that the monitor does not do anything like, you want to extend it like in RSDK version? Here it is:
Code:
    dbug    Map_Monitor,    id_Monitor,    7,    9,    make_art_tile(ArtTile_Monitor,0,0) ; S Monitor
    dbug    Map_Monitor,    id_Monitor,    4,    6,    make_art_tile(ArtTile_Monitor,0,0) ; Shield
    dbug    Map_Monitor,    id_Monitor,    3,    5,    make_art_tile(ArtTile_Monitor,0,0) ; Speed Shoes
    dbug    Map_Monitor,    id_Monitor,    5,    7,    make_art_tile(ArtTile_Monitor,0,0) ; Invincibility
    dbug    Map_Monitor,    id_Monitor,    6,    8,    make_art_tile(ArtTile_Monitor,0,0) ; 10 rings
    dbug    Map_Monitor,    id_Monitor,    2,    4,    make_art_tile(ArtTile_Monitor,0,0) ; Sonic 1UP
    dbug    Map_Monitor,    id_Monitor,    1,    3,    make_art_tile(ArtTile_Monitor,0,0) ; Eggman
    dbug    Map_Monitor,    id_Monitor,    8,    10,    make_art_tile(ArtTile_Monitor,0,0) ; Goggles

For other items, you should replace the one
Code:
        dbug    Map_Bonus,    id_HiddenBonus,    1,    1,    make_art_tile(ArtTile_Hidden_Points,0,1)
With
Code:
    dbug    Map_Bonus,    id_HiddenBonus,    1,    1,    make_art_tile(ArtTile_Hidden_Points,0,1)
    dbug    Map_Bonus,    id_HiddenBonus,    2,    2,    make_art_tile(ArtTile_Hidden_Points,0,1)
    dbug    Map_Bonus,    id_HiddenBonus,    3,    3,    make_art_tile(ArtTile_Hidden_Points,0,1)

And okay, if you want one more objects like Signpost or bosses. Here it is.

For Signpost
Code:
    dbug    Map_Sign,    id_Signpost,    1,    0,    make_art_tile(ArtTile_Signpost,0,1)
For Eggman Prison
Code:
    dbug    Map_Pri,    id_Prison,    2,    2,    make_art_tile(ArtTile_Prison_Capsule,0,1)
    dbug    Map_Pri,    id_Prison,    1,    1,    make_art_tile(ArtTile_Prison_Capsule,0,1)
For Spring
Code:
    dbug    Map_Spring,    id_Springs,    0,    0,    make_art_tile(ArtTile_Spring_Horizontal,0,0)
    dbug    Map_Spring,    id_Springs,    2,    0,    make_art_tile(ArtTile_Spring_Horizontal,1,0)
    dbug    Map_Spring,    id_Springs,    $10,    3,    make_art_tile(ArtTile_Spring_Vertical,0,0)
    dbug    Map_Spring,    id_Springs,    $12,    3,    make_art_tile(ArtTile_Spring_Vertical,1,0)

Here it is, now you got the extended debug mode for Sonic 1. You can do the same process but for the zones, one bonus is the Spring thing.

😃 Happy hacking!
 
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