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SCHG How-to

Extend the level index past $10 in Sonic 2

From Sonic Retro

Initial Notes and Revisions Done

(Original guide by kram, current revision that fixes major bugs and extends properly by GARY 'M 9)

(Updated again by kram, adding back custom titlecard mappings howto, due to guide being unfinished, thus finally fixing the "ZONE ZONE" bug. Replace all the empty levels with your new ones.)

(Updated by silent.creature, fixing some code within the procedures)

(Updated by kram, moved to the current GIT disassembly)

WARNING: Unless you are working with Xenowhirl's 2007 Sonic 2 disassembly, I strongly recommend you port the Sonic 1 sound driver first before proceeding. A lot of major data shifting will occur in this tutorial and it will make the rom size a lot bigger than it was before. This will break the Sonic 2 or even Sonic 2 beta sound driver; thus, you definitely want Sonic 1 sound driver due to the fact that it can take the shifting and still work properly. However, if you are using Xenowhirl's 2007 Sonic 2 disassembly, it is not necessary to port any other sound driver, since it uses disassembled Z80 code which automatically references the correct locations and can thus work properly even if there are massive location shifts.

EDIT: If you are using the svn/hg/git version, this should not be a problem because those have the sound driver disassembled and macros to keep the driver properly aligned. For this reason, we will now be using that instead of the xenowhirl one we used in the past.

You probably noticed that all the indexes in the game stop at $10 and when you try to extend them, by extending the Main Level Load Blocks index, you get weird glitches and crashes. It means you haven't extended all the indexes that need to be extended.

We will initially extend the indexes for $20 zones, but we show that this can be extended to any number between $11 and $7F. (I didn't tried $80 and more because of the ROM cartridge size, but I think it is possible.) You will see frequently the variable-label NumberOfZones, just to explain this. Please define it or substitute it to its desired value.

Extending the Titlecard index

Extending Main Configuration indexes

Updating TitleCard Data

We need to allocate more card indexes for our new zone. To do this, we find:

; word_13CD4:
Obj34_TitleCardData:
	titlecardobjdata  8,   0, $80, $1B, $240, $120, $B8	; zone name
	titlecardobjdata $A, $11, $40, $1C,  $28, $148, $D0	; "ZONE"
	titlecardobjdata $C, $12, $18, $1C,  $68, $188, $D0	; act number
	titlecardobjdata  2,   0,   0,   0,    0,    0,   0	; blue background
	titlecardobjdata  4, $15, $48,   8, $2A8, $168,$120	; bottom yellow part
	titlecardobjdata  6, $16,   8, $15,  $80,  $F0, $F0	; left red part
Obj34_TitleCardData_End:

and change this to:

; word_13CD4:
Obj34_TitleCardData:
	titlecardobjdata  8,   0,	      $80, $1B, $240, $120, $B8	; zone name
	titlecardobjdata $A, NumberOfZones+1, $40, $1C,  $28, $148, $D0	; "ZONE"
	titlecardobjdata $C, NumberOfZones+2, $18, $1C,  $68, $188, $D0	; act number
	titlecardobjdata  2,   0,		0,   0,    0,    0,   0	; blue background
	titlecardobjdata  4, NumberOfZones+5, $48,   8, $2A8, $168,$120	; bottom yellow part
	titlecardobjdata  6, NumberOfZones+6,	8, $15,  $80,  $F0, $F0	; left red part
Obj34_TitleCardData_End:

Where NumberOfZones is the total number of zones you want in the game. As we said before, we will work with $20 zones. The best place for it, is in s2.constants.asm

Fixing Act Number Handler

Now, find:

Obj34_ActNumber:	; the act number, coming in
	jsr	Obj34_Wait(pc)
	move.b	(Current_Zone).w,d0	; get the current zone
	cmpi.b	#sky_chase_zone,d0	; is it Sky Chase?
	beq.s	BranchTo9_DeleteObject	; if yes, branch
	cmpi.b	#wing_fortress_zone,d0	; is it Wing Fortress?
	beq.s	BranchTo9_DeleteObject	; if yes, branch
	cmpi.b	#death_egg_zone,d0	; is it Death Egg Zone?
	beq.s	BranchTo9_DeleteObject	; if yes, branch
	move.b	(Current_Act).w,d1	; get the current act
	addi.b	#$12,d1			; add $12 to it (this is the index of the "1" frame in the mappings)
	cmpi.b	#metropolis_zone_2,d0	; are we in Metropolis Zone Act 3?
	bne.s	+			; if not, branch
	moveq	#$14,d1			; use the "3" frame instead

and change it to:

Obj34_ActNumber:	; the act number, coming in
	jsr	Obj34_Wait(pc)
	move.b	(Current_Zone).w,d0	; get the current zone
	cmpi.b	#sky_chase_zone,d0	; is it Sky Chase?
	beq.s	BranchTo9_DeleteObject	; if yes, branch
	cmpi.b	#wing_fortress_zone,d0	; is it Wing Fortress?
	beq.s	BranchTo9_DeleteObject	; if yes, branch
	cmpi.b	#death_egg_zone,d0	; is it Death Egg Zone?
	beq.s	BranchTo9_DeleteObject	; if yes, branch
	move.b	(Current_Act).w,d1	; get the current act
	addi.b	#NumberOfZones+2,d1	; Act number mappings (Act 1)
	cmpi.b	#metropolis_zone_2,d0	; are we in Metropolis Zone Act 3?
	bne.s	+			; if not, branch
	moveq	#NumberOfZones+4,d1	; Act number mappings (Act 3).  Used for drawing MTZ (0x05) titlecard only

Now we have the offset data of where to load the mappings for the titlecards shifted so that we can now start working on updating the mappings and not have that strange "ZONE ZONE" bug that GARY 'M 9 left behind and I intended to correct.

Adding new Art Load Cue Data to the TitleCards for New Zones

Next, another thing I wanted to see others correct. this time, I will explain why I changed byte_15820 into a 16-bit relative offset index as opposed to it staying as a byte-by-byte relative offset that does not point correctly, and to appropriately handle the string data in word_15832, as well as allow that string data to be properly represented. This time I will make it even clearer too.

Next off, in this part of the hack the first thing before converting to a better manageable datatype, we want to replace the byte_15820 handler with a better one.

Look for:

; loc_157D2:
LoadTitleCard:
	bsr.s	LoadTitleCard0
	moveq	#0,d0
	move.b	(Current_Zone).w,d0
	move.b	Off_TitleCardLetters(pc,d0.w),d0
	lea	TitleCardLetters(pc),a0
	lea	(a0,d0.w),a0
	move.l	#vdpComm(tiles_to_bytes(ArtTile_LevelName),VRAM,WRITE),d0

and we want to replace it with:

; loc_157D2:
LoadTitleCard:
	bsr.s	LoadTitleCard0
	moveq	#0,d0
	move.b	(Current_Zone).w,d0
	add.w	d0,d0
	move.w	Off_TitleCardLetters(pc,d0.w),d0
	lea	Off_TitleCardLetters(pc,d0.w),a0
	move.l	#vdpComm(tiles_to_bytes(ArtTile_LevelName),VRAM,WRITE),d0

That takes care of the loader, now time to update the string data.

find:

; byte_15820:
Off_TitleCardLetters:
	dc.b TitleCardLetters_EHZ - TitleCardLetters	; 0
	dc.b TitleCardLetters_EHZ - TitleCardLetters	; 1
	dc.b TitleCardLetters_EHZ - TitleCardLetters	; 2
	dc.b TitleCardLetters_EHZ - TitleCardLetters	; 3
	dc.b TitleCardLetters_MTZ - TitleCardLetters	; 4
	dc.b TitleCardLetters_MTZ - TitleCardLetters	; 5
	dc.b TitleCardLetters_WFZ - TitleCardLetters	; 6
	dc.b TitleCardLetters_HTZ - TitleCardLetters	; 7
	dc.b TitleCardLetters_HPZ - TitleCardLetters	; 8
	dc.b TitleCardLetters_EHZ - TitleCardLetters	; 9
	dc.b TitleCardLetters_OOZ - TitleCardLetters	; A
	dc.b TitleCardLetters_MCZ - TitleCardLetters	; B
	dc.b TitleCardLetters_CNZ - TitleCardLetters	; C
	dc.b TitleCardLetters_CPZ - TitleCardLetters	; D
	dc.b TitleCardLetters_DEZ - TitleCardLetters	; E
	dc.b TitleCardLetters_ARZ - TitleCardLetters	; F
	dc.b TitleCardLetters_SCZ - TitleCardLetters	; 10
	even

 ; temporarily remap characters to title card letter format
 ; Characters are encoded as Aa, Bb, Cc, etc. through a macro
 charset 'A',0	; can't have an embedded 0 in a string
 charset 'B',"\4\8\xC\4\x10\x14\x18\x1C\x1E\x22\x26\x2A\4\4\x30\x34\x38\x3C\x40\x44\x48\x4C\x52\x56\4"
 charset 'a',"\4\4\4\4\4\4\4\4\2\4\4\4\6\4\4\4\4\4\4\4\4\4\6\4\4"
 charset '.',"\x5A"

; Defines which letters load for the continue screen
; Each letter occurs only once, and  the letters ENOZ (i.e. ZONE) aren't loaded here
; However, this is hidden by the titleLetters macro, and normal titles can be used
; (the macro is defined near SpecialStage_ResultsLetters, which uses it before here)

; word_15832:
TitleCardLetters:

TitleCardLetters_EHZ:
	titleLetters	"EMERALD HILL"
TitleCardLetters_MTZ:
	titleLetters	"METROPOLIS"
TitleCardLetters_HTZ:
	titleLetters	"HILL TOP"
TitleCardLetters_HPZ:
	titleLetters	"HIDDEN PALACE"
TitleCardLetters_OOZ:
	titleLetters	"OIL OCEAN"
TitleCardLetters_MCZ:
	titleLetters	"MYSTIC CAVE"
TitleCardLetters_CNZ:
	titleLetters	"CASINO NIGHT"
TitleCardLetters_CPZ:
	titleLetters	"CHEMICAL PLANT"
TitleCardLetters_ARZ:
	titleLetters	"AQUATIC RUIN"
TitleCardLetters_SCZ:
	titleLetters	"SKY CHASE"
TitleCardLetters_WFZ:
	titleLetters	"WING FORTRESS"
TitleCardLetters_DEZ:
	titleLetters	"DEATH EGG"

 charset ; revert character set

and replace it with:

;byte_15820
Off_TitleCardLetters:	offsetTable
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 00
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 01
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 02
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 03
	offsetTableEntry.w TitleCardLetters_MTZ ; MTZ Titlecard 04
	offsetTableEntry.w TitleCardLetters_MTZ ; MTZ Titlecard 05
	offsetTableEntry.w TitleCardLetters_WFZ ; WFZ Titlecard 06
	offsetTableEntry.w TitleCardLetters_HTZ ; HTZ Titlecard 07
	offsetTableEntry.w TitleCardLetters_HPZ ; HPZ Titlecard 08
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 09
	offsetTableEntry.w TitleCardLetters_OOZ ; OOZ Titlecard 0A
	offsetTableEntry.w TitleCardLetters_MCZ ; MCZ Titlecard 0B
	offsetTableEntry.w TitleCardLetters_CNZ ; CNZ Titlecard 0C
	offsetTableEntry.w TitleCardLetters_CPZ ; CPZ Titlecard 0D
	offsetTableEntry.w TitleCardLetters_DEZ ; DEZ Titlecard 0E
	offsetTableEntry.w TitleCardLetters_ARZ ; ARZ Titlecard 0F
	offsetTableEntry.w TitleCardLetters_SCZ ; SCZ Titlecard 10
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 11
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 12
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 13
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 14
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 15
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 16
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 17
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 18
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 19
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 1A
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 1B
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 1C
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 1D
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 1E
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 1F
	offsetTableEntry.w TitleCardLetters_EHZ ; EHZ Titlecard 20

 ; temporarily remap characters to title card letter format
 ; Characters are encoded as Aa, Bb, Cc, etc. through a macro
 charset 'A',0	; can't have an embedded 0 in a string
 charset 'B',"\4\8\xC\4\x10\x14\x18\x1C\x1E\x22\x26\x2A\4\4\x30\x34\x38\x3C\x40\x44\x48\x4C\x52\x56\4"
 charset 'a',"\4\4\4\4\4\4\4\4\2\4\4\4\6\4\4\4\4\4\4\4\4\4\6\4\4"
 charset '.',"\x5A"

; Defines which letters load for the continue screen
; Each letter occurs only once, and  the letters ENOZ (i.e. ZONE) aren't loaded here
; However, this is hidden by the titleLetters macro, and normal titles can be used
; (the macro is defined near SpecialStage_ResultsLetters, which uses it before here)

; word_15832:
TitleCardLetters:

TitleCardLetters_EHZ:
	titleLetters	"EMERALD HILL"
TitleCardLetters_MTZ:
	titleLetters	"METROPOLIS"
TitleCardLetters_HTZ:
	titleLetters	"HILL TOP"
TitleCardLetters_HPZ:
	titleLetters	"HIDDEN PALACE"
TitleCardLetters_OOZ:
	titleLetters	"OIL OCEAN"
TitleCardLetters_MCZ:
	titleLetters	"MYSTIC CAVE"
TitleCardLetters_CNZ:
	titleLetters	"CASINO NIGHT"
TitleCardLetters_CPZ:
	titleLetters	"CHEMICAL PLANT"
TitleCardLetters_ARZ:
	titleLetters	"AQUATIC RUIN"
TitleCardLetters_SCZ:
	titleLetters	"SKY CHASE"
TitleCardLetters_WFZ:
	titleLetters	"WING FORTRESS"
TitleCardLetters_DEZ:
	titleLetters	"DEATH EGG"

 charset ; revert character set

Point Fix: This data manager, as implemented, doesn't work with a byte-string data. If you tried to use that byte-string data, you've noticed weird names. For example, Emerald Hill became Emepqrs T?rr.

This adds the basic card configuration to our new levels. You can freely edit the entries of this table to suit your needs.

Extending TitleCard Sprite Mappings

Now, find:

; -------------------------------------------------------------------------------
; sprite mappings
; -------------------------------------------------------------------------------
Obj34_MapUnc_147BA:	offsetTable
	offsetTableEntry.w word_147E8
	offsetTableEntry.w word_147E8
	offsetTableEntry.w word_147E8
	offsetTableEntry.w word_147E8
	offsetTableEntry.w word_14842
	offsetTableEntry.w word_14842
	offsetTableEntry.w word_14B24
	offsetTableEntry.w word_14894
	offsetTableEntry.w word_148CE
	offsetTableEntry.w word_147E8
	offsetTableEntry.w word_14930
	offsetTableEntry.w word_14972
	offsetTableEntry.w word_149C4
	offsetTableEntry.w word_14A1E
	offsetTableEntry.w word_14B86
	offsetTableEntry.w word_14A88
	offsetTableEntry.w word_14AE2
	offsetTableEntry.w word_14BC8
	offsetTableEntry.w word_14BEA
	offsetTableEntry.w word_14BF4
	offsetTableEntry.w word_14BFE
	offsetTableEntry.w word_14C08
	offsetTableEntry.w word_14C32
word_147E8:	dc.w $B
	dc.w 5,	$8580, $82C0, $FFC3
	dc.w 9,	$85DE, $82EF, $FFD0
	dc.w 5,	$8580, $82C0, $FFE8
	dc.w 5,	$85E4, $82F2, $FFF8
	dc.w 5,	$85E8, $82F4, 8
	dc.w 5,	$85EC, $82F6, $18
	dc.w 5,	$85F0, $82F8, $28
	dc.w 5,	$85F4, $82FA, $48
	dc.w 1,	$85F8, $82FC, $58
	dc.w 5,	$85EC, $82F6, $60
	dc.w 5,	$85EC, $82F6, $70
word_14842:	dc.w $A
	dc.w 9,	$85DE, $82EF, $FFE0
	dc.w 5,	$8580, $82C0, $FFF8
	dc.w 5,	$85E4, $82F2, 8
	dc.w 5,	$85E8, $82F4, $18
	dc.w 5,	$8588, $82C4, $28
	dc.w 5,	$85EC, $82F6, $38
	dc.w 5,	$8588, $82C4, $48
	dc.w 5,	$85F0, $82F8, $58
	dc.w 1,	$85F4, $82FA, $68
	dc.w 5,	$85F6, $82FB, $70
word_14894:	dc.w 7
	dc.w 5,	$85DE, $82EF, 8
	dc.w 1,	$85E2, $82F1, $18
	dc.w 5,	$85E4, $82F2, $20
	dc.w 5,	$85E4, $82F2, $30
	dc.w 5,	$85E8, $82F4, $51
	dc.w 5,	$8588, $82C4, $60
	dc.w 5,	$85EC, $82F6, $70
word_148CE:	dc.w $C
	dc.w 5,	$85DE, $82EF, $FFB8
	dc.w 1,	$85E2, $82F1, $FFC8
	dc.w 5,	$85E4, $82F2, $FFD0
	dc.w 5,	$85E4, $82F2, $FFE0
	dc.w 5,	$8580, $82C0, $FFF0
	dc.w 5,	$8584, $82C2, 0
	dc.w 5,	$85E8, $82F4, $20
	dc.w 5,	$85EC, $82F6, $30
	dc.w 5,	$85F0, $82F8, $40
	dc.w 5,	$85EC, $82F6, $50
	dc.w 5,	$85F4, $82FA, $60
	dc.w 5,	$8580, $82C0, $70
word_14930:	dc.w 8
	dc.w 5,	$8588, $82C4, $FFFB
	dc.w 1,	$85DE, $82EF, $B
	dc.w 5,	$85E0, $82F0, $13
	dc.w 5,	$8588, $82C4, $33
	dc.w 5,	$85E4, $82F2, $43
	dc.w 5,	$8580, $82C0, $53
	dc.w 5,	$85E8, $82F4, $60
	dc.w 5,	$8584, $82C2, $70
word_14972:	dc.w $A
	dc.w 9,	$85DE, $82EF, $FFD0
	dc.w 5,	$85E4, $82F2, $FFE8
	dc.w 5,	$85E8, $82F4, $FFF8
	dc.w 5,	$85EC, $82F6, 8
	dc.w 1,	$85F0, $82F8, $18
	dc.w 5,	$85F2, $82F9, $20
	dc.w 5,	$85F2, $82F9, $41
	dc.w 5,	$85F6, $82FB, $50
	dc.w 5,	$85FA, $82FD, $60
	dc.w 5,	$8580, $82C0, $70
word_149C4:	dc.w $B
	dc.w 5,	$85DE, $82EF, $FFD1
	dc.w 5,	$85E2, $82F1, $FFE0
	dc.w 5,	$85E6, $82F3, $FFF0
	dc.w 1,	$85EA, $82F5, 0
	dc.w 5,	$8584, $82C2, 8
	dc.w 5,	$8588, $82C4, $18
	dc.w 5,	$8584, $82C2, $38
	dc.w 1,	$85EA, $82F5, $48
	dc.w 5,	$85EC, $82F6, $50
	dc.w 5,	$85F0, $82F8, $60
	dc.w 5,	$85F4, $82FA, $70
word_14A1E:	dc.w $D
	dc.w 5,	$85DE, $82EF, $FFA4
	dc.w 5,	$85E2, $82F1, $FFB4
	dc.w 5,	$8580, $82C0, $FFC4
	dc.w 9,	$85E6, $82F3, $FFD1
	dc.w 1,	$85EC, $82F6, $FFE9
	dc.w 5,	$85DE, $82EF, $FFF1
	dc.w 5,	$85EE, $82F7, 0
	dc.w 5,	$85F2, $82F9, $10
	dc.w 5,	$85F6, $82FB, $31
	dc.w 5,	$85F2, $82F9, $41
	dc.w 5,	$85EE, $82F7, $50
	dc.w 5,	$8584, $82C2, $60
	dc.w 5,	$85FA, $82FD, $70
word_14A88:	dc.w $B
	dc.w 5,	$85DE, $82EF, $FFD2
	dc.w 5,	$85E2, $82F1, $FFE2
	dc.w 5,	$85E6, $82F3, $FFF2
	dc.w 5,	$85DE, $82EF, 0
	dc.w 5,	$85EA, $82F5, $10
	dc.w 1,	$85EE, $82F7, $20
	dc.w 5,	$85F0, $82F8, $28
	dc.w 5,	$85F4, $82FA, $48
	dc.w 5,	$85E6, $82F3, $58
	dc.w 1,	$85EE, $82F7, $68
	dc.w 5,	$8584, $82C2, $70
word_14AE2:	dc.w 8
	dc.w 5,	$85DE, $82EF, $FFF0
	dc.w 5,	$85E2, $82F1, 0
	dc.w 5,	$85E6, $82F3, $10
	dc.w 5,	$85EA, $82F5, $30
	dc.w 5,	$85EE, $82F7, $40
	dc.w 5,	$85F2, $82F9, $50
	dc.w 5,	$85DE, $82EF, $60
	dc.w 5,	$8580, $82C0, $70
word_14B24:	dc.w $C
	dc.w 9,	$85DE, $82EF, $FFB1
	dc.w 1,	$85E4, $82F2, $FFC8
	dc.w 5,	$8584, $82C2, $FFD0
	dc.w 5,	$85E6, $82F3, $FFE0
	dc.w 5,	$85EA, $82F5, 1
	dc.w 5,	$8588, $82C4, $10
	dc.w 5,	$85EE, $82F7, $20
	dc.w 5,	$85F2, $82F9, $30
	dc.w 5,	$85EE, $82F7, $40
	dc.w 5,	$8580, $82C0, $50
	dc.w 5,	$85F6, $82FB, $5F
	dc.w 5,	$85F6, $82FB, $6F
word_14B86:	dc.w 8
	dc.w 5,	$85DE, $82EF, $FFF2
	dc.w 5,	$8580, $82C0, 2
	dc.w 5,	$85E2, $82F1, $10
	dc.w 5,	$85E6, $82F3, $20
	dc.w 5,	$85EA, $82F5, $30
	dc.w 5,	$8580, $82C0, $51
	dc.w 5,	$85EE, $82F7, $60
	dc.w 5,	$85EE, $82F7, $70
word_14BC8:	dc.w 4
	dc.w 5,	$858C, $82C6, 1
	dc.w 5,	$8588, $82C4, $10
	dc.w 5,	$8584, $82C2, $20
	dc.w 5,	$8580, $82C0, $30
word_14BEA:	dc.w 1
	dc.w 7,	$A590, $A2C8, 0
word_14BF4:	dc.w 1
	dc.w $B, $A598,	$A2CC, 0
word_14BFE:	dc.w 1
	dc.w $B, $A5A4,	$A2D2, 0
word_14C08:	dc.w 5
	dc.w $D, $85B0,	$82D8, $FFB8
	dc.w $D, $85B8,	$82DC, $FFD8
	dc.w $D, $85C0,	$82E0, $FFF8
	dc.w $D, $85C8,	$82E4, $18
	dc.w 5,	$85D0, $82E8, $38
word_14C32:	dc.w 7
	dc.w $9003, $85D4, $82EA, 0
	dc.w $B003, $85D4, $82EA, 0
	dc.w $D003, $85D4, $82EA, 0
	dc.w $F003, $85D4, $82EA, 0
	dc.w $1003, $85D4, $82EA, 0
	dc.w $3003, $85D4, $82EA, 0
	dc.w $5003, $85D4, $82EA, 0

If you check the routine of Obj34, you will see this is called from anywhere it is in the ROM. Thus, we can shift this data to another place we can edit it without any code interference. I can suggest you two locations for editing: the first is the end of the disassembly. The second is the end of the header. We will use here the end of disassembly. We will replace it with:

word_14BC8: ;keep this line to prevent errors
	dc.w 4 ; number of letters
	dc.w 5, $858C, $82C6,     0 ;Z
	dc.w 5, $8588, $82C4,   $10 ;O
	dc.w 5, $8584, $82C2,   $20 ;N
	dc.w 5, $8580, $82C0,   $30 ;E
word_14BEA: ;keep this line to prevent errors
	dc.w $1 ; number of digits
	dc.w 7, $A590, $A2C8,     0 ;1
word_14BF4: ;keep this line to prevent errors
	dc.w $1 ; number of digits
	dc.w $B, $A598, $A2CC,    0 ;2
word_14BFE: ;keep this line to prevent errors
	dc.w $1 ; number of digits
	dc.w $B, $A5A4, $A2D2,    0 ;3

for compatibility woth other mappings in the area and put this at the end of your disassembly:

; -------------------------------------------------------------------------------
; sprite mappings
; -------------------------------------------------------------------------------
Obj34_MapUnc_147BA:	offsetTable
	offsetTableEntry.w Titlecard_EHZ ; EHZ 00 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 01 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 02 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 03 
	offsetTableEntry.w Titlecard_MTZ ; MTZ 04
	offsetTableEntry.w Titlecard_MTZ ; MTZ 05
	offsetTableEntry.w Titlecard_WFZ ; WFZ 06
	offsetTableEntry.w Titlecard_HTZ ; HTZ 07
	offsetTableEntry.w Titlecard_HPZ ; HPZ 08
	offsetTableEntry.w Titlecard_EHZ ; EHZ 09 
	offsetTableEntry.w Titlecard_OOZ ; OOZ 0A
	offsetTableEntry.w Titlecard_MCZ ; MCZ 0B
	offsetTableEntry.w Titlecard_CNZ ; CNZ 0C
	offsetTableEntry.w Titlecard_CPZ ; CPZ 0D
	offsetTableEntry.w Titlecard_DEZ ; DEZ 0E
	offsetTableEntry.w Titlecard_ARZ ; ARZ 0F
	offsetTableEntry.w Titlecard_SCZ ; SCZ 10
	offsetTableEntry.w Titlecard_EHZ ; EHZ 11 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 12 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 13 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 14 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 15 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 16 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 17 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 18 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 19 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 1A 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 1B 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 1C 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 1D 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 1E 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 1F 
	offsetTableEntry.w Titlecard_EHZ ; EHZ 20 
	offsetTableEntry.w T_ZONE	 ; "ZONE"
	offsetTableEntry.w T_ACT1	 ; "1"
	offsetTableEntry.w T_ACT2	 ; "2"
	offsetTableEntry.w T_ACT3	 ; "3"
	offsetTableEntry.w T_STH	 ; "SONIC THE HEDGEHOG"
	offsetTableEntry.w T_STRIPEDGE	 ; ">"

TitleCard_EHZ:
	dc.w 11 ; number of letters
	dc.w 5,	$8580, $82C0, $FFC3 ;E
	dc.w 9,	$85DE, $82EF, $FFD0 ;M
	dc.w 5, $8580, $82C0, $FFE8 ;E
	dc.w 5, $85E4, $82F2, $FFF8 ;R
	dc.w 5, $85E8, $82F4,     8 ;A
	dc.w 5, $85EC, $82F6,   $18 ;L
	dc.w 5, $85F0, $82F8,   $28 ;D
 
	dc.w 5, $85F4, $82FA,   $48 ;H
	dc.w 1, $85F8, $82F2,   $58 ;I
	dc.w 5, $85EC, $82F6,   $60 ;L
	dc.w 5, $85EC, $82F6,   $70 ;L
 
 
TitleCard_MTZ:
	dc.w 10 ; number of letters
	dc.w 9, $85DE, $82EF, $FFE0 ;M
	dc.w 5, $8580, $82C0, $FFF8 ;E
	dc.w 5, $85E4, $82F2,     8 ;T
	dc.w 5, $85E8, $82F4,   $18 ;R
	dc.w 5, $8588, $82C4,   $28 ;O
	dc.w 5, $85EC, $82F6,   $38 ;P
	dc.w 5, $8588, $82C4,   $48 ;O
	dc.w 5, $85F0, $82F8,   $58 ;L
	dc.w 1, $85F4, $82FA,   $68 ;I
	dc.w 5, $85F6, $82FB,   $70 ;S
 
TitleCard_WFZ:
	dc.w 12 ; number of letters
	dc.w 9, $85DE, $82EF, $FFB0 ;W
	dc.w 1, $85E4, $82F2, $FFC8 ;I
	dc.w 5, $8584, $82C2, $FFD0 ;N
	dc.w 5, $85E6, $82F3, $FFE0 ;G
 
	dc.w 5, $85EA, $82F5,     0 ;F
	dc.w 5, $8588, $82C4,   $10 ;O
	dc.w 5, $85EE, $82F7,   $20 ;R
	dc.w 5, $85F2, $82F9,   $30 ;T
	dc.w 5, $85EE, $82F7,   $40 ;R
	dc.w 5, $8580, $82C0,   $50 ;E
	dc.w 5, $85F6, $82FB,   $60 ;S
	dc.w 5, $85F6, $82FB,   $70 ;S
 
TitleCard_HTZ:
	dc.w 7 ; number of letters
	dc.w 5, $85DE, $82EF,     8 ;H
	dc.w 1, $85E2, $82F1,   $18 ;I
	dc.w 5, $85E4, $82F2,   $20 ;L
	dc.w 5, $85E4, $82F2,   $30 ;L
 
	dc.w 5, $85E8, $82F4,   $50 ;T
	dc.w 5, $8588, $82C4,   $60 ;O
	dc.w 5, $85EC, $82F6,   $70 ;P
 
TitleCard_HPZ:
	dc.w 12 ; number of letters
	dc.w 5, $85DE, $82EF, $FFB8 ;H
	dc.w 1, $85E2, $82F1, $FFC8 ;I
	dc.w 5, $85E4, $82F2, $FFD0 ;D
	dc.w 5, $85E4, $82F2, $FFE0 ;D
	dc.w 5, $8580, $82C0, $FFF0 ;E
	dc.w 5, $8584, $82C4,     0 ;N
 
	dc.w 5, $85E8, $82F4,   $20 ;P
	dc.w 5, $85EC, $82F6,   $30 ;A
	dc.w 5, $85F0, $82F8,   $40 ;L
	dc.w 5, $85EC, $82F6,   $50 ;A
	dc.w 5, $85F4, $82FA,   $60 ;C
	dc.w 5, $8580, $82C0,   $70 ;E
 
TitleCard_OOZ:
	dc.w 8 ; number of letters
	dc.w 5, $8588, $82C4, $FFF8 ;O
	dc.w 1, $85DE, $82EF,     8 ;I
	dc.w 5, $85E0, $82F0,   $10 ;L
 
	dc.w 5, $8588, $82C4,   $30 ;O
	dc.w 5, $85E4, $82F2,   $40 ;C
	dc.w 5, $8580, $82C0,   $50 ;E
	dc.w 5, $85E8, $82F4,   $60 ;A
	dc.w 5, $8584, $82C2,   $70 ;N
 
TitleCard_MCZ:
	dc.w 10 ; number of letters
	dc.w 9, $85DE, $82EF, $FFD0 ;M
	dc.w 5, $85E4, $82F2, $FFE8 ;Y
	dc.w 5, $85E8, $82F4, $FFF8 ;S
	dc.w 5, $85EC, $82F6,     8 ;T
	dc.w 1, $85F0, $82F8,   $18 ;I
	dc.w 5, $85F2, $82F9,   $20 ;C
 
	dc.w 5, $85F2, $82F9,   $40 ;C
	dc.w 5, $85F6, $82FB,   $50 ;A
	dc.w 5, $85FA, $82FD,   $60 ;V
	dc.w 5, $8580, $82C0,   $70 ;E
 
TitleCard_CNZ:
	dc.w 11 ; number of letters
	dc.w 5, $85DE, $82EF, $FFD0 ;C
	dc.w 5, $85E2, $82F1, $FFE0 ;A
	dc.w 5, $85E6, $82F3, $FFF0 ;S
	dc.w 1, $85EA, $82F5,     0 ;I
	dc.w 5, $8584, $82C2,     8 ;N
	dc.w 5, $8588, $82C4,   $18 ;O
 
	dc.w 5, $8584, $82C2,   $38 ;N
	dc.w 1, $85EA, $82F5,   $48 ;I
	dc.w 5, $85EC, $82F6,   $50 ;G
	dc.w 5, $85F0, $82F8,   $60 ;H
	dc.w 5, $85F4, $82FA,   $70 ;T
 
TitleCard_CPZ:
	dc.w 13 ; number of letters
	dc.w 5, $85DE, $82EF, $FFA0 ;C
	dc.w 5, $85E2, $82F1, $FFB0 ;H
	dc.w 5, $8580, $82C0, $FFC0 ;E
	dc.w 9, $85E6, $82F3, $FFD0 ;M
	dc.w 1, $85EC, $82F6, $FFE8 ;I
	dc.w 5, $85DE, $82EF, $FFF0 ;C
	dc.w 5, $85EE, $82F7,     0 ;A
	dc.w 5, $85F2, $82F9,   $10 ;L
 
	dc.w 5, $85F6, $82FB,   $30 ;P
	dc.w 5, $85F2, $82F9,   $40 ;L
	dc.w 5, $85EE, $82F7,   $50 ;A
	dc.w 5, $8584, $82C2,   $60 ;N
	dc.w 5, $85FA, $82FD,   $70 ;T
 
TitleCard_DEZ:
	dc.w 8 ; number of letters
	dc.w 5, $85DE, $82EF, $FFF0 ;D
	dc.w 5, $8580, $82C0,     0 ;E
	dc.w 5, $85E2, $82F1,   $10 ;A
	dc.w 5, $85E6, $82F3,   $20 ;T
	dc.w 5, $85EA, $82F5,   $30 ;H
 
	dc.w 5, $8580, $82C0,   $50 ;E
	dc.w 5, $85EE, $82F7,   $60 ;G
	dc.w 5, $85EE, $82F7,   $70 ;G
 
TitleCard_ARZ:
	dc.w 11 ; number of letters
	dc.w 5, $85DE, $82EF, $FFD0 ;A
	dc.w 5, $85E2, $82F1, $FFE0 ;Q
	dc.w 5, $85E6, $82F3, $FFF0 ;U
	dc.w 5, $85DE, $82EF,     0 ;A
	dc.w 5, $85EA, $82F5,   $10 ;T
	dc.w 1, $85EE, $82F7,   $20 ;I
	dc.w 5, $85F0, $82F8,   $28 ;C
 
	dc.w 5, $85F4, $82FA,   $48 ;R
	dc.w 5, $85E6, $82F3,   $58 ;U
	dc.w 1, $85EE, $82F7,   $68 ;I
	dc.w 5, $8584, $82C2,   $70 ;N
 
TitleCard_SCZ:
	dc.w 8 ; number of letters
	dc.w 5, $85DE, $82EF, $FFF0 ;S
	dc.w 5, $85E2, $82F1,     0 ;K
	dc.w 5, $85E6, $82F3,   $10 ;Y
 
	dc.w 5, $85EA, $82F5,   $30 ;C
	dc.w 5, $85EE, $82F7,   $40 ;H
	dc.w 5, $85F2, $82F7,   $50 ;A
	dc.w 5, $85DE, $82EF,   $60 ;S
	dc.w 5, $8580, $82C0,   $70 ;E
 
T_ZONE:
	dc.w 4 ; number of letters
	dc.w 5, $858C, $82C6,     0 ;Z
	dc.w 5, $8588, $82C4,   $10 ;O
	dc.w 5, $8584, $82C2,   $20 ;N
	dc.w 5, $8580, $82C0,   $30 ;E
 
T_ACT1:
	dc.w $1 ; number of digits
	dc.w 7, $A590, $A2C8,     0 ;1
 
T_ACT2:
	dc.w $1 ; number of digits
	dc.w $B, $A598, $A2CC,    0 ;2
 
T_ACT3:
	dc.w $1 ; number of digits
	dc.w $B, $A5A4, $A2D2,    0 ;3
 
T_STH:
	dc.w $5 ; number of tiles (what they say is below)
	dc.w $D, $85B0, $82DE, $FFB8 ;SONI
	dc.w $D, $85B8, $82DC, $FFD8 ;C TH
	dc.w $D, $85C0, $82E0, $FFF8 ;E HE
	dc.w $D, $85C8, $82E4,   $18 ;DGEH
	dc.w $5, $85D0, $82E8,   $38 ;OG
 
T_STRIPEDGE:
	dc.w $7 ; number of tiles (to display strip edge)
	dc.w $9003, $85D4, $82EA, 0 ;>
	dc.w $B003, $85D4, $82EA, 0 ;>
	dc.w $D003, $85D4, $82EA, 0 ;>
	dc.w $F003, $85D4, $82EA, 0 ;>
	dc.w $1003, $85D4, $82EA, 0 ;>
	dc.w $3003, $85D4, $82EA, 0 ;>
	dc.w $5003, $85D4, $82EA, 0 ;>
; ==================================================================

To avoid alignment problems, add this line before and after the code above:

    align $200

Extending the Palette Cycle information

Now we want to locate:

; off_19F4:
PalCycle: zoneOrderedOffsetTable 2,1
	zoneOffsetTableEntry.w PalCycle_EHZ	; 0
	zoneOffsetTableEntry.w PalCycle_Null	; 1
	zoneOffsetTableEntry.w PalCycle_WZ	; 2
	zoneOffsetTableEntry.w PalCycle_Null	; 3
	zoneOffsetTableEntry.w PalCycle_MTZ	; 4
	zoneOffsetTableEntry.w PalCycle_MTZ	; 5
	zoneOffsetTableEntry.w PalCycle_WFZ	; 6
	zoneOffsetTableEntry.w PalCycle_HTZ	; 7
	zoneOffsetTableEntry.w PalCycle_HPZ	; 8
	zoneOffsetTableEntry.w PalCycle_Null	; 9
	zoneOffsetTableEntry.w PalCycle_OOZ	; 10
	zoneOffsetTableEntry.w PalCycle_MCZ	; 11
	zoneOffsetTableEntry.w PalCycle_CNZ	; 12
	zoneOffsetTableEntry.w PalCycle_CPZ	; 13
	zoneOffsetTableEntry.w PalCycle_CPZ	; 14
	zoneOffsetTableEntry.w PalCycle_ARZ	; 15
	zoneOffsetTableEntry.w PalCycle_WFZ	; 16
    zoneTableEnd

and replace it with:

; off_19F4:
PalCycle: zoneOrderedOffsetTable 2,1
	zoneOffsetTableEntry.w PalCycle_EHZ	; 00
	zoneOffsetTableEntry.w PalCycle_Null	; 01
	zoneOffsetTableEntry.w PalCycle_WZ	; 02
	zoneOffsetTableEntry.w PalCycle_Null	; 03
	zoneOffsetTableEntry.w PalCycle_MTZ	; 04
	zoneOffsetTableEntry.w PalCycle_MTZ	; 05
	zoneOffsetTableEntry.w PalCycle_WFZ	; 06
	zoneOffsetTableEntry.w PalCycle_HTZ	; 07
	zoneOffsetTableEntry.w PalCycle_HPZ	; 08
	zoneOffsetTableEntry.w PalCycle_Null	; 09
	zoneOffsetTableEntry.w PalCycle_OOZ	; 0A
	zoneOffsetTableEntry.w PalCycle_MCZ	; 0B
	zoneOffsetTableEntry.w PalCycle_CNZ	; 0C
	zoneOffsetTableEntry.w PalCycle_CPZ	; 0D
	zoneOffsetTableEntry.w PalCycle_CPZ	; 0E
	zoneOffsetTableEntry.w PalCycle_ARZ	; 0F
	zoneOffsetTableEntry.w PalCycle_WFZ	; 10
	zoneOffsetTableEntry.w PalCycle_Null	; 11
	zoneOffsetTableEntry.w PalCycle_Null	; 12
	zoneOffsetTableEntry.w PalCycle_Null	; 13
	zoneOffsetTableEntry.w PalCycle_Null	; 14
	zoneOffsetTableEntry.w PalCycle_Null	; 15
	zoneOffsetTableEntry.w PalCycle_Null	; 16
	zoneOffsetTableEntry.w PalCycle_Null	; 17
	zoneOffsetTableEntry.w PalCycle_Null	; 18
	zoneOffsetTableEntry.w PalCycle_Null	; 19
	zoneOffsetTableEntry.w PalCycle_Null	; 1A
	zoneOffsetTableEntry.w PalCycle_Null	; 1B
	zoneOffsetTableEntry.w PalCycle_Null	; 1C
	zoneOffsetTableEntry.w PalCycle_Null	; 1D
	zoneOffsetTableEntry.w PalCycle_Null	; 1E
	zoneOffsetTableEntry.w PalCycle_Null	; 1F
	zoneOffsetTableEntry.w PalCycle_Null	; 20
    zoneTableEnd

That inserts empty slots for the cycling palettes of out new levels.

Extending the static palette list

Next we locate:

;----------------------------------------------------------------------------
; Palette pointers
; (PALETTE DESCRIPTOR ARRAY)
; This struct array defines the palette to use for each level.
;----------------------------------------------------------------------------

palptr	macro	ptr,lineno
	dc.l ptr	; Pointer to palette
	dc.w (Normal_palette+lineno*palette_line_size)&$FFFF	; Location in ram to load palette into
	dc.w bytesToLcnt(ptr_End-ptr)	; Size of palette in (bytes / 4)
	endm

PalPointers:
PalPtr_SEGA:	palptr Pal_SEGA,  0
PalPtr_Title:	palptr Pal_Title, 1
PalPtr_MenuB:	palptr Pal_MenuB, 0
PalPtr_BGND:	palptr Pal_BGND,  0
PalPtr_EHZ:	palptr Pal_EHZ,   1
PalPtr_EHZ2:	palptr Pal_EHZ,   1
PalPtr_WZ:	palptr Pal_WZ,    1
PalPtr_EHZ3:	palptr Pal_EHZ,   1
PalPtr_MTZ:	palptr Pal_MTZ,   1
PalPtr_MTZ2:	palptr Pal_MTZ,   1
PalPtr_WFZ:	palptr Pal_WFZ,   1
PalPtr_HTZ:	palptr Pal_HTZ,   1
PalPtr_HPZ:	palptr Pal_HPZ,   1
PalPtr_EHZ4:	palptr Pal_EHZ,   1
PalPtr_OOZ:	palptr Pal_OOZ,   1
PalPtr_MCZ:	palptr Pal_MCZ,   1
PalPtr_CNZ:	palptr Pal_CNZ,   1
PalPtr_CPZ:	palptr Pal_CPZ,   1
PalPtr_DEZ:	palptr Pal_DEZ,   1
PalPtr_ARZ:	palptr Pal_ARZ,   1
PalPtr_SCZ:	palptr Pal_SCZ,   1
PalPtr_HPZ_U:	palptr Pal_HPZ_U, 0
PalPtr_CPZ_U:	palptr Pal_CPZ_U, 0
PalPtr_ARZ_U:	palptr Pal_ARZ_U, 0
PalPtr_SS:	palptr Pal_SS,    0
PalPtr_MCZ_B:	palptr Pal_MCZ_B, 1
PalPtr_CNZ_B:	palptr Pal_CNZ_B, 1
PalPtr_SS1:	palptr Pal_SS1,   3
PalPtr_SS2:	palptr Pal_SS2,   3
PalPtr_SS3:	palptr Pal_SS3,   3
PalPtr_SS4:	palptr Pal_SS4,   3
PalPtr_SS5:	palptr Pal_SS5,   3
PalPtr_SS6:	palptr Pal_SS6,   3
PalPtr_SS7:	palptr Pal_SS7,   3
PalPtr_SS1_2p:	palptr Pal_SS1_2p,3
PalPtr_SS2_2p:	palptr Pal_SS2_2p,3
PalPtr_SS3_2p:	palptr Pal_SS3_2p,3
PalPtr_OOZ_B:	palptr Pal_OOZ_B, 1
PalPtr_Menu:	palptr Pal_Menu,  0
PalPtr_Result:	palptr Pal_Result,0

; ----------------------------------------------------------------------------

We all know that the palettes are directly addressed here. It means the index above can detect palettes anywhere in the ROM. This label, PalPointers, is called directly. We can, then, move this table to any location we want it in the ROM. Put this after:

    EndOfHeader:

And after this table, put the following line to avoid alignment errors:

    align $200

You can add more indexes to this table this way:

	palptr Palette,   Normal_palette_line2, $17

for a normal level palette, and, for a underwater level palette, you will add the normal palette for that level and its underwater palette.

	palptr UnderwaterPalette,   Normal_palette_line, $1F

You must only have attention when adding more palettes to don't overflow the palette index (yes, it is possible to have 255 palettes...).

Extending Zone Procedures and Scripts

Now we need to add the zone scripts.

Find:

PLC_DYNANM: zoneOrderedOffsetTable 2,2		; Zone ID
	zoneOffsetTableEntry.w Dynamic_Normal	; $00
	zoneOffsetTableEntry.w Animated_EHZ

	zoneOffsetTableEntry.w Dynamic_Null	; $01
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $02
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $03
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Normal	; $04
	zoneOffsetTableEntry.w Animated_MTZ

	zoneOffsetTableEntry.w Dynamic_Normal	; $05
	zoneOffsetTableEntry.w Animated_MTZ

	zoneOffsetTableEntry.w Dynamic_Null	; $06
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_HTZ	; $07
	zoneOffsetTableEntry.w Animated_HTZ

	zoneOffsetTableEntry.w Dynamic_Normal	; $08
	zoneOffsetTableEntry.w Animated_HPZ

	zoneOffsetTableEntry.w Dynamic_Null	; $09
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Normal	; $0A
	zoneOffsetTableEntry.w Animated_OOZ

	zoneOffsetTableEntry.w Dynamic_Null	; $0B
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_CNZ	; $0C
	zoneOffsetTableEntry.w Animated_CNZ

	zoneOffsetTableEntry.w Dynamic_Normal	; $0D
	zoneOffsetTableEntry.w Animated_CPZ

	zoneOffsetTableEntry.w Dynamic_Normal	; $0E
	zoneOffsetTableEntry.w Animated_DEZ

	zoneOffsetTableEntry.w Dynamic_ARZ	; $0F
	zoneOffsetTableEntry.w Animated_ARZ

	zoneOffsetTableEntry.w Dynamic_Null	; $10
	zoneOffsetTableEntry.w Animated_Null
    zoneTableEnd

and add to the end of it just before zoneTableEnd:

	zoneOffsetTableEntry.w Dynamic_Null	; $11
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $12
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $13
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $14
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $15
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $16
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $17
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $18
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $19
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $1A
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $1B
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $1C
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $1D
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $1E
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $1F
	zoneOffsetTableEntry.w Animated_Null

	zoneOffsetTableEntry.w Dynamic_Null	; $20
	zoneOffsetTableEntry.w Animated_Null

This creates scripts for the new levels. To make complex animations (like the HPZ pulsing ball) you will need to create a Anim*level*.bin and add it to the Anim*level*.bin files and add it to the animated pattern mappings. See the section below.

Extending Animated Pattern Mappings

Find:

AnimPatMaps: zoneOrderedOffsetTable 2,1
	zoneOffsetTableEntry.w APM_EHZ		;  0
	zoneOffsetTableEntry.w APM_Null		;  1
	zoneOffsetTableEntry.w APM_Null		;  2
	zoneOffsetTableEntry.w APM_Null		;  3
	zoneOffsetTableEntry.w APM_MTZ		;  4
	zoneOffsetTableEntry.w APM_MTZ		;  5
	zoneOffsetTableEntry.w APM_Null		;  6
	zoneOffsetTableEntry.w APM_EHZ		;  7
	zoneOffsetTableEntry.w APM_HPZ		;  8
	zoneOffsetTableEntry.w APM_Null		;  9
	zoneOffsetTableEntry.w APM_OOZ		; $A
	zoneOffsetTableEntry.w APM_Null		; $B
	zoneOffsetTableEntry.w APM_CNZ		; $C
	zoneOffsetTableEntry.w APM_CPZ		; $D
	zoneOffsetTableEntry.w APM_DEZ		; $E
	zoneOffsetTableEntry.w APM_ARZ		; $F
	zoneOffsetTableEntry.w APM_Null		;$10
    zoneTableEnd

then add this to the end of this index, just before zoneTableEnd:

	zoneOffsetTableEntry.w APM_Null		;$11
	zoneOffsetTableEntry.w APM_Null		;$12
	zoneOffsetTableEntry.w APM_Null		;$13
	zoneOffsetTableEntry.w APM_Null		;$14
	zoneOffsetTableEntry.w APM_Null		;$15
	zoneOffsetTableEntry.w APM_Null		;$16
	zoneOffsetTableEntry.w APM_Null		;$17
	zoneOffsetTableEntry.w APM_Null		;$18
	zoneOffsetTableEntry.w APM_Null		;$19
	zoneOffsetTableEntry.w APM_Null		;$1A
	zoneOffsetTableEntry.w APM_Null		;$1B
	zoneOffsetTableEntry.w APM_Null		;$1C
	zoneOffsetTableEntry.w APM_Null		;$1D
	zoneOffsetTableEntry.w APM_Null		;$1E
	zoneOffsetTableEntry.w APM_Null		;$1F
	zoneOffsetTableEntry.w APM_Null		;$20

then edit and change as needed. Add the new .bin files to below here:

; byte_40372:
APM_EHZ:	begin_animpat
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$0 ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$4 ,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$1 ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$5 ,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$8 ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$C ,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$9 ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$D ,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$10,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$14,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$11,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$15,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$2 ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$6 ,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$3 ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$7 ,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$A ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$E ,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$B ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$F ,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$12,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$16,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$13,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$17,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$18,0,0,3,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$1A,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$19,0,0,3,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$1B,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$1C,0,0,3,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$1E,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZMountains+$1D,0,0,3,0),make_block_tile(ArtTile_ArtUnc_EHZMountains+$1F,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_EHZPulseBall+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZPulseBall+$0,1,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZPulseBall+$1,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZPulseBall+$1,1,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_Checkers+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZPulseBall+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtKos_Checkers+$1,0,0,2,0),make_block_tile(ArtTile_ArtUnc_EHZPulseBall+$1,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_EHZPulseBall+$0,1,0,2,0),make_block_tile(ArtTile_ArtKos_Checkers+$0,1,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_EHZPulseBall+$1,1,0,2,0),make_block_tile(ArtTile_ArtKos_Checkers+$1,1,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Flowers1+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_Flowers1+$0,1,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_Flowers1+$1,0,0,3,0),make_block_tile(ArtTile_ArtUnc_Flowers1+$1,1,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Flowers2+$0,0,0,3,1),make_block_tile(ArtTile_ArtUnc_Flowers2+$0,1,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Flowers2+$1,0,0,3,1),make_block_tile(ArtTile_ArtUnc_Flowers2+$1,1,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Flowers3+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_Flowers3+$0,1,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_Flowers3+$1,0,0,3,0),make_block_tile(ArtTile_ArtUnc_Flowers3+$1,1,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Flowers4+$0,0,0,3,1),make_block_tile(ArtTile_ArtUnc_Flowers4+$0,1,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Flowers4+$1,0,0,3,1),make_block_tile(ArtTile_ArtUnc_Flowers4+$1,1,0,3,1)
APM_EHZ_End:



; byte_403EE:
APM_MTZ:	begin_animpat
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$0,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$0,1,0,1,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$1,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$1,1,0,1,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$2,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$2,1,0,1,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$3,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$3,1,0,1,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$E,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$E,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$F,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$F,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$C,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$C,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$D,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$D,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$A,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$A,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$B,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$B,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$8,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$8,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$9,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$9,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$6,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$6,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$7,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$7,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$4,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$4,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$5,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$5,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$2,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$2,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$3,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$3,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$1,0,0,3,0),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$1,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$4,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$4,1,0,1,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$5,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_1+$5,1,0,1,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$0,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$0,1,0,1,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$1,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$1,1,0,1,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$2,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$2,1,0,1,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$3,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$3,1,0,1,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$4,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$4,1,0,1,0)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$5,0,0,1,0),make_block_tile(ArtTile_ArtUnc_MTZAnimBack_2+$5,1,0,1,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,1),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Lava+$0    ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Lava+$1    ,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,1),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Lava+$2    ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Lava+$3    ,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Lava+$4    ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Lava+$5    ,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Lava+$8    ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Lava+$9    ,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Lava+$6    ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Lava+$7    ,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Lava+$A    ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Lava+$B    ,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$E,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$E,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$F,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$F,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$C,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$C,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$D,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$D,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$A,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$A,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$B,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$B,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$8,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$8,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$9,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$9,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$6,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$6,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$7,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$7,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$4,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$4,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$5,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$5,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$2,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$2,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$3,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$3,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$0,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$0,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_MTZCylinder+$1,0,0,3,1),make_block_tile(ArtTile_ArtUnc_MTZCylinder+$1,0,0,3,1)
APM_MTZ_End:



; byte_404C2:
APM_HPZ:	begin_animpat
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$1,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$2,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$3,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$4,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$5,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$6,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$7,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$1,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$2,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$3,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$4,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$5,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$6,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$7,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$1,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$2,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$3,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$4,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$5,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$6,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$7,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$1,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$2,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$3,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$4,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$5,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$6,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$7,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$1,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$2,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$3,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$4,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$5,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$6,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$7,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$1,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$2,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$3,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$4,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$5,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$6,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$7,0,0,2,0)
	
    if gameRevision<2
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$2,0,0,3,0)
    else
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$2,0,0,3,0)
    endif
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$1,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$4,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$3,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$6,0,0,3,0)

    if gameRevision<2
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$5,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$7,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$2,0,0,3,0)
    else
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$5,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$7,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$2,0,0,3,0)
    endif
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$1,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$4,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$3,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$6,0,0,3,0)
	
    if gameRevision<2
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$5,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$7,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$2,0,0,3,0)
    else
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$5,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$7,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$2,0,0,3,0)
    endif
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$1,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$4,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$3,0,0,3,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$6,0,0,3,0)
	
    if gameRevision<2
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$5,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$7,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$2,0,0,2,0)
    else
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$5,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$7,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$2,0,0,2,0)
    endif
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$1,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$4,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$3,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$6,0,0,2,0)
	
    if gameRevision<2
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$5,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$7,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$2,0,0,2,0)
    else
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$5,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_1+$7,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$2,0,0,2,0)
    endif
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$1,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$4,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$3,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$6,0,0,2,0)
	
    if gameRevision<2
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$5,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$7,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$2,0,0,2,0)
    else
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$5,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_2+$7,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$2,0,0,2,0)
    endif
	
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$1,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$4,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$3,0,0,2,0),make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$6,0,0,2,0)
	
    if gameRevision<2
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$5,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$7,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
    else
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$5,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_HPZPulseOrb_3+$7,0,0,2,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0)
    endif
APM_HPZ_End:



; byte_405B6:
APM_OOZ:	begin_animpat
	dc.w make_block_tile(ArtTile_ArtUnc_OOZPulseBall+$0,0,0,0,1),make_block_tile(ArtTile_ArtUnc_OOZPulseBall+$2,0,0,0,1)
	dc.w make_block_tile(ArtTile_ArtUnc_OOZPulseBall+$1,0,0,0,1),make_block_tile(ArtTile_ArtUnc_OOZPulseBall+$3,0,0,0,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_OOZSquareBall1+$0,0,0,3,1),make_block_tile(ArtTile_ArtUnc_OOZSquareBall1+$1,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_OOZSquareBall1+$2,0,0,3,1),make_block_tile(ArtTile_ArtUnc_OOZSquareBall1+$3,0,0,3,1)
	
    if gameRevision<2
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_OOZSquareBall2+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_OOZSquareBall2+$2,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_OOZSquareBall2+$1,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_OOZSquareBall2+$3,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,0,0)
    else
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_OOZSquareBall2+$0,0,0,3,0)
	dc.w make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_OOZSquareBall2+$2,0,0,3,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_OOZSquareBall2+$1,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_OOZSquareBall2+$3,0,0,3,0),make_block_tile(ArtTile_ArtKos_LevelArt+$0,0,0,2,0)
    endif
	
	dc.w make_block_tile(ArtTile_ArtUnc_Oil1+$0,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil1+$1,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Oil1+$8,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil1+$9,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Oil1+$2,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil1+$3,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Oil1+$A,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil1+$B,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Oil1+$4,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil1+$5,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Oil1+$C,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil1+$D,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Oil1+$6,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil1+$7,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Oil1+$E,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil1+$F,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Oil2+$0,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil2+$1,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Oil2+$8,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil2+$9,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Oil2+$2,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil2+$3,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Oil2+$A,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil2+$B,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Oil2+$4,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil2+$5,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Oil2+$C,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil2+$D,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Oil2+$6,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil2+$7,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Oil2+$E,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Oil2+$F,0,0,2,1)
APM_OOZ_End:



; byte_4061A:
APM_CNZ:	begin_animpat
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$4,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$1,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$5,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$8,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$C,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$9,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$D,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$2,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$6,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$3,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$7,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$A,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$E,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$B,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1+$F,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$4,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$1,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$5,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$8,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$C,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$9,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$D,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$2,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$6,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$3,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$7,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$A,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$E,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$B,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2+$F,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$4,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$1,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$5,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$8,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$C,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$9,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$D,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$2,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$6,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$3,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$7,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$A,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$E,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$B,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3+$F,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$0,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$4,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$1,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$5,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$8,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$C,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$9,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$D,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$2,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$6,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$3,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$7,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$A,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$E,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$B,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2+$F,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$0,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$4,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$1,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$5,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$8,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$C,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$9,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$D,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$2,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$6,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$3,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$7,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$A,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$E,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$B,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1+$F,0,0,3,1)
APM_CNZ_End:



; byte_406BE:
APM_CNZ2P:	begin_animpat
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$4,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$1,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$5,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$8,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$C,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$9,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$D,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$2,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$6,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$3,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$7,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$A,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$E,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$B,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_1_2p+$F,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$4,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$1,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$5,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$8,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$C,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$9,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$D,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$2,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$6,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$3,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$7,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$A,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$E,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$B,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_2_2p+$F,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$0,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$4,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$1,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$5,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$8,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$C,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$9,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$D,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$2,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$6,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$3,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$7,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$A,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$E,0,0,0,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$B,0,0,0,0),make_block_tile(ArtTile_ArtUnc_CNZSlotPics_3_2p+$F,0,0,0,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$0,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$4,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$1,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$5,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$8,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$C,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$9,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$D,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$2,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$6,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$3,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$7,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$A,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$E,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$B,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_2_2p+$F,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$0,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$4,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$1,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$5,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$8,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$C,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$9,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$D,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$2,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$6,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$3,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$7,0,0,3,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$A,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$E,0,0,3,1)
	dc.w make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$B,0,0,3,1),make_block_tile(ArtTile_ArtUnc_CNZFlipTiles_1_2p+$F,0,0,3,1)
APM_CNZ2P_End:



; byte_40762:
APM_CPZ:	begin_animpat
	dc.w make_block_tile(ArtTile_ArtUnc_CPZAnimBack+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_CPZAnimBack+$1,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_CPZAnimBack+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_CPZAnimBack+$1,0,0,2,0)
APM_CPZ_End:



; byte_4076E:
APM_DEZ:	begin_animpat
	dc.w make_block_tile(ArtTile_ArtUnc_DEZAnimBack+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_DEZAnimBack+$1,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_DEZAnimBack+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_DEZAnimBack+$1,0,0,2,0)
APM_DEZ_End:



; byte_4077A:
APM_ARZ:	begin_animpat
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall3+$0  ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall3+$1  ,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall3+$2  ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall3+$3  ,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall2+$0  ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall2+$1  ,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall2+$2  ,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall2+$3  ,0,0,2,1)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_1+$0,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall1_1+$1,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_1+$2,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall1_1+$3,0,0,2,1)
	
	;These are invalid animation entries for waterfalls (bug in original game):
		if 1==1
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$C,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$D,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$E,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$F,0,0,2,1)
		else
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$0,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$1,0,0,2,1)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$2,0,0,2,1),make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$3,0,0,2,1)
		endif
	
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall3+$0  ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall3+$1  ,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall3+$2  ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall3+$3  ,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall2+$0  ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall2+$1  ,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall2+$2  ,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall2+$3  ,0,0,2,0)
	
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_1+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall1_1+$1,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_1+$2,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall1_1+$3,0,0,2,0)
	
	;These are invalid animation entries for waterfalls (bug in original game):
		if 1==1
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$C,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$D,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$E,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$F,0,0,2,0)
		else
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$0,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$1,0,0,2,0)
	dc.w make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$2,0,0,2,0),make_block_tile(ArtTile_ArtUnc_Waterfall1_2+$3,0,0,2,0)
		endif
APM_ARZ_End:



; byte_407BE:
APM_Null:	dc.w   0

and fit this table to suit your needs, creating the necessary load queries for them. (If so, you need to know what you're doing here.)

Extending the 1 Player and 2 Player music playlists

To avoid some code-breaking problems (branches), we will fix this using a different way.

Go to EndOfHeader. If you are really following this tutorial, you've put a PalPointers table there. You will add between those two labels the following procedure:

DefineLevelBGM:
	moveq    #0,d0
	move.b    (Current_Zone).w,d0
	lea    (NormalMusicList).l,a1
	tst.w    (Two_Player_Mode).w
	beq.s    PlayNormalMusic
	lea    (MusicList2PMode).l,a1

PlayNormalMusic:
	move.b    (a1,d0.w),d0
	move.w    d0,(Level_Music).w
	bsr.w    JTR_PlayMusic
	move.b	#ObjID_TitleCard,(TitleCard+id).w ; <-- we need this, or there won't even be a title card, and if we remove it to remove the titlecard, we get a refresh glitch with sonic standing on air.
	jmp    Level_TtlCard
	rts

JTR_PlayMusic:
	jmp    PlayMusic
	rts

NormalMusicList:
    dc.b    MusID_EHZ    ;00
    dc.b    MusID_EHZ    ;01
    dc.b    MusID_EHZ    ;02
    dc.b    MusID_EHZ    ;03
    dc.b    MusID_MTZ    ;04
    dc.b    MusID_MTZ    ;05
    dc.b    MusID_WFZ    ;06
    dc.b    MusID_HTZ    ;07
    dc.b    MusID_HPZ    ;08
    dc.b    MusID_EHZ    ;09
    dc.b    MusID_OOZ    ;0A
    dc.b    MusID_MCZ    ;0B
    dc.b    MusID_CNZ    ;0C
    dc.b    MusID_CPZ    ;0D
    dc.b    MusID_DEZ    ;0E
    dc.b    MusID_ARZ    ;0F
    dc.b    MusID_SCZ    ;10
    dc.b    MusID_EHZ    ;11
    dc.b    MusID_EHZ    ;12
    dc.b    MusID_EHZ    ;13
    dc.b    MusID_EHZ    ;14
    dc.b    MusID_EHZ    ;15
    dc.b    MusID_EHZ    ;16
    dc.b    MusID_EHZ    ;17
    dc.b    MusID_EHZ    ;18
    dc.b    MusID_EHZ    ;19
    dc.b    MusID_EHZ    ;1A
    dc.b    MusID_EHZ    ;1B
    dc.b    MusID_EHZ    ;1C
    dc.b    MusID_EHZ    ;1D
    dc.b    MusID_EHZ    ;1E
    dc.b    MusID_EHZ    ;1F
    dc.b    MusID_EHZ    ;20

    align 4

MusicList2PMode:
    dc.b    MusID_EHZ_2P ;00
    dc.b    MusID_EHZ    ;01
    dc.b    MusID_EHZ    ;02
    dc.b    MusID_EHZ    ;03
    dc.b    MusID_MTZ    ;04
    dc.b    MusID_MTZ    ;05
    dc.b    MusID_WFZ    ;06
    dc.b    MusID_HTZ    ;07
    dc.b    MusID_HPZ    ;08
    dc.b    MusID_EHZ    ;09
    dc.b    MusID_OOZ    ;0A
    dc.b    MusID_MCZ_2P ;0B
    dc.b    MusID_CNZ_2P ;0C
    dc.b    MusID_CPZ    ;0D
    dc.b    MusID_DEZ    ;0E
    dc.b    MusID_ARZ    ;0F
    dc.b    MusID_SCZ    ;10
    dc.b    MusID_EHZ    ;11
    dc.b    MusID_EHZ    ;12
    dc.b    MusID_EHZ    ;13
    dc.b    MusID_EHZ    ;14
    dc.b    MusID_EHZ    ;15
    dc.b    MusID_EHZ    ;16
    dc.b    MusID_EHZ    ;17
    dc.b    MusID_EHZ    ;18
    dc.b    MusID_EHZ    ;19
    dc.b    MusID_EHZ    ;1A
    dc.b    MusID_EHZ    ;1B
    dc.b    MusID_EHZ    ;1C
    dc.b    MusID_EHZ    ;1D
    dc.b    MusID_EHZ    ;1E
    dc.b    MusID_EHZ    ;1F
    dc.b    MusID_EHZ    ;20

    align $200

I decided to enumerate the music ids because it is likely you either extended the existing sound driver, or installed a new one if you added this many zones and you would likely want to not have to worry about fixing the music.

Now, go to Level_GetBGM. You will see this:

; loc_40AE:
Level_GetBgm:
	tst.w	(Demo_mode_flag).w
	bmi.s	+
	moveq	#0,d0
	move.b	(Current_Zone).w,d0
	lea	MusicList(pc),a1
	tst.w	(Two_player_mode).w
	beq.s	Level_PlayBgm
	lea	MusicList2(pc),a1

and replace it with:

; loc_40AE:
Level_GetBgm:
	tst.w	(Demo_mode_flag).w
	bmi.s	+
	jmp    DefineLevelBGM

Extending the demo list

now we will prepare everything so that we can put in new demo files for our new levels.

find:

; off_4948:
; ---------------------------------------------------------------------------
; DEMO SCRIPT POINTERS

; Contains an array of pointers to the script controlling the players actions
; to use for each level.
; ---------------------------------------------------------------------------
; off_4948:
DemoScriptPointers: zoneOrderedTable 4,1
	zoneTableEntry.l Demo_EHZ	; $00
	zoneTableEntry.l Demo_EHZ	; $01
	zoneTableEntry.l Demo_EHZ	; $02
	zoneTableEntry.l Demo_EHZ	; $03
	zoneTableEntry.l Demo_EHZ	; $04
	zoneTableEntry.l Demo_EHZ	; $05
	zoneTableEntry.l Demo_EHZ	; $06
	zoneTableEntry.l Demo_EHZ	; $07
	zoneTableEntry.l Demo_EHZ	; $08
	zoneTableEntry.l Demo_EHZ	; $09
	zoneTableEntry.l Demo_EHZ	; $0A
	zoneTableEntry.l Demo_EHZ	; $0B
	zoneTableEntry.l Demo_CNZ	; $0C
	zoneTableEntry.l Demo_CPZ	; $0D
	zoneTableEntry.l Demo_EHZ	; $0E
	zoneTableEntry.l Demo_ARZ	; $0F
	zoneTableEntry.l Demo_EHZ	; $10

and insert after it:

	zoneTableEntry.l Demo_EHZ	; $11
	zoneTableEntry.l Demo_EHZ	; $12
	zoneTableEntry.l Demo_EHZ	; $13
	zoneTableEntry.l Demo_EHZ	; $14
	zoneTableEntry.l Demo_EHZ	; $15
	zoneTableEntry.l Demo_EHZ	; $16
	zoneTableEntry.l Demo_EHZ	; $17
	zoneTableEntry.l Demo_EHZ	; $18
	zoneTableEntry.l Demo_EHZ	; $19
	zoneTableEntry.l Demo_EHZ	; $1A
	zoneTableEntry.l Demo_EHZ	; $1B
	zoneTableEntry.l Demo_EHZ	; $1C
	zoneTableEntry.l Demo_EHZ	; $1D
	zoneTableEntry.l Demo_EHZ	; $1E
	zoneTableEntry.l Demo_EHZ	; $1F
	zoneTableEntry.l Demo_EHZ	; $20

Extending the Collision index

You would want solidity in your new zones, wouldn't you? Here we will extend the solidity list so that our extra levels can have solid ground for that blue hedgehog to walk on.

Well. We will fit, first, the collision procedure. This way, we can merge both tables into only one.

Find:

LoadCollisionIndexes:
	moveq	#0,d0
	move.b	(Current_Zone).w,d0
	lsl.w	#2,d0
	move.l	#Primary_Collision,(Collision_addr).w
	move.w	d0,-(sp)
	movea.l	Off_ColP(pc,d0.w),a0
	lea	(Primary_Collision).w,a1
	bsr.w	KosDec
	move.w	(sp)+,d0
	movea.l	Off_ColS(pc,d0.w),a0
	lea	(Secondary_Collision).w,a1
	bra.w	KosDec

Now, replace it with this:

LoadCollisionIndexes:
	moveq	#0,d0
	move.b	(Current_Zone).w,d0
	lsl.w	#3,d0			;change to lsl.w #3,d0 to make the offset 8 instead of 4
	move.l	#Primary_Collision,(Collision_addr).w
	move.w	d0,-(sp)		;without this line, CPZ and ARZ solidity will be a little wonky
	movea.l	CollisionData(pc,d0.w),a0
	lea	(Primary_Collision).w,a1
	bsr.w	KosDec
	move.w	(sp)+,d0		;without this line, CPZ and ARZ solidity will be a little wonky
	movea.l	CollisionData+4(pc,d0.w),a0
	lea	(Secondary_Collision).w,a1
	bsr.w	KosDec

I saw no point in leaving the old indexes as dummies here, since that just eats up rom space so I just went to deleting them in the merge.

Change:

; ---------------------------------------------------------------------------
; Pointers to primary collision indexes

; Contains an array of pointers to the primary collision index data for each
; level. 1 pointer for each level, pointing the primary collision index.
; ---------------------------------------------------------------------------
Off_ColP: zoneOrderedTable 4,1
	zoneTableEntry.l ColP_EHZHTZ
	zoneTableEntry.l Off_Level	; 1
	zoneTableEntry.l ColP_MTZ	; 2
	zoneTableEntry.l Off_Level	; 3
	zoneTableEntry.l ColP_MTZ	; 4
	zoneTableEntry.l ColP_MTZ	; 5
	zoneTableEntry.l ColP_WFZSCZ	; 6
	zoneTableEntry.l ColP_EHZHTZ	; 7
	zoneTableEntry.l ColP_OOZ	; 8
	zoneTableEntry.l Off_Level	; 9
	zoneTableEntry.l ColP_OOZ	; 10
	zoneTableEntry.l ColP_MCZ	; 11
	zoneTableEntry.l ColP_CNZ	; 12
	zoneTableEntry.l ColP_CPZDEZ	; 13
	zoneTableEntry.l ColP_CPZDEZ	; 14
	zoneTableEntry.l ColP_ARZ	; 15
	zoneTableEntry.l ColP_WFZSCZ	; 16
    zoneTableEnd

; ---------------------------------------------------------------------------
; Pointers to secondary collision indexes

; Contains an array of pointers to the secondary collision index data for
; each level. 1 pointer for each level, pointing the secondary collision
; index.
; ---------------------------------------------------------------------------
Off_ColS: zoneOrderedTable 4,1
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l Off_Level	; 1
	zoneTableEntry.l ColP_MTZ	; 2
	zoneTableEntry.l Off_Level	; 3
	zoneTableEntry.l ColP_MTZ	; 4
	zoneTableEntry.l ColP_MTZ	; 5
	zoneTableEntry.l ColS_WFZSCZ	; 6
	zoneTableEntry.l ColS_EHZHTZ	; 7
	zoneTableEntry.l ColP_OOZ	; 8
	zoneTableEntry.l Off_Level	; 9
	zoneTableEntry.l ColP_OOZ	; 10
	zoneTableEntry.l ColP_MCZ	; 11
	zoneTableEntry.l ColS_CNZ	; 12
	zoneTableEntry.l ColS_CPZDEZ	; 13
	zoneTableEntry.l ColS_CPZDEZ	; 14
	zoneTableEntry.l ColS_ARZ	; 15
	zoneTableEntry.l ColS_WFZSCZ	; 16
    zoneTableEnd

To:

CollisionData: zoneOrderedTable 4,2
	zoneTableEntry.l ColP_EHZHTZ ;00
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;01
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;02
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;03
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_MTZ    ;04
	zoneTableEntry.l ColP_MTZ
	zoneTableEntry.l ColP_MTZ    ;05
	zoneTableEntry.l ColP_MTZ
	zoneTableEntry.l ColP_WFZSCZ ;06
	zoneTableEntry.l ColS_WFZSCZ
	zoneTableEntry.l ColP_EHZHTZ ;07
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;08
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;09
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_OOZ    ;0A
	zoneTableEntry.l ColP_OOZ
	zoneTableEntry.l ColP_MCZ    ;0B
	zoneTableEntry.l ColP_MCZ
	zoneTableEntry.l ColP_CNZ    ;0C
	zoneTableEntry.l ColS_CNZ
	zoneTableEntry.l ColP_CPZDEZ ;0D
	zoneTableEntry.l ColS_CPZDEZ
	zoneTableEntry.l ColP_CPZDEZ ;0E
	zoneTableEntry.l ColS_CPZDEZ
	zoneTableEntry.l ColP_ARZ    ;0F
	zoneTableEntry.l ColS_ARZ
	zoneTableEntry.l ColP_WFZSCZ ;10
	zoneTableEntry.l ColS_WFZSCZ
	zoneTableEntry.l ColP_EHZHTZ ;11
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;12
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;13
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;14
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;15
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;16
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;17
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;18
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;19
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;1A
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;1B
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;1C
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;1D
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;1E
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;1F
	zoneTableEntry.l ColS_EHZHTZ
	zoneTableEntry.l ColP_EHZHTZ ;20
	zoneTableEntry.l ColS_EHZHTZ
    zoneTableEnd

Extending Rings Index

Instead of doing the word-offset table, we will make a dynamic call routine, like collisions. Of course, we won´t work with compressed ring placement.

We find, initially:

; loc_172A4:
RingsManager_Setup:
	clearRAM Ring_Positions,(Ring_Positions_End-Ring_Positions)
	; d0 = 0
	lea	(Ring_consumption_table).w,a1

	move.w	#bytesToLcnt(Ring_consumption_table_End-Ring_consumption_table-$40),d1	; coding error, that '-$40' shouldn't be there
-	move.l	d0,(a1)+	; only half of Ring_consumption_table is cleared
	dbf	d1,-

	moveq	#0,d5
	moveq	#0,d0
	move.w	(Current_ZoneAndAct).w,d0
	ror.b	#1,d0
	lsr.w	#6,d0
	lea	(Off_Rings).l,a1
	move.w	(a1,d0.w),d0
	lea	(a1,d0.w),a1
	lea	(Ring_Positions+6).w,a2	; first ring is left blank
; loc_172E0:
RingsMgr_NextRowOrCol:

And change it to:

; loc_172A4:
RingsManager_Setup:
	jmp	CarregarAneis
	rts

; loc_172E0:
RingsMgr_NextRowOrCol:

Now, we put the following routine at a good place:

	align $40

CarregarAneis:
	clearRAM Ring_Positions,$600
	; d0 = 0
	lea	(Ring_consumption_table).w,a1
	move.w	#bytesToLcnt($40),d1
-	move.l	d0,(a1)+
	dbf	d1,-

	moveq	#0,d5
	moveq	#0,d0
	; convert zone/act data for an useable format, sequential
	move.w	(Current_ZoneAndAct).w,d0

	ror.b	#1,d0
	lsr.w	#6,d0	;this yields an 8-byte jump.
	add.l d0,d0

	movea.l	RingData(pc,d0.l),a1	; this allows ring data anywhere in the ROM.
	lea	(Ring_Positions).w,a2
	jmp	RingsMgr_NextRowOrCol
	rts
	
RingData: zoneOrderedTable 4,2
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;00
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;01
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;02
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;03
	zoneTableEntry.l	Rings_MTZ_1
	zoneTableEntry.l	Rings_MTZ_2	;04
	zoneTableEntry.l	Rings_MTZ_3
	zoneTableEntry.l	Rings_MTZ_3	;05
	zoneTableEntry.l	Rings_WFZ_1
	zoneTableEntry.l	Rings_WFZ_1	;06
	zoneTableEntry.l	Rings_HTZ_1
	zoneTableEntry.l	Rings_HTZ_2	;07
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;08
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;09
	zoneTableEntry.l	Rings_OOZ_1
	zoneTableEntry.l	Rings_OOZ_2	;0A
	zoneTableEntry.l	Rings_MCZ_1
	zoneTableEntry.l	Rings_MCZ_2	;0B
	zoneTableEntry.l	Rings_CNZ_1
	zoneTableEntry.l	Rings_CNZ_2	;0C
	zoneTableEntry.l	Rings_CPZ_1
	zoneTableEntry.l	Rings_CPZ_2	;0D
	zoneTableEntry.l	Rings_DEZ_1
	zoneTableEntry.l	Rings_DEZ_1	;0E
	zoneTableEntry.l	Rings_ARZ_1
	zoneTableEntry.l	Rings_ARZ_2	;0F
	zoneTableEntry.l	Rings_SCZ_1
	zoneTableEntry.l	Rings_SCZ_1	;10
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;11
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;12
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;13
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;14
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;15
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;16
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;17
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;18
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;19
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;1A
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;1B
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;1C
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;1D
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;1E
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;1F
	zoneTableEntry.l	Rings_EHZ_1
	zoneTableEntry.l	Rings_EHZ_2	;20
    zoneTableEnd

	align $80

You can put this before PalPointers, if you relocated that table as described before.

This routine directly calls the desired ring placement, with no need of attaching them to the table, like the word-offset index does.

Extending the object index

We will make a similar extension for objects. Look for:

; loc_17AB8
ObjectsManager_Init:
	addq.b	#2,(Obj_placement_routine).w
	move.w	(Current_ZoneAndAct).w,d0 ; If level == $0F01 (ARZ 2)...
	ror.b	#1,d0			; then this yields $0F80...
	lsr.w	#6,d0			; and this yields $003E.
	lea	(Off_Objects).l,a0	; Next, we load the first pointer in the object layout list pointer index,
	movea.l	a0,a1			; then copy it for quicker use later.
	adda.w	(a0,d0.w),a0		; (Point1 * 2) + $003E
	tst.w	(Two_player_mode).w	; skip if not in 2-player vs mode
	beq.s	+
	cmpi.b	#casino_night_zone,(Current_Zone).w	; skip if not Casino Night Zone
	bne.s	+
	lea	(Objects_CNZ1_2P).l,a0	; CNZ 1 2-player object layout
	tst.b	(Current_Act).w		; skip if not past act 1
	beq.s	+
	lea	(Objects_CNZ2_2P).l,a0	; CNZ 2 2-player object layout
+

And change that to:

; loc_17AB8
ObjectsManager_Init:
	jmp	CarregarObjetos
	rts

loc_17AF0:
+

Now, put this routine into a good place. If you relocated PalPointers like described before, put this before PalPointers:

	align $40
	
CarregarObjetos:
	addq.b	#2,(Obj_placement_routine).w

	moveq	#0,d0
	move.w	(Current_ZoneAndAct).w,d0	; If level == $0F (ARZ)...
	ror.b	#1,d0
	lsr.w	#6,d0
	add.l	d0,d0
	movea.l	ObjPosData(pc,d0.l),a0
	movea.l	a0,a1
	
	tst.w	(Two_player_mode).w	; skip if not in 2-player vs mode
	beq.s	+
	cmpi.b	#$C,(Current_Zone).w	; skip if not Casino Night Zone
	bne.s	+
	lea	(Objects_CNZ1_2P).l,a0	; CNZ 1 2-player object layout
	tst.b	(Current_Act).w		; skip if not past act 1
	beq.s	+
	lea	(Objects_CNZ2_2P).l,a0	; CNZ 2 2-player object layout

+:
	jmp	loc_17AF0
	rts
	
ObjPosData: zoneOrderedTable 4,2
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;00
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;01
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;02
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;03
	zoneTableEntry.l	Objects_MTZ_1
	zoneTableEntry.l	Objects_MTZ_2	;04
	zoneTableEntry.l	Objects_MTZ_3
	zoneTableEntry.l	Objects_MTZ_3	;05
	zoneTableEntry.l	Objects_WFZ_1
	zoneTableEntry.l	Objects_WFZ_1	;06
	zoneTableEntry.l	Objects_HTZ_1
	zoneTableEntry.l	Objects_HTZ_2	;07
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;08
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;09
	zoneTableEntry.l	Objects_OOZ_1
	zoneTableEntry.l	Objects_OOZ_2	;0A
	zoneTableEntry.l	Objects_MCZ_1
	zoneTableEntry.l	Objects_MCZ_2	;0B
	zoneTableEntry.l	Objects_CNZ_1
	zoneTableEntry.l	Objects_CNZ_2	;0C
	zoneTableEntry.l	Objects_CPZ_1
	zoneTableEntry.l	Objects_CPZ_2	;0D
	zoneTableEntry.l	Objects_DEZ_1
	zoneTableEntry.l	Objects_DEZ_1	;0E
	zoneTableEntry.l	Objects_ARZ_1
	zoneTableEntry.l	Objects_ARZ_2	;0F
	zoneTableEntry.l	Objects_SCZ_1
	zoneTableEntry.l	Objects_SCZ_1	;10
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;11
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;12
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;13
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;14
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;15
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;16
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;17
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;18
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;19
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;1A
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;1B
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;1C
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;1D
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;1E
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;1F
	zoneTableEntry.l	Objects_EHZ_1
	zoneTableEntry.l	Objects_EHZ_2	;20
   zoneTableEnd
	align $80

Extending tiles and patterns index

Find:

;----------------------------------------------------------------------------------
; EHZ 16x16 block mappings (Kosinski compression) ; was: (Kozinski compression)
BM16_EHZ:	BINCLUDE	"mappings/16x16/EHZ.bin"
;-----------------------------------------------------------------------------------
; EHZ/HTZ main level patterns (Kosinski compression)
; ArtKoz_95C24:
ArtKos_EHZ:	BINCLUDE	"art/kosinski/EHZ_HTZ.bin"
;-----------------------------------------------------------------------------------
; HTZ 16x16 block mappings (Kosinski compression)
BM16_HTZ:	BINCLUDE	"mappings/16x16/HTZ.bin"
;-----------------------------------------------------------------------------------
; HTZ pattern suppliment to EHZ level patterns (Kosinski compression)
; ArtKoz_98AB4:
ArtKos_HTZ:	BINCLUDE	"art/kosinski/HTZ_Supp.bin"
;-----------------------------------------------------------------------------------
; EHZ/HTZ 128x128 block mappings (Kosinski compression)
BM128_EHZ:	BINCLUDE	"mappings/128x128/EHZ_HTZ.bin"
;-----------------------------------------------------------------------------------
; MTZ 16x16 block mappings (Kosinski compression)
BM16_MTZ:	BINCLUDE	"mappings/16x16/MTZ.bin"
;-----------------------------------------------------------------------------------
; MTZ main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_MTZ:	BINCLUDE	"art/kosinski/MTZ.bin"
;-----------------------------------------------------------------------------------
; MTZ 128x128 block mappings (Kosinski compression)
BM128_MTZ:	BINCLUDE	"mappings/128x128/MTZ.bin"
;-----------------------------------------------------------------------------------
; OOZ 16x16 block mappings (Kosinski compression)
BM16_OOZ:	BINCLUDE	"mappings/16x16/OOZ.bin"
;-----------------------------------------------------------------------------------
; OOZ main level patterns (Kosinski compression)
; ArtKoz_A4204:
ArtKos_OOZ:	BINCLUDE	"art/kosinski/OOZ.bin"
;-----------------------------------------------------------------------------------
; OOZ 128x128 block mappings (Kosinski compression)
BM128_OOZ:	BINCLUDE	"mappings/128x128/OOZ.bin"
;-----------------------------------------------------------------------------------
; MCZ 16x16 block mappings (Kosinski compression)
BM16_MCZ:	BINCLUDE	"mappings/16x16/MCZ.bin"
;-----------------------------------------------------------------------------------
; MCZ main level patterns (Kosinski compression)
; ArtKoz_A9D74:
ArtKos_MCZ:	BINCLUDE	"art/kosinski/MCZ.bin"
;-----------------------------------------------------------------------------------
; MCZ 128x128 block mappings (Kosinski compression)
BM128_MCZ:	BINCLUDE	"mappings/128x128/MCZ.bin"
;-----------------------------------------------------------------------------------
; CNZ 16x16 block mappings (Kosinski compression)
BM16_CNZ:	BINCLUDE	"mappings/16x16/CNZ.bin"
;-----------------------------------------------------------------------------------
; CNZ main level patterns (Kosinski compression)
; ArtKoz_B0894:
ArtKos_CNZ:	BINCLUDE	"art/kosinski/CNZ.bin"
;-----------------------------------------------------------------------------------
; CNZ 128x128 block mappings (Kosinski compression)
BM128_CNZ:	BINCLUDE	"mappings/128x128/CNZ.bin"
;-----------------------------------------------------------------------------------
; CPZ/DEZ 16x16 block mappings (Kosinski compression)
BM16_CPZ:	BINCLUDE	"mappings/16x16/CPZ_DEZ.bin"
;-----------------------------------------------------------------------------------
; CPZ/DEZ main level patterns (Kosinski compression)
; ArtKoz_B6174:
ArtKos_CPZ:	BINCLUDE	"art/kosinski/CPZ_DEZ.bin"
;-----------------------------------------------------------------------------------
; CPZ/DEZ 128x128 block mappings (Kosinski compression)
BM128_CPZ:	BINCLUDE	"mappings/128x128/CPZ_DEZ.bin"
;-----------------------------------------------------------------------------------
; ARZ 16x16 block mappings (Kosinski compression)
BM16_ARZ:	BINCLUDE	"mappings/16x16/ARZ.bin"
;-----------------------------------------------------------------------------------
; ARZ main level patterns (Kosinski compression)
; ArtKoz_BCC24:
ArtKos_ARZ:	BINCLUDE	"art/kosinski/ARZ.bin"
;-----------------------------------------------------------------------------------
; ARZ 128x128 block mappings (Kosinski compression)
BM128_ARZ:	BINCLUDE	"mappings/128x128/ARZ.bin"
;-----------------------------------------------------------------------------------
; WFZ/SCZ 16x16 block mappings (Kosinski compression)
BM16_WFZ:	BINCLUDE	"mappings/16x16/WFZ_SCZ.bin"
;-----------------------------------------------------------------------------------
; WFZ/SCZ main level patterns (Kosinski compression)
; ArtKoz_C5004:
ArtKos_SCZ:	BINCLUDE	"art/kosinski/WFZ_SCZ.bin"
;-----------------------------------------------------------------------------------
; WFZ pattern suppliment to SCZ tiles (Kosinski compression)
; ArtKoz_C7EC4:
ArtKos_WFZ:	BINCLUDE	"art/kosinski/WFZ_Supp.bin"
;-----------------------------------------------------------------------------------
; WFZ/SCZ 128x128 block mappings (Kosinski compression)
BM128_WFZ:	BINCLUDE	"mappings/128x128/WFZ_SCZ.bin"

then add this to the end:

;-----------------------------------------------------------------------------------
; Lev_11 16x16 block mappings (Kosinski compression)
BM16_Lev_11:	BINCLUDE	"mappings/16x16/Lev_11.bin"
;-----------------------------------------------------------------------------------
; Lev_11 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_11:	BINCLUDE	"art/kosinski/Lev_11.bin"
;-----------------------------------------------------------------------------------
; Lev_11 128x128 block mappings (Kosinski compression)
BM128_Lev_11:	BINCLUDE	"mappings/128x128/Lev_11.bin"
;-----------------------------------------------------------------------------------
; Lev_12 16x16 block mappings (Kosinski compression)
BM16_Lev_12:	BINCLUDE	"mappings/16x16/Lev_12.bin"
;-----------------------------------------------------------------------------------
; Lev_12 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_12:	BINCLUDE	"art/kosinski/Lev_12.bin"
;-----------------------------------------------------------------------------------
; Lev_12 128x128 block mappings (Kosinski compression)
BM128_Lev_12:	BINCLUDE	"mappings/128x128/Lev_12.bin"
;-----------------------------------------------------------------------------------
; Lev_13 16x16 block mappings (Kosinski compression)
BM16_Lev_13:	BINCLUDE	"mappings/16x16/Lev_13.bin"
;-----------------------------------------------------------------------------------
; Lev_13 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_13:	BINCLUDE	"art/kosinski/Lev_13.bin"
;-----------------------------------------------------------------------------------
; Lev_13 128x128 block mappings (Kosinski compression)
BM128_Lev_13:	BINCLUDE	"mappings/128x128/Lev_13.bin"
;-----------------------------------------------------------------------------------
; Lev_14 16x16 block mappings (Kosinski compression)
BM16_Lev_14:	BINCLUDE	"mappings/16x16/Lev_14.bin"
;-----------------------------------------------------------------------------------
; Lev_14 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_14:	BINCLUDE	"art/kosinski/Lev_14.bin"
;-----------------------------------------------------------------------------------
; Lev_14 128x128 block mappings (Kosinski compression)
BM128_Lev_14:	BINCLUDE	"mappings/128x128/Lev_14.bin"
;-----------------------------------------------------------------------------------
; Lev_15 16x16 block mappings (Kosinski compression)
BM16_Lev_15:	BINCLUDE	"mappings/16x16/Lev_15.bin"
;-----------------------------------------------------------------------------------
; Lev_15 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_15:	BINCLUDE	"art/kosinski/Lev_15.bin"
;-----------------------------------------------------------------------------------
; Lev_15 128x128 block mappings (Kosinski compression)
BM128_Lev_15:	BINCLUDE	"mappings/128x128/Lev_15.bin"
;-----------------------------------------------------------------------------------
; Lev_16 16x16 block mappings (Kosinski compression)
BM16_Lev_16:	BINCLUDE	"mappings/16x16/Lev_16.bin"
;-----------------------------------------------------------------------------------
; Lev_16 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_16:	BINCLUDE	"art/kosinski/Lev_16.bin"
;-----------------------------------------------------------------------------------
; Lev_16 128x128 block mappings (Kosinski compression)
BM128_Lev_16:	BINCLUDE	"mappings/128x128/Lev_16.bin"
;-----------------------------------------------------------------------------------
; Lev_17 16x16 block mappings (Kosinski compression)
BM16_Lev_17:	BINCLUDE	"mappings/16x16/Lev_17.bin"
;-----------------------------------------------------------------------------------
; Lev_17 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_17:	BINCLUDE	"art/kosinski/Lev_17.bin"
;-----------------------------------------------------------------------------------
; Lev_17 128x128 block mappings (Kosinski compression)
BM128_Lev_17:	BINCLUDE	"mappings/128x128/Lev_17.bin"
;-----------------------------------------------------------------------------------
; Lev_18 16x16 block mappings (Kosinski compression)
BM16_Lev_18:	BINCLUDE	"mappings/16x16/Lev_18.bin"
;-----------------------------------------------------------------------------------
; Lev_18 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_18:	BINCLUDE	"art/kosinski/Lev_18.bin"
;-----------------------------------------------------------------------------------
; Lev_18 128x128 block mappings (Kosinski compression)
BM128_Lev_18:	BINCLUDE	"mappings/128x128/Lev_18.bin"
;-----------------------------------------------------------------------------------
; Lev_19 16x16 block mappings (Kosinski compression)
BM16_Lev_19:	BINCLUDE	"mappings/16x16/Lev_19.bin"
;-----------------------------------------------------------------------------------
; Lev_19 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_19:	BINCLUDE	"art/kosinski/Lev_19.bin"
;-----------------------------------------------------------------------------------
; Lev_19 128x128 block mappings (Kosinski compression)
BM128_Lev_19:	BINCLUDE	"mappings/128x128/Lev_19.bin"
;-----------------------------------------------------------------------------------
; Lev_1A 16x16 block mappings (Kosinski compression)
BM16_Lev_1A:	BINCLUDE	"mappings/16x16/Lev_1A.bin"
;-----------------------------------------------------------------------------------
; Lev_1A main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_1A:	BINCLUDE	"art/kosinski/Lev_1A.bin"
;-----------------------------------------------------------------------------------
; Lev_1A 128x128 block mappings (Kosinski compression)
BM128_Lev_1A:	BINCLUDE	"mappings/128x128/Lev_1A.bin"
;-----------------------------------------------------------------------------------
; Lev_1B 16x16 block mappings (Kosinski compression)
BM16_Lev_1B:	BINCLUDE	"mappings/16x16/Lev_1B.bin"
;-----------------------------------------------------------------------------------
; Lev_1B main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_1B:	BINCLUDE	"art/kosinski/Lev_1B.bin"
;-----------------------------------------------------------------------------------
; Lev_1B 128x128 block mappings (Kosinski compression)
BM128_Lev_1B:	BINCLUDE	"mappings/128x128/Lev_1B.bin"
;-----------------------------------------------------------------------------------
; Lev_1C 16x16 block mappings (Kosinski compression)
BM16_Lev_1C:	BINCLUDE	"mappings/16x16/Lev_1C.bin"
;-----------------------------------------------------------------------------------
; Lev_1C main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_1C:	BINCLUDE	"art/kosinski/Lev_1C.bin"
;-----------------------------------------------------------------------------------
; Lev_1C 128x128 block mappings (Kosinski compression)
BM128_Lev_1C:	BINCLUDE	"mappings/128x128/Lev_1C.bin"
;-----------------------------------------------------------------------------------
; Lev_1D 16x16 block mappings (Kosinski compression)
BM16_Lev_1D:	BINCLUDE	"mappings/16x16/Lev_1D.bin"
;-----------------------------------------------------------------------------------
; Lev_1D main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_1D:	BINCLUDE	"art/kosinski/Lev_1D.bin"
;-----------------------------------------------------------------------------------
; Lev_1D 128x128 block mappings (Kosinski compression)
BM128_Lev_1D:	BINCLUDE	"mappings/128x128/Lev_1D.bin"
;-----------------------------------------------------------------------------------
; Lev_1E 16x16 block mappings (Kosinski compression)
BM16_Lev_1E:	BINCLUDE	"mappings/16x16/Lev_1E.bin"
;-----------------------------------------------------------------------------------
; Lev_1E main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_1E:	BINCLUDE	"art/kosinski/Lev_1E.bin"
;-----------------------------------------------------------------------------------
; Lev_1E 128x128 block mappings (Kosinski compression)
BM128_Lev_1E:	BINCLUDE	"mappings/128x128/Lev_1E.bin"
;-----------------------------------------------------------------------------------
; Lev_1F 16x16 block mappings (Kosinski compression)
BM16_Lev_1F:	BINCLUDE	"mappings/16x16/Lev_1F.bin"
;-----------------------------------------------------------------------------------
; Lev_1F main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_1F:	BINCLUDE	"art/kosinski/Lev_1F.bin"
;-----------------------------------------------------------------------------------
; Lev_1F 128x128 block mappings (Kosinski compression)
BM128_Lev_1F:	BINCLUDE	"mappings/128x128/Lev_1F.bin"
;-----------------------------------------------------------------------------------
; Lev_20 16x16 block mappings (Kosinski compression)
BM16_Lev_20:	BINCLUDE	"mappings/16x16/Lev_20.bin"
;-----------------------------------------------------------------------------------
; Lev_20 main level patterns (Kosinski compression)
; ArtKoz_9DB64:
ArtKos_Lev_20:	BINCLUDE	"art/kosinski/Lev_20.bin"
;-----------------------------------------------------------------------------------
; Lev_20 128x128 block mappings (Kosinski compression)
BM128_Lev_20:	BINCLUDE	"mappings/128x128/Lev_20.bin"

Then add optional pattern supplements to suit your hack's needs.

Now find:

LevelArtPointers:
	levartptrs PLCID_Ehz1,     PLCID_Ehz2,      PalID_EHZ,  ArtKos_EHZ, BM16_EHZ, BM128_EHZ ;   0 ; EHZ  ; EMERALD HILL ZONE
	levartptrs PLCID_Miles1up, PLCID_MilesLife, PalID_EHZ2, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ;   1 ; LEV1 ; LEVEL 1 (UNUSED)
	levartptrs PLCID_Tails1up, PLCID_TailsLife, PalID_WZ,   ArtKos_EHZ, BM16_EHZ, BM128_EHZ ;   2 ; LEV2 ; LEVEL 2 (UNUSED)
	levartptrs PLCID_Unused1,  PLCID_Unused2,   PalID_EHZ3, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ;   3 ; LEV3 ; LEVEL 3 (UNUSED)
	levartptrs PLCID_Mtz1,     PLCID_Mtz2,      PalID_MTZ,  ArtKos_MTZ, BM16_MTZ, BM128_MTZ ;   4 ; MTZ  ; METROPOLIS ZONE ACTS 1 & 2
	levartptrs PLCID_Mtz1,     PLCID_Mtz2,      PalID_MTZ,  ArtKos_MTZ, BM16_MTZ, BM128_MTZ ;   5 ; MTZ3 ; METROPOLIS ZONE ACT 3
	levartptrs PLCID_Wfz1,     PLCID_Wfz2,      PalID_WFZ,  ArtKos_SCZ, BM16_WFZ, BM128_WFZ ;   6 ; WFZ  ; WING FORTRESS ZONE
	levartptrs PLCID_Htz1,     PLCID_Htz2,      PalID_HTZ,  ArtKos_EHZ, BM16_EHZ, BM128_EHZ ;   7 ; HTZ  ; HILL TOP ZONE
	levartptrs PLCID_Hpz1,     PLCID_Hpz2,      PalID_HPZ,  BM16_OOZ,   BM16_OOZ,  BM16_OOZ ;   8 ; HPZ  ; HIDDEN PALACE ZONE (UNUSED)
	levartptrs PLCID_Unused3,  PLCID_Unused4,   PalID_EHZ4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ;   9 ; LEV9 ; LEVEL 9 (UNUSED)
	levartptrs PLCID_Ooz1,     PLCID_Ooz2,      PalID_OOZ,  ArtKos_OOZ, BM16_OOZ, BM128_OOZ ;  $A ; OOZ  ; OIL OCEAN ZONE
	levartptrs PLCID_Mcz1,     PLCID_Mcz2,      PalID_MCZ,  ArtKos_MCZ, BM16_MCZ, BM128_MCZ ;  $B ; MCZ  ; MYSTIC CAVE ZONE
	levartptrs PLCID_Cnz1,     PLCID_Cnz2,      PalID_CNZ,  ArtKos_CNZ, BM16_CNZ, BM128_CNZ ;  $C ; CNZ  ; CASINO NIGHT ZONE
	levartptrs PLCID_Cpz1,     PLCID_Cpz2,      PalID_CPZ,  ArtKos_CPZ, BM16_CPZ, BM128_CPZ ;  $D ; CPZ  ; CHEMICAL PLANT ZONE
	levartptrs PLCID_Dez1,     PLCID_Dez2,      PalID_DEZ,  ArtKos_CPZ, BM16_CPZ, BM128_CPZ ;  $E ; DEZ  ; DEATH EGG ZONE
	levartptrs PLCID_Arz1,     PLCID_Arz2,      PalID_ARZ,  ArtKos_ARZ, BM16_ARZ, BM128_ARZ ;  $F ; ARZ  ; AQUATIC RUIN ZONE
	levartptrs PLCID_Scz1,     PLCID_Scz2,      PalID_SCZ,  ArtKos_SCZ, BM16_WFZ, BM128_WFZ ; $10 ; SCZ  ; SKY CHASE ZONE

then add this to the end:

	levartptrs   $26,  $27,  $15, ArtKos_Lev_11, BM16_Lev_11, BM128_Lev_11 ;   0 ; Lev_11  ; LEV_11 ZONE
	levartptrs   $28,  $29,  $16, ArtKos_Lev_12, BM16_Lev_12, BM128_Lev_12 ;   0 ; Lev_12  ; LEV_12 ZONE
	levartptrs   $2A,  $2B,  $17, ArtKos_Lev_13, BM16_Lev_13, BM128_Lev_13 ;   0 ; Lev_13  ; LEV_13 ZONE
	levartptrs   $2C,  $2D,  $18, ArtKos_Lev_14, BM16_Lev_14, BM128_Lev_14 ;   0 ; Lev_14  ; LEV_14 ZONE
	levartptrs   $2E,  $2F,  $19, ArtKos_Lev_15, BM16_Lev_15, BM128_Lev_15 ;   0 ; Lev_15  ; LEV_15 ZONE
	levartptrs   $30,  $31,  $1A, ArtKos_Lev_16, BM16_Lev_16, BM128_Lev_16 ;   0 ; Lev_16  ; LEV_16 ZONE
	levartptrs   $32,  $33,  $1B, ArtKos_Lev_17, BM16_Lev_17, BM128_Lev_17 ;   0 ; Lev_17  ; LEV_17 ZONE
	levartptrs   $34,  $35,  $1C, ArtKos_Lev_18, BM16_Lev_18, BM128_Lev_18 ;   0 ; Lev_18  ; LEV_18 ZONE
	levartptrs   $36,  $37,  $1D, ArtKos_Lev_19, BM16_Lev_19, BM128_Lev_19 ;   0 ; Lev_19  ; LEV_19 ZONE
	levartptrs   $38,  $39,  $1E, ArtKos_Lev_1A, BM16_Lev_1A, BM128_Lev_1A ;   0 ; Lev_1A  ; LEV_1A ZONE
	levartptrs   $3A,  $3B,  $1F, ArtKos_Lev_1B, BM16_Lev_1B, BM128_Lev_1B ;   0 ; Lev_1B  ; LEV_1B ZONE
	levartptrs   $3C,  $3D,  $20, ArtKos_Lev_1C, BM16_Lev_1C, BM128_Lev_1C ;   0 ; Lev_1C  ; LEV_1C ZONE
	levartptrs   $3E,  $3F,  $21, ArtKos_Lev_1D, BM16_Lev_1D, BM128_Lev_1D ;   0 ; Lev_1D  ; LEV_1D ZONE
	levartptrs   $40,  $41,  $22, ArtKos_Lev_1E, BM16_Lev_1E, BM128_Lev_1E ;   0 ; Lev_1E  ; LEV_1E ZONE
	levartptrs   $42,  $43,  $23, ArtKos_Lev_1F, BM16_Lev_1F, BM128_Lev_1F ;   0 ; Lev_1F  ; LEV_1F ZONE
	levartptrs   $44,  $45,  $24, ArtKos_Lev_20, BM16_Lev_20, BM128_Lev_20 ;   0 ; Lev_20  ; LEV_20 ZONE

After this is added, you possibly need to add loading queries to the texture load index. Create the .bin files and you're finished.

Extending level and tile layout indexes

Now you need to extend the layout index and we're done extending most level essentials.

Find:

Off_Level: zoneOrderedOffsetTable 2,2
	zoneOffsetTableEntry.w Level_EHZ1
	zoneOffsetTableEntry.w Level_EHZ2	; 1
	zoneOffsetTableEntry.w Level_EHZ1	; 2
	zoneOffsetTableEntry.w Level_EHZ1	; 3
	zoneOffsetTableEntry.w Level_EHZ1	; 4
	zoneOffsetTableEntry.w Level_EHZ1	; 5
	zoneOffsetTableEntry.w Level_EHZ1	; 6
	zoneOffsetTableEntry.w Level_EHZ1	; 7
	zoneOffsetTableEntry.w Level_MTZ1	; 8
	zoneOffsetTableEntry.w Level_MTZ2	; 9
	zoneOffsetTableEntry.w Level_MTZ3	; 10
	zoneOffsetTableEntry.w Level_MTZ3	; 11
	zoneOffsetTableEntry.w Level_WFZ	; 12
	zoneOffsetTableEntry.w Level_WFZ	; 13
	zoneOffsetTableEntry.w Level_HTZ1	; 14
	zoneOffsetTableEntry.w Level_HTZ2	; 15
	zoneOffsetTableEntry.w Level_OOZ1	; 16
	zoneOffsetTableEntry.w Level_OOZ1	; 17
	zoneOffsetTableEntry.w Level_EHZ1	; 18
	zoneOffsetTableEntry.w Level_EHZ1	; 19
	zoneOffsetTableEntry.w Level_OOZ1	; 20
	zoneOffsetTableEntry.w Level_OOZ2	; 21
	zoneOffsetTableEntry.w Level_MCZ1	; 22
	zoneOffsetTableEntry.w Level_MCZ2	; 23
	zoneOffsetTableEntry.w Level_CNZ1	; 24
	zoneOffsetTableEntry.w Level_CNZ2	; 25
	zoneOffsetTableEntry.w Level_CPZ1	; 26
	zoneOffsetTableEntry.w Level_CPZ2	; 27
	zoneOffsetTableEntry.w Level_DEZ	; 28
	zoneOffsetTableEntry.w Level_DEZ	; 29
	zoneOffsetTableEntry.w Level_ARZ1	; 30
	zoneOffsetTableEntry.w Level_ARZ2	; 31
	zoneOffsetTableEntry.w Level_SCZ	; 32
	zoneOffsetTableEntry.w Level_SCZ	; 33

and add this to the end:

	zoneOffsetTableEntry.w Level_Lev11_1
	zoneOffsetTableEntry.w Level_Lev11_2
	zoneOffsetTableEntry.w Level_Lev12_1
	zoneOffsetTableEntry.w Level_Lev12_2
	zoneOffsetTableEntry.w Level_Lev13_1
	zoneOffsetTableEntry.w Level_Lev13_2
	zoneOffsetTableEntry.w Level_Lev14_1
	zoneOffsetTableEntry.w Level_Lev14_2
	zoneOffsetTableEntry.w Level_Lev15_1
	zoneOffsetTableEntry.w Level_Lev15_2
	zoneOffsetTableEntry.w Level_Lev16_1
	zoneOffsetTableEntry.w Level_Lev16_2
	zoneOffsetTableEntry.w Level_Lev17_1
	zoneOffsetTableEntry.w Level_Lev17_2
	zoneOffsetTableEntry.w Level_Lev18_1
	zoneOffsetTableEntry.w Level_Lev18_2
	zoneOffsetTableEntry.w Level_Lev19_1
	zoneOffsetTableEntry.w Level_Lev19_2
	zoneOffsetTableEntry.w Level_Lev1A_1
	zoneOffsetTableEntry.w Level_Lev1A_2
	zoneOffsetTableEntry.w Level_Lev1B_1
	zoneOffsetTableEntry.w Level_Lev1B_2
	zoneOffsetTableEntry.w Level_Lev1C_1
	zoneOffsetTableEntry.w Level_Lev1C_2
	zoneOffsetTableEntry.w Level_Lev1D_1
	zoneOffsetTableEntry.w Level_Lev1D_2
	zoneOffsetTableEntry.w Level_Lev1E_1
	zoneOffsetTableEntry.w Level_Lev1E_2
	zoneOffsetTableEntry.w Level_Lev1F_1
	zoneOffsetTableEntry.w Level_Lev1F_2
	zoneOffsetTableEntry.w Level_Lev20_1
	zoneOffsetTableEntry.w Level_Lev20_2

Then find:

;---------------------------------------------------------------------------------------
; EHZ act 1 level layout (Kosinski compression)
Level_EHZ1:	BINCLUDE	"level/layout/EHZ_1.bin"
;---------------------------------------------------------------------------------------
; EHZ act 2 level layout (Kosinski compression)
Level_EHZ2:	BINCLUDE	"level/layout/EHZ_2.bin"
;---------------------------------------------------------------------------------------
; MTZ act 1 level layout (Kosinski compression)
Level_MTZ1:	BINCLUDE	"level/layout/MTZ_1.bin"
;---------------------------------------------------------------------------------------
; MTZ act 2 level layout (Kosinski compression)
Level_MTZ2:	BINCLUDE	"level/layout/MTZ_2.bin"
;---------------------------------------------------------------------------------------
; MTZ act 3 level layout (Kosinski compression)
Level_MTZ3:	BINCLUDE	"level/layout/MTZ_3.bin"
;---------------------------------------------------------------------------------------
; WFZ level layout (Kosinski compression)
Level_WFZ:	BINCLUDE	"level/layout/WFZ.bin"
;---------------------------------------------------------------------------------------
; HTZ act 1 level layout (Kosinski compression)
Level_HTZ1:	BINCLUDE	"level/layout/HTZ_1.bin"
;---------------------------------------------------------------------------------------
; HTZ act 2 level layout (Kosinski compression)
Level_HTZ2:	BINCLUDE	"level/layout/HTZ_2.bin"
;---------------------------------------------------------------------------------------
; OOZ act 1 level layout (Kosinski compression)
Level_OOZ1:	BINCLUDE	"level/layout/OOZ_1.bin"
;---------------------------------------------------------------------------------------
; OOZ act 2 level layout (Kosinski compression)
Level_OOZ2:	BINCLUDE	"level/layout/OOZ_2.bin"
;---------------------------------------------------------------------------------------
; MCZ act 1 level layout (Kosinski compression)
Level_MCZ1:	BINCLUDE	"level/layout/MCZ_1.bin"
;---------------------------------------------------------------------------------------
; MCZ act 2 level layout (Kosinski compression)
Level_MCZ2:	BINCLUDE	"level/layout/MCZ_2.bin"
;---------------------------------------------------------------------------------------
; CNZ act 1 level layout (Kosinski compression)
Level_CNZ1:	BINCLUDE	"level/layout/CNZ_1.bin"
;---------------------------------------------------------------------------------------
; CNZ act 2 level layout (Kosinski compression)
Level_CNZ2:	BINCLUDE	"level/layout/CNZ_2.bin"
;---------------------------------------------------------------------------------------
; CPZ act 1 level layout (Kosinski compression)
Level_CPZ1:	BINCLUDE	"level/layout/CPZ_1.bin"
;---------------------------------------------------------------------------------------
; CPZ act 2 level layout (Kosinski compression)
Level_CPZ2:	BINCLUDE	"level/layout/CPZ_2.bin"
;---------------------------------------------------------------------------------------
; DEZ level layout (Kosinski compression)
Level_DEZ:	BINCLUDE	"level/layout/DEZ.bin"
;---------------------------------------------------------------------------------------
; ARZ act 1 level layout (Kosinski compression)
Level_ARZ1:	BINCLUDE	"level/layout/ARZ_1.bin"
;---------------------------------------------------------------------------------------
; ARZ act 2 level layout (Kosinski compression)
Level_ARZ2:	BINCLUDE	"level/layout/ARZ_2.bin"
;---------------------------------------------------------------------------------------
; SCZ level layout (Kosinski compression)
Level_SCZ:	BINCLUDE	"level/layout/SCZ.bin"

then add this at the end:

;---------------------------------------------------------------------------------------
; Lev11 act 1 level layout (Kosinski compression)
Level_Lev11_1:	BINCLUDE	"level/layout/Lev11_1.bin"
;---------------------------------------------------------------------------------------
; Lev11 act 2 level layout (Kosinski compression)
Level_Lev11_2:	BINCLUDE	"level/layout/Lev11_2.bin"
;---------------------------------------------------------------------------------------
; Lev12_1 level layout (Kosinski compression)
Level_Lev12_1:	BINCLUDE	"level/layout/Lev12_1.bin"
;---------------------------------------------------------------------------------------
; Lev12_2 level layout (Kosinski compression)
Level_Lev12_1:	BINCLUDE	"level/layout/Lev12_2.bin"
;---------------------------------------------------------------------------------------
; Lev13_1 level layout (Kosinski compression)
Level_Lev13_1:	BINCLUDE	"level/layout/Lev13_1.bin"
;---------------------------------------------------------------------------------------
; Lev13_2 level layout (Kosinski compression)
Level_Lev13_2:	BINCLUDE	"level/layout/Lev13_2.bin"
;---------------------------------------------------------------------------------------
; Lev14_1 level layout (Kosinski compression)
Level_Lev14_1:	BINCLUDE	"level/layout/Lev14_1.bin"
;---------------------------------------------------------------------------------------
; Lev14_2 level layout (Kosinski compression)
Level_Lev14_2:	BINCLUDE	"level/layout/Lev14_2.bin"
;---------------------------------------------------------------------------------------
; Lev15_1 level layout (Kosinski compression)
Level_Lev15_1:	BINCLUDE	"level/layout/Lev15_1.bin"
;---------------------------------------------------------------------------------------
; Lev15_2 level layout (Kosinski compression)
Level_Lev15_2:	BINCLUDE	"level/layout/Lev15_2.bin"
;---------------------------------------------------------------------------------------
; Lev16_1 level layout (Kosinski compression)
Level_Lev16_1:	BINCLUDE	"level/layout/Lev16_1.bin"
;---------------------------------------------------------------------------------------
; Lev16_2 level layout (Kosinski compression)
Level_Lev16_2:	BINCLUDE	"level/layout/Lev16_2.bin"
;---------------------------------------------------------------------------------------
; Lev17_1 level layout (Kosinski compression)
Level_Lev17_1:	BINCLUDE	"level/layout/Lev17_1.bin"
;---------------------------------------------------------------------------------------
; Lev17_2 level layout (Kosinski compression)
Level_Lev17_2:	BINCLUDE	"level/layout/Lev17_2.bin"
;---------------------------------------------------------------------------------------
; Lev18_1 level layout (Kosinski compression)
Level_Lev18_1:	BINCLUDE	"level/layout/Lev18_1.bin"
;---------------------------------------------------------------------------------------
; Lev18_2 level layout (Kosinski compression)
Level_Lev18_2:	BINCLUDE	"level/layout/Lev18_2.bin"
;---------------------------------------------------------------------------------------
; Lev19_1 level layout (Kosinski compression)
Level_Lev19_1:	BINCLUDE	"level/layout/Lev19_1.bin"
;---------------------------------------------------------------------------------------
; Lev19_2 level layout (Kosinski compression)
Level_Lev19_2:	BINCLUDE	"level/layout/Lev19_2.bin"
;---------------------------------------------------------------------------------------
; Lev1A_1 level layout (Kosinski compression)
Level_Lev1A_1:	BINCLUDE	"level/layout/Lev1A_1.bin"
;---------------------------------------------------------------------------------------
; Lev1A_2 level layout (Kosinski compression)
Level_Lev1A_2:	BINCLUDE	"level/layout/Lev1A_2.bin"
;---------------------------------------------------------------------------------------
; Lev1B_1 level layout (Kosinski compression)
Level_Lev1B_1: BINCLUDE	"level/layout/Lev1B_1.bin"
;---------------------------------------------------------------------------------------
; Lev1B_2 level layout (Kosinski compression)
Level_Lev1B_2:	BINCLUDE	"level/layout/Lev1B_2.bin"
;---------------------------------------------------------------------------------------
; Lev1C_1 level layout (Kosinski compression)
Level_Lev1C_1:	BINCLUDE	"level/layout/Lev1C_1.bin"
;---------------------------------------------------------------------------------------
; Lev1C_2 level layout (Kosinski compression)
Level_Lev1C_2:	BINCLUDE	"level/layout/Lev1C_2.bin"
;---------------------------------------------------------------------------------------
; Lev1D_1 level layout (Kosinski compression)
Level_Lev1D_1:	BINCLUDE	"level/layout/Lev1D_1.bin"
;---------------------------------------------------------------------------------------
; Lev1D_2 level layout (Kosinski compression)
Level_Lev1D_2:	BINCLUDE	"level/layout/Lev1D_2.bin"
;---------------------------------------------------------------------------------------
; Lev1E_1 level layout (Kosinski compression)
Level_Lev1E_1:	BINCLUDE	"level/layout/Lev1E_1.bin"
;---------------------------------------------------------------------------------------
; Lev1E_2 level layout (Kosinski compression)
Level_Lev1E_2:	BINCLUDE	"level/layout/Lev1E_2.bin"
;---------------------------------------------------------------------------------------
; Lev1F_1 level layout (Kosinski compression)
Level_Lev1F_1:	BINCLUDE	"level/layout/Lev1F_1.bin"
;---------------------------------------------------------------------------------------
; Lev1F_2 level layout (Kosinski compression)
Level_Lev1F_2:	BINCLUDE	"level/layout/Lev1F_2.bin"
;---------------------------------------------------------------------------------------
; Lev20_1 level layout (Kosinski compression)
Level_Lev20_1:	BINCLUDE	"level/layout/Lev20_1.bin"
;---------------------------------------------------------------------------------------
; Lev20_2 level layout (Kosinski compression)
Level_Lev20_2:	BINCLUDE	"level/layout/Lev20_2.bin"

Now create the .bin files.

Extending the definition of act 2 (setting up our new levels so that they can have bosses in other words)

just being able to use sign posts in your new levels can be boring after a while, so we will make those changes so that we can put custom bosses in our new levels, actually extending the sprite pointer list is not within the scope of the tutorial, though highly recommended.

find:

; sub_4BD2:
SetLevelEndType:
	move.w	#0,(Level_Has_Signpost).w	; set level type to non-signpost
	tst.w	(Two_player_mode).w	; is it two-player competitive mode?
	bne.s	LevelEnd_SetSignpost	; if yes, branch
	nosignpost.w emerald_hill_zone_act_2
	nosignpost.w metropolis_zone_act_3
	nosignpost.w wing_fortress_zone_act_1
	nosignpost.w hill_top_zone_act_2
	nosignpost.w oil_ocean_zone_act_2
	nosignpost.s mystic_cave_zone_act_2
	nosignpost.s casino_night_zone_act_2
	nosignpost.s chemical_plant_zone_act_2
	nosignpost.s death_egg_zone_act_1
	nosignpost.s aquatic_ruin_zone_act_2
	nosignpost.s sky_chase_zone_act_1

we will change it to:

SetLevelEndType:
	move.w	#0,(Level_Has_Signpost).w	; set level type to non-signpost
	tst.w	(Two_player_mode).w	; is it two-player competitive mode?
	bne.w	LevelEnd_SetSignpost	; if yes, branch
	nosignpost.w emerald_hill_zone_act_2
	nosignpost.w metropolis_zone_act_3
	nosignpost.w wing_fortress_zone_act_1
	nosignpost.w hill_top_zone_act_2
	nosignpost.w oil_ocean_zone_act_2
	nosignpost.w mystic_cave_zone_act_2
	nosignpost.w casino_night_zone_act_2
	nosignpost.w chemical_plant_zone_act_2
	nosignpost.w death_egg_zone_act_1
	nosignpost.w aquatic_ruin_zone_act_2
	nosignpost.w sky_chase_zone_act_1
	nosignpost.w $1101
	nosignpost.w $1201
	nosignpost.w $1301
	nosignpost.w $1401
	nosignpost.w $1501
	nosignpost.w $1601
	nosignpost.s $1701
	nosignpost.s $1801
	nosignpost.s $1901
	nosignpost.s $1A01
	nosignpost.s $1B01
	nosignpost.s $1C01
	nosignpost.s $1D01
	nosignpost.s $1E01
	nosignpost.s $1F01
	nosignpost.s $2001

; loc_4C40:
LevelEnd_SetSignpost:
	move.w	#1,(Level_Has_Signpost).w	; set level type to signpost
+	rts

Extend Level Size Array

our levels need a size, right? This part of the guide gives us just that.

what we need to find is:

LevelSize: zoneOrderedTable 2,8	; WrdArr_LvlSize
	zoneTableEntry.w	$0,	$29A0,	$0,	$320	; EHZ act 1
	zoneTableEntry.w	$0,	$2940,	$0,	$420	; EHZ act 2
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $01
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $02
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $03
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$2280,	-$100,	$800	; MTZ act 1
	zoneTableEntry.w	$0,	$1E80,	-$100,	$800	; MTZ act 2
	zoneTableEntry.w	$0,	$2A80,	-$100,	$800	; MTZ act 3
	zoneTableEntry.w	$0,	$3FFF,	-$100,	$800
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; WFZ
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$2800,	$0,	$720	; HTZ act 1
	zoneTableEntry.w	$0,	$3280,	$0,	$720	; HTZ act 2
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $08
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $09
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$2F80,	$0,	$680	; OOZ act 1
	zoneTableEntry.w	$0,	$2D00,	$0,	$680	; OOZ act 2
	zoneTableEntry.w	$0,	$2380,	$3C0,	$720	; MCZ act 1
	zoneTableEntry.w	$0,	$3FFF,	$60,	$720	; MCZ act 2
	zoneTableEntry.w	$0,	$27A0,	$0,	$720	; CNZ act 1
	zoneTableEntry.w	$0,	$2A80,	$0,	$720	; CNZ act 2
	zoneTableEntry.w	$0,	$2780,	$0,	$720	; CPZ act 1
	zoneTableEntry.w	$0,	$2A80,	$0,	$720	; CPZ act 2
	zoneTableEntry.w	$0,	$1000,	$C8,	 $C8	; DEZ
	zoneTableEntry.w	$0,	$1000,  $C8,	 $C8
	zoneTableEntry.w	$0,	$28C0,	$200,	$600	; ARZ act 1
	zoneTableEntry.w	$0,	$3FFF,	$180,	$710	; ARZ act 2
	zoneTableEntry.w	$0,	$3FFF,	$0,	$000	; SCZ
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
    zoneTableEnd

and we will change it to:

LevelSize: zoneOrderedTable 2,8	; WrdArr_LvlSize
	zoneTableEntry.w	$0,	$29A0,	$0,	$320	; EHZ act 1
	zoneTableEntry.w	$0,	$2940,	$0,	$420	; EHZ act 2
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $01
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $02
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $03
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$2280,	-$100,	$800	; MTZ act 1
	zoneTableEntry.w	$0,	$1E80,	-$100,	$800	; MTZ act 2
	zoneTableEntry.w	$0,	$2A80,	-$100,	$800	; MTZ act 3
	zoneTableEntry.w	$0,	$3FFF,	-$100,	$800
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; WFZ
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$2800,	$0,	$720	; HTZ act 1
	zoneTableEntry.w	$0,	$3280,	$0,	$720	; HTZ act 2
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $08
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $09
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$2F80,	$0,	$680	; OOZ act 1
	zoneTableEntry.w	$0,	$2D00,	$0,	$680	; OOZ act 2
	zoneTableEntry.w	$0,	$2380,	$3C0,	$720	; MCZ act 1
	zoneTableEntry.w	$0,	$3FFF,	$60,	$720	; MCZ act 2
	zoneTableEntry.w	$0,	$27A0,	$0,	$720	; CNZ act 1
	zoneTableEntry.w	$0,	$2A80,	$0,	$720	; CNZ act 2
	zoneTableEntry.w	$0,	$2780,	$0,	$720	; CPZ act 1
	zoneTableEntry.w	$0,	$2A80,	$0,	$720	; CPZ act 2
	zoneTableEntry.w	$0,	$1000,	$C8,	 $C8	; DEZ
	zoneTableEntry.w	$0,	$1000,  $C8,	 $C8
	zoneTableEntry.w	$0,	$28C0,	$200,	$600	; ARZ act 1
	zoneTableEntry.w	$0,	$3FFF,	$180,	$710	; ARZ act 2
	zoneTableEntry.w	$0,	$3FFF,	$0,	$000	; SCZ
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $11 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $12 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $13 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $14 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $15 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $16 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $17 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $18 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $19 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $1A ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $1B ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $1C ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $1D ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $1E ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $1F ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720	; $20 ;one of our new levels (act 1)
	zoneTableEntry.w	$0,	$3FFF,	$0,	$720		;one of our new levels (act 2)
    zoneTableEnd

Extending the Start Location Index

Sonic has to start somewhere right?

Find this:

StartLocations: zoneOrderedTable 2,4	; WrdArr_StartLoc
	zoneTableBinEntry	2, "startpos/EHZ_1.bin"	; $00
	zoneTableBinEntry	2, "startpos/EHZ_2.bin"
	zoneTableEntry.w	$60,	$28F		; $01
	zoneTableEntry.w	$60,	$2AF
	zoneTableEntry.w	$60,	$1AC		; $02
	zoneTableEntry.w	$60,	$1AC
	zoneTableEntry.w	$60,	$28F		; $03
	zoneTableEntry.w	$60,	$2AF
	zoneTableBinEntry	2, "startpos/MTZ_1.bin"	; $04
	zoneTableBinEntry	2, "startpos/MTZ_2.bin"
	zoneTableBinEntry	2, "startpos/MTZ_3.bin"	; $05
	zoneTableEntry.w	$60,	$2AF
	zoneTableBinEntry	2, "startpos/WFZ.bin"	; $06
	zoneTableEntry.w	$1E0,	$4CC
	zoneTableBinEntry	2, "startpos/HTZ_1.bin"	; $07
	zoneTableBinEntry	2, "startpos/HTZ_2.bin"
	zoneTableEntry.w	$230,	$1AC		; $08
	zoneTableEntry.w	$230,	$1AC
	zoneTableEntry.w	$60,	$28F		; $09
	zoneTableEntry.w	$60,	$2AF
	zoneTableBinEntry	2, "startpos/OOZ_1.bin"	; $0A
	zoneTableBinEntry	2, "startpos/OOZ_2.bin"
	zoneTableBinEntry	2, "startpos/MCZ_1.bin"	; $0B
	zoneTableBinEntry	2, "startpos/MCZ_2.bin"
	zoneTableBinEntry	2, "startpos/CNZ_1.bin"	; $0C
	zoneTableBinEntry	2, "startpos/CNZ_2.bin"
	zoneTableBinEntry	2, "startpos/CPZ_1.bin"	; $0D
	zoneTableBinEntry	2, "startpos/CPZ_2.bin"
	zoneTableBinEntry	2, "startpos/DEZ.bin"	; $0E
	zoneTableEntry.w	$60,	$12D
	zoneTableBinEntry	2, "startpos/ARZ_1.bin"	; $0F
	zoneTableBinEntry	2, "startpos/ARZ_2.bin"
	zoneTableBinEntry	2, "startpos/SCZ.bin"	; $10
	zoneTableEntry.w	$140,	$70

then add this to the end:

	zoneTableEntry.w	0,	0	; $11
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $12
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $13
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $14
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $15
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $16
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $17
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $18
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $19
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $1A
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $1B
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $1C
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $1D
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $1E
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $1F
	zoneTableEntry.w	0,	0
	zoneTableEntry.w	0,	0	; $20
	zoneTableEntry.w	0,	0

then replace the 0s with the desired x and y co-ordinance.

Extending the Debug Mode Object List

Yes, we might want this too for when you are testing your level environment as well as to hide an easter egg for the player, so find:

JmpTbl_DbgObjLists: zoneOrderedOffsetTable 2,1
	zoneOffsetTableEntry.w DbgObjList_EHZ	; 0
	zoneOffsetTableEntry.w DbgObjList_Def	; 1
	zoneOffsetTableEntry.w DbgObjList_Def	; 2
	zoneOffsetTableEntry.w DbgObjList_Def	; 3
	zoneOffsetTableEntry.w DbgObjList_MTZ	; 4
	zoneOffsetTableEntry.w DbgObjList_MTZ	; 5
	zoneOffsetTableEntry.w DbgObjList_WFZ	; 6
	zoneOffsetTableEntry.w DbgObjList_HTZ	; 7
	zoneOffsetTableEntry.w DbgObjList_OOZ	; 8
	zoneOffsetTableEntry.w DbgObjList_Def	; 9
	zoneOffsetTableEntry.w DbgObjList_OOZ	; $A
	zoneOffsetTableEntry.w DbgObjList_MCZ	; $B
	zoneOffsetTableEntry.w DbgObjList_CNZ	; $C
	zoneOffsetTableEntry.w DbgObjList_CPZ	; $D
	zoneOffsetTableEntry.w DbgObjList_Def	; $E
	zoneOffsetTableEntry.w DbgObjList_ARZ	; $F
	zoneOffsetTableEntry.w DbgObjList_SCZ	; $10

and add these to the end of it:

	zoneOffsetTableEntry.w DbgObjList_Def	; $11
	zoneOffsetTableEntry.w DbgObjList_Def	; $12
	zoneOffsetTableEntry.w DbgObjList_Def	; $13
	zoneOffsetTableEntry.w DbgObjList_Def	; $14
	zoneOffsetTableEntry.w DbgObjList_Def	; $15
	zoneOffsetTableEntry.w DbgObjList_Def	; $16
	zoneOffsetTableEntry.w DbgObjList_Def	; $17
	zoneOffsetTableEntry.w DbgObjList_Def	; $18
	zoneOffsetTableEntry.w DbgObjList_Def	; $19
	zoneOffsetTableEntry.w DbgObjList_Def	; $1A
	zoneOffsetTableEntry.w DbgObjList_Def	; $1B
	zoneOffsetTableEntry.w DbgObjList_Def	; $1C
	zoneOffsetTableEntry.w DbgObjList_Def	; $1D
	zoneOffsetTableEntry.w DbgObjList_Def	; $1E
	zoneOffsetTableEntry.w DbgObjList_Def	; $1F
	zoneOffsetTableEntry.w DbgObjList_Def	; $20

Extending Initial Camera Index

Apparently, the Disassembly issues warinings if you don't extend this index, though, making new entries is insanely easy so this really isnt a problem, so find:

; off_C296:
InitCam_Index: zoneOrderedOffsetTable 2,1
	zoneOffsetTableEntry.w InitCam_EHZ
	zoneOffsetTableEntry.w InitCam_Null0	; 1
	zoneOffsetTableEntry.w InitCam_WZ	; 2
	zoneOffsetTableEntry.w InitCam_Null0	; 3
	zoneOffsetTableEntry.w InitCam_Std	; 4 MTZ
	zoneOffsetTableEntry.w InitCam_Std	; 5 MTZ3
	zoneOffsetTableEntry.w InitCam_Null1	; 6
	zoneOffsetTableEntry.w InitCam_HTZ	; 7
	zoneOffsetTableEntry.w InitCam_HPZ	; 8
	zoneOffsetTableEntry.w InitCam_Null2	; 9
	zoneOffsetTableEntry.w InitCam_OOZ	; 10
	zoneOffsetTableEntry.w InitCam_MCZ	; 11
	zoneOffsetTableEntry.w InitCam_CNZ	; 12
	zoneOffsetTableEntry.w InitCam_CPZ	; 13
	zoneOffsetTableEntry.w InitCam_Null3	; 14
	zoneOffsetTableEntry.w InitCam_ARZ	; 15
	zoneOffsetTableEntry.w InitCam_SCZ	; 16

and add these at the bottom:

	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std
	zoneOffsetTableEntry.w InitCam_Std

Extending the Software Scrolling Index

levels in a sonic game have a software scroll manager, so we need to add that to our new levels, so find:

SwScrl_Index: zoneOrderedOffsetTable 2,1	; JmpTbl_SwScrlMgr
	zoneOffsetTableEntry.w SwScrl_EHZ	; $00
	zoneOffsetTableEntry.w SwScrl_Minimal	; $01
	zoneOffsetTableEntry.w SwScrl_Lev2	; $02
	zoneOffsetTableEntry.w SwScrl_Minimal	; $03
	zoneOffsetTableEntry.w SwScrl_MTZ	; $04
	zoneOffsetTableEntry.w SwScrl_MTZ	; $05
	zoneOffsetTableEntry.w SwScrl_WFZ	; $06
	zoneOffsetTableEntry.w SwScrl_HTZ	; $07
	zoneOffsetTableEntry.w SwScrl_HPZ	; $08
	zoneOffsetTableEntry.w SwScrl_OOZ	; $0A
	zoneOffsetTableEntry.w SwScrl_MCZ	; $0B
	zoneOffsetTableEntry.w SwScrl_CNZ	; $0C
	zoneOffsetTableEntry.w SwScrl_CPZ	; $0D
	zoneOffsetTableEntry.w SwScrl_DEZ	; $0E
	zoneOffsetTableEntry.w SwScrl_ARZ	; $0F
	zoneOffsetTableEntry.w SwScrl_SCZ	; $10

and add these at the bottom:

	zoneOffsetTableEntry.w SwScrl_Minimal	; $11
	zoneOffsetTableEntry.w SwScrl_Minimal	; $12
	zoneOffsetTableEntry.w SwScrl_Minimal	; $13
	zoneOffsetTableEntry.w SwScrl_Minimal	; $14
	zoneOffsetTableEntry.w SwScrl_Minimal	; $15
	zoneOffsetTableEntry.w SwScrl_Minimal	; $16
	zoneOffsetTableEntry.w SwScrl_Minimal	; $17
	zoneOffsetTableEntry.w SwScrl_Minimal	; $18
	zoneOffsetTableEntry.w SwScrl_Minimal	; $19
	zoneOffsetTableEntry.w SwScrl_Minimal	; $1A
	zoneOffsetTableEntry.w SwScrl_Minimal	; $1B
	zoneOffsetTableEntry.w SwScrl_Minimal	; $1C
	zoneOffsetTableEntry.w SwScrl_Minimal	; $1D
	zoneOffsetTableEntry.w SwScrl_Minimal	; $1E
	zoneOffsetTableEntry.w SwScrl_Minimal	; $1F
	zoneOffsetTableEntry.w SwScrl_Minimal	; $20

Extending the Dynamic Level Event Index

The Dynamic Level Event Index points the zones to their scripts, which decide what happens, when, so lets find:

; off_E636:
DynamicLevelEventIndex: zoneOrderedOffsetTable 2,1
	zoneOffsetTableEntry.w LevEvents_EHZ	;   0 ; EHZ 
	zoneOffsetTableEntry.w LevEvents_001	;   1 ; LEV1
	zoneOffsetTableEntry.w LevEvents_002	;   2 ; LEV2
	zoneOffsetTableEntry.w LevEvents_003	;   3 ; LEV3
	zoneOffsetTableEntry.w LevEvents_MTZ	;   4 ; MTZ 
	zoneOffsetTableEntry.w LevEvents_MTZ3	;   5 ; MTZ3
	zoneOffsetTableEntry.w LevEvents_WFZ	;   6 ; WFZ 
	zoneOffsetTableEntry.w LevEvents_HTZ	;   7 ; HTZ 
	zoneOffsetTableEntry.w LevEvents_HPZ	;   8 ; HPZ 
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_OOZ	;  $A ; OOZ 
	zoneOffsetTableEntry.w LevEvents_MCZ	;  $B ; MCZ 
	zoneOffsetTableEntry.w LevEvents_CNZ	;  $C ; CNZ 
	zoneOffsetTableEntry.w LevEvents_CPZ	;  $D ; CPZ 
	zoneOffsetTableEntry.w LevEvents_DEZ	;  $E ; DEZ 
	zoneOffsetTableEntry.w LevEvents_ARZ	;  $F ; ARZ 
	zoneOffsetTableEntry.w LevEvents_SCZ	; $10 ; SCZ

and add these at the bottom:

	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9
	zoneOffsetTableEntry.w LevEvents_009	;   9 ; LEV9

I chose the entries from Lev09 because it is a good placeholder for until your wrote your own script for your new zones.

Extending the Animals

Whenever you destroy an enemy out pops an animal that hops or flies away, so likely if you don't extend this index, you will not get an animal, but likely a game crash instead, so find:

Obj28_ZoneAnimals:	zoneOrderedTable 1,2

zoneAnimals macro first,second
	zoneTableEntry.b (Obj28_Properties_first - Obj28_Properties) / 8
	zoneTableEntry.b (Obj28_Properties_second - Obj28_Properties) / 8
    endm
	; This table declares what animals will appear in the zone.
	; When an enemy is destroyed, a random animal is chosen from the 2 selected animals.
	; Note: you must also load the corresponding art in the PLCs.
	zoneAnimals.b Squirrel,	Bird	; EHZ
	zoneAnimals.b Squirrel,	Bird	; Zone 1
	zoneAnimals.b Squirrel,	Bird	; WZ
	zoneAnimals.b Squirrel,	Bird	; Zone 3
	zoneAnimals.b Beaver,	Eagle	; MTZ
	zoneAnimals.b Beaver,	Eagle	; MTZ
	zoneAnimals.b Beaver,	Eagle	; WFZ
	zoneAnimals.b Beaver,	Eagle	; HTZ
	zoneAnimals.b Mouse,	Seal	; HPZ
	zoneAnimals.b Mouse,	Seal	; Zone 9
	zoneAnimals.b Penguin,	Seal	; OOZ
	zoneAnimals.b Mouse,	Chicken	; MCZ
	zoneAnimals.b Bear,	Bird	; CNZ
	zoneAnimals.b Rabbit,	Eagle	; CPZ
	zoneAnimals.b Pig,	Chicken	; DEZ
	zoneAnimals.b Penguin,	Bird	; ARZ
	zoneAnimals.b Turtle,	Chicken	; SCZ

and add these at the bottom:

	zoneAnimals.b Squirrel,	Bird	; Zone 11
	zoneAnimals.b Squirrel,	Bird	; Zone 12
	zoneAnimals.b Squirrel,	Bird	; Zone 13
	zoneAnimals.b Squirrel,	Bird	; Zone 14
	zoneAnimals.b Squirrel,	Bird	; Zone 15
	zoneAnimals.b Squirrel,	Bird	; Zone 16
	zoneAnimals.b Squirrel,	Bird	; Zone 17
	zoneAnimals.b Squirrel,	Bird	; Zone 18
	zoneAnimals.b Squirrel,	Bird	; Zone 19
	zoneAnimals.b Squirrel,	Bird	; Zone 1A
	zoneAnimals.b Squirrel,	Bird	; Zone 1B
	zoneAnimals.b Squirrel,	Bird	; Zone 1C
	zoneAnimals.b Squirrel,	Bird	; Zone 1D
	zoneAnimals.b Squirrel,	Bird	; Zone 1E
	zoneAnimals.b Squirrel,	Bird	; Zone 1F
	zoneAnimals.b Squirrel,	Bird	; Zone 20

Change the animals to whatever you please, or add new ones by adding new custom mappings and extending this code:

		; This table declares the speed and mappings of each animal.
Rabbit:		obj28decl -$200,-$400,Obj28_MapUnc_11EAC
Chicken:	obj28decl -$200,-$300,Obj28_MapUnc_11E1C
Penguin:	obj28decl -$180,-$300,Obj28_MapUnc_11EAC
Seal:		obj28decl -$140,-$180,Obj28_MapUnc_11E88
Pig:		obj28decl -$1C0,-$300,Obj28_MapUnc_11E64
Bird:		obj28decl -$300,-$400,Obj28_MapUnc_11E1C
Squirrel:	obj28decl -$280,-$380,Obj28_MapUnc_11E40
Eagle:		obj28decl -$280,-$300,Obj28_MapUnc_11E1C
Mouse:		obj28decl -$200,-$380,Obj28_MapUnc_11E40
Beaver:		obj28decl -$2C0,-$300,Obj28_MapUnc_11E40
Turtle:		obj28decl -$140,-$200,Obj28_MapUnc_11E40
Bear:		obj28decl -$200,-$300,Obj28_MapUnc_11E40

	; The following tables tell the properties of animals based on their subtype.

; word_11950:
Obj28_Speeds:
	dc.w -$440, -$400
	dc.w -$440, -$400	; 2
	dc.w -$440, -$400	; 4
	dc.w -$300, -$400	; 6
	dc.w -$300, -$400	; 8
	dc.w -$180, -$300	; 10
	dc.w -$180, -$300	; 12
	dc.w -$140, -$180	; 14
	dc.w -$1C0, -$300	; 16
	dc.w -$200, -$300	; 18
	dc.w -$280, -$380	; 20
; off_1197C:
Obj28_Mappings:
	dc.l Obj28_MapUnc_11E1C
	dc.l Obj28_MapUnc_11E1C	; 1
	dc.l Obj28_MapUnc_11E1C	; 2
	dc.l Obj28_MapUnc_11EAC	; 3
	dc.l Obj28_MapUnc_11EAC	; 4
	dc.l Obj28_MapUnc_11EAC	; 5
	dc.l Obj28_MapUnc_11EAC	; 6
	dc.l Obj28_MapUnc_11E88	; 7
	dc.l Obj28_MapUnc_11E64	; 8
	dc.l Obj28_MapUnc_11E1C	; 9
	dc.l Obj28_MapUnc_11E40	; 10
; word_119A8:
Obj28_ArtLocations:
	dc.w  ArtTile_ArtNem_S1EndFlicky	;  0	Flicky
	dc.w  ArtTile_ArtNem_S1EndFlicky	;  1	Flicky
	dc.w  ArtTile_ArtNem_S1EndFlicky	;  2	Flicky
	dc.w  ArtTile_ArtNem_S1EndRabbit	;  3	Rabbit
	dc.w  ArtTile_ArtNem_S1EndRabbit	;  4	Rabbit
	dc.w  ArtTile_ArtNem_S1EndPenguin	;  5	Penguin
	dc.w  ArtTile_ArtNem_S1EndPenguin	;  6	Penguin
	dc.w  ArtTile_ArtNem_S1EndSeal		;  7	Seal
	dc.w  ArtTile_ArtNem_S1EndPig		;  8	Pig
	dc.w  ArtTile_ArtNem_S1EndChicken	;  9	Chicken
	dc.w  ArtTile_ArtNem_S1EndSquirrel	; 10	Squirrel

Now we need to determine the PLC that loads our animals now that our zones now have them, so find:

;byte_13F62:
Animal_PLCTable: zoneOrderedTable 1,1
	zoneTableEntry.b PLCID_EhzAnimals	; $0
	zoneTableEntry.b PLCID_EhzAnimals	; $1
	zoneTableEntry.b PLCID_EhzAnimals	; $2
	zoneTableEntry.b PLCID_EhzAnimals	; $3
	zoneTableEntry.b PLCID_MtzAnimals	; $4
	zoneTableEntry.b PLCID_MtzAnimals	; $5
	zoneTableEntry.b PLCID_WfzAnimals	; $6
	zoneTableEntry.b PLCID_HtzAnimals	; $7
	zoneTableEntry.b PLCID_HpzAnimals	; $8
	zoneTableEntry.b PLCID_HpzAnimals	; $9
	zoneTableEntry.b PLCID_OozAnimals	; $A
	zoneTableEntry.b PLCID_MczAnimals	; $B
	zoneTableEntry.b PLCID_CnzAnimals	; $C
	zoneTableEntry.b PLCID_CpzAnimals	; $D
	zoneTableEntry.b PLCID_DezAnimals	; $E
	zoneTableEntry.b PLCID_ArzAnimals	; $F
	zoneTableEntry.b PLCID_SczAnimals	; $10

and add these at the bottom:

	zoneTableEntry.b PLCID_EhzAnimals	; $11
	zoneTableEntry.b PLCID_EhzAnimals	; $12
	zoneTableEntry.b PLCID_EhzAnimals	; $13
	zoneTableEntry.b PLCID_EhzAnimals	; $14
	zoneTableEntry.b PLCID_EhzAnimals	; $15
	zoneTableEntry.b PLCID_EhzAnimals	; $16
	zoneTableEntry.b PLCID_EhzAnimals	; $17
	zoneTableEntry.b PLCID_EhzAnimals	; $18
	zoneTableEntry.b PLCID_EhzAnimals	; $19
	zoneTableEntry.b PLCID_EhzAnimals	; $1A
	zoneTableEntry.b PLCID_EhzAnimals	; $1B
	zoneTableEntry.b PLCID_EhzAnimals	; $1C
	zoneTableEntry.b PLCID_EhzAnimals	; $1D
	zoneTableEntry.b PLCID_EhzAnimals	; $1E
	zoneTableEntry.b PLCID_EhzAnimals	; $1F
	zoneTableEntry.b PLCID_EhzAnimals	; $20

Extending the Level Order

The game needs to know what order to play the zones in, not just know how big they are and where you start, right? so lets find:

LevelOrder: zoneOrderedTable 2,2	; WrdArr_LevelOrder
	zoneTableEntry.w  emerald_hill_zone_act_2
	zoneTableEntry.w  chemical_plant_zone_act_1	; 1
	zoneTableEntry.w  emerald_hill_zone_act_1	; 2
	zoneTableEntry.w  emerald_hill_zone_act_1	; 3
	zoneTableEntry.w  wood_zone_act_2		; 4
	zoneTableEntry.w  metropolis_zone_act_1		; 5
	zoneTableEntry.w  emerald_hill_zone_act_1	; 6
	zoneTableEntry.w  emerald_hill_zone_act_1	; 7
	zoneTableEntry.w  metropolis_zone_act_2		; 8
	zoneTableEntry.w  metropolis_zone_act_3		; 9
	zoneTableEntry.w  sky_chase_zone_act_1		; 10
	zoneTableEntry.w  emerald_hill_zone_act_1	; 11
	zoneTableEntry.w  death_egg_zone_act_1		; 12
	zoneTableEntry.w  emerald_hill_zone_act_1	; 13
	zoneTableEntry.w  hill_top_zone_act_2		; 14
	zoneTableEntry.w  mystic_cave_zone_act_1	; 15
	zoneTableEntry.w  hidden_palace_zone_act_2 	; 16
	zoneTableEntry.w  oil_ocean_zone_act_1		; 17
	zoneTableEntry.w  emerald_hill_zone_act_1	; 18
	zoneTableEntry.w  emerald_hill_zone_act_1	; 19
	zoneTableEntry.w  oil_ocean_zone_act_2		; 20
	zoneTableEntry.w  metropolis_zone_act_1		; 21
	zoneTableEntry.w  mystic_cave_zone_act_2	; 22
	zoneTableEntry.w  oil_ocean_zone_act_1		; 23
	zoneTableEntry.w  casino_night_zone_act_2	; 24
	zoneTableEntry.w  hill_top_zone_act_1		; 25
	zoneTableEntry.w  chemical_plant_zone_act_2	; 26
	zoneTableEntry.w  aquatic_ruin_zone_act_1	; 27
	zoneTableEntry.w  $FFFF				; 28
	zoneTableEntry.w  emerald_hill_zone_act_1	; 29
	zoneTableEntry.w  aquatic_ruin_zone_act_2	; 30
	zoneTableEntry.w  casino_night_zone_act_1	; 31
	zoneTableEntry.w  wing_fortress_zone_act_1 	; 32
	zoneTableEntry.w  emerald_hill_zone_act_1	; 33
    zoneTableEnd

;word_1433C:
LevelOrder_2P: zoneOrderedTable 2,2	; WrdArr_LevelOrder_2P
	zoneTableEntry.w  emerald_hill_zone_act_2
	zoneTableEntry.w  casino_night_zone_act_1	; 1
	zoneTableEntry.w  emerald_hill_zone_act_1	; 2
	zoneTableEntry.w  emerald_hill_zone_act_1	; 3
	zoneTableEntry.w  wood_zone_act_2		; 4
	zoneTableEntry.w  metropolis_zone_act_1		; 5
	zoneTableEntry.w  emerald_hill_zone_act_1	; 6
	zoneTableEntry.w  emerald_hill_zone_act_1	; 7
	zoneTableEntry.w  metropolis_zone_act_2		; 8
	zoneTableEntry.w  metropolis_zone_act_3		; 9
	zoneTableEntry.w  sky_chase_zone_act_1		; 10
	zoneTableEntry.w  emerald_hill_zone_act_1	; 11
	zoneTableEntry.w  death_egg_zone_act_1		; 12
	zoneTableEntry.w  emerald_hill_zone_act_1	; 13
	zoneTableEntry.w  hill_top_zone_act_2		; 14
	zoneTableEntry.w  mystic_cave_zone_act_1	; 15
	zoneTableEntry.w  hidden_palace_zone_act_2 	; 16
	zoneTableEntry.w  oil_ocean_zone_act_1		; 17
	zoneTableEntry.w  emerald_hill_zone_act_1	; 18
	zoneTableEntry.w  emerald_hill_zone_act_1	; 19
	zoneTableEntry.w  oil_ocean_zone_act_2		; 20
	zoneTableEntry.w  metropolis_zone_act_1		; 21
	zoneTableEntry.w  mystic_cave_zone_act_2	; 22
	zoneTableEntry.w  $FFFF				; 23
	zoneTableEntry.w  casino_night_zone_act_2	; 24
	zoneTableEntry.w  mystic_cave_zone_act_1	; 25
	zoneTableEntry.w  chemical_plant_zone_act_2 	; 26
	zoneTableEntry.w  aquatic_ruin_zone_act_1	; 27
	zoneTableEntry.w  $FFFF				; 28
	zoneTableEntry.w  emerald_hill_zone_act_1	; 29
	zoneTableEntry.w  aquatic_ruin_zone_act_2	; 30
	zoneTableEntry.w  casino_night_zone_act_1	; 31
	zoneTableEntry.w  wing_fortress_zone_act_1 	; 32
	zoneTableEntry.w  emerald_hill_zone_act_1	; 33
    zoneTableEnd

and add change them to read:

LevelOrder: zoneOrderedTable 2,2	; WrdArr_LevelOrder
	zoneTableEntry.w  emerald_hill_zone_act_2
	zoneTableEntry.w  chemical_plant_zone_act_1	; 1
	zoneTableEntry.w  emerald_hill_zone_act_1	; 2
	zoneTableEntry.w  emerald_hill_zone_act_1	; 3
	zoneTableEntry.w  wood_zone_act_2		; 4
	zoneTableEntry.w  metropolis_zone_act_1		; 5
	zoneTableEntry.w  emerald_hill_zone_act_1	; 6
	zoneTableEntry.w  emerald_hill_zone_act_1	; 7
	zoneTableEntry.w  metropolis_zone_act_2		; 8
	zoneTableEntry.w  metropolis_zone_act_3		; 9
	zoneTableEntry.w  sky_chase_zone_act_1		; 10
	zoneTableEntry.w  emerald_hill_zone_act_1	; 11
	zoneTableEntry.w  death_egg_zone_act_1		; 12
	zoneTableEntry.w  emerald_hill_zone_act_1	; 13
	zoneTableEntry.w  hill_top_zone_act_2		; 14
	zoneTableEntry.w  mystic_cave_zone_act_1	; 15
	zoneTableEntry.w  hidden_palace_zone_act_2 	; 16
	zoneTableEntry.w  oil_ocean_zone_act_1		; 17
	zoneTableEntry.w  emerald_hill_zone_act_1	; 18
	zoneTableEntry.w  emerald_hill_zone_act_1	; 19
	zoneTableEntry.w  oil_ocean_zone_act_2		; 20
	zoneTableEntry.w  metropolis_zone_act_1		; 21
	zoneTableEntry.w  mystic_cave_zone_act_2	; 22
	zoneTableEntry.w  oil_ocean_zone_act_1		; 23
	zoneTableEntry.w  casino_night_zone_act_2	; 24
	zoneTableEntry.w  hill_top_zone_act_1		; 25
	zoneTableEntry.w  chemical_plant_zone_act_2	; 26
	zoneTableEntry.w  aquatic_ruin_zone_act_1	; 27
	zoneTableEntry.w  $FFFF				; 28
	zoneTableEntry.w  emerald_hill_zone_act_1	; 29
	zoneTableEntry.w  aquatic_ruin_zone_act_2	; 30
	zoneTableEntry.w  casino_night_zone_act_1	; 31
	zoneTableEntry.w  wing_fortress_zone_act_1 	; 32
	zoneTableEntry.w  emerald_hill_zone_act_1	; 33
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
    zoneTableEnd

;word_1433C:
LevelOrder_2P: zoneOrderedTable 2,2	; WrdArr_LevelOrder_2P
	zoneTableEntry.w  emerald_hill_zone_act_2
	zoneTableEntry.w  casino_night_zone_act_1	; 1
	zoneTableEntry.w  emerald_hill_zone_act_1	; 2
	zoneTableEntry.w  emerald_hill_zone_act_1	; 3
	zoneTableEntry.w  wood_zone_act_2		; 4
	zoneTableEntry.w  metropolis_zone_act_1		; 5
	zoneTableEntry.w  emerald_hill_zone_act_1	; 6
	zoneTableEntry.w  emerald_hill_zone_act_1	; 7
	zoneTableEntry.w  metropolis_zone_act_2		; 8
	zoneTableEntry.w  metropolis_zone_act_3		; 9
	zoneTableEntry.w  sky_chase_zone_act_1		; 10
	zoneTableEntry.w  emerald_hill_zone_act_1	; 11
	zoneTableEntry.w  death_egg_zone_act_1		; 12
	zoneTableEntry.w  emerald_hill_zone_act_1	; 13
	zoneTableEntry.w  hill_top_zone_act_2		; 14
	zoneTableEntry.w  mystic_cave_zone_act_1	; 15
	zoneTableEntry.w  hidden_palace_zone_act_2 	; 16
	zoneTableEntry.w  oil_ocean_zone_act_1		; 17
	zoneTableEntry.w  emerald_hill_zone_act_1	; 18
	zoneTableEntry.w  emerald_hill_zone_act_1	; 19
	zoneTableEntry.w  oil_ocean_zone_act_2		; 20
	zoneTableEntry.w  metropolis_zone_act_1		; 21
	zoneTableEntry.w  mystic_cave_zone_act_2	; 22
	zoneTableEntry.w  $FFFF				; 23
	zoneTableEntry.w  casino_night_zone_act_2	; 24
	zoneTableEntry.w  mystic_cave_zone_act_1	; 25
	zoneTableEntry.w  chemical_plant_zone_act_2 	; 26
	zoneTableEntry.w  aquatic_ruin_zone_act_1	; 27
	zoneTableEntry.w  $FFFF				; 28
	zoneTableEntry.w  emerald_hill_zone_act_1	; 29
	zoneTableEntry.w  aquatic_ruin_zone_act_2	; 30
	zoneTableEntry.w  casino_night_zone_act_1	; 31
	zoneTableEntry.w  wing_fortress_zone_act_1 	; 32
	zoneTableEntry.w  emerald_hill_zone_act_1	; 33
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
	zoneTableEntry.w  emerald_hill_zone_act_1
    zoneTableEnd

Notes

All new .bin files need to be created in order for the ROM to build. If something doesn't load correctly (besides new animated patterns that you have just made by youself, only major things like ROM crashes) please don't hesitate to ask for help and/or get it working and edit this article. (Like the title cards being broken for levels past $10)

SCHG How-To Guide: Sonic the Hedgehog 2 (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix Super Sonic Bugs | Use Correct Height When Roll Jumping | Fix Jump Height Bug When Exiting Water | Fix Spin Dash Code and Add Spin Dash Speeds | Fix Screen Boundary Spin Dash Bug | Correct Drowning Bugs | Fix Camera Y Position for Tails | Fix Tails Subanimation Error | Fix Tails' Respawn Speeds | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix Rexon Crash | Fix Monitor Collision Bug | Fix EHZ Deformation Bug | Correct CPZ Boss Attack Behavior | Fix Bug in ARZ Boss Arrow's Platform Behavior | Fix ARZ Boss Walking on Air Glitch | Fix ARZ Boss Sprite Behavior | Fix Multiple CNZ Boss Bugs | Fix HTZ Background Scrolling Mountains | Fix OOZ Launcher Speed Up Glitch | Fix DEZ Giant Mech Collision Glitch | Fix Boss Deconstruction Behavior | Fix Speed Bugs
Design Choices
Remove the Air Speed Cap | Disable Floor Collision While Dying | Modify Super Sonic Transformation Methods & Behavior | Enable/Disable Tails in Certain Levels | Collide with Water After Being Hurt | Retain Rings When Returning at a Star Post | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Insert LZ Water Ripple Effect | Restore Lost CPZ Boss Feature | Prevent SCZ Tornado Spin Dash Death | Improve ObjectMove Subroutines | Port S3K Rings Manager | Port S3K Object Manager | Port S3K Priority Manager | Edit Level Order with ASM‎ | Alter Ring Requirements in Special Stages | Make Special Stage Characters Use Normal DPLCs | Speed Up Ring Loss Process | Add beta spindash to Sonic 2 | Change spike behaviour in Sonic 2
Adding Features
Create Insta-kill and High Jump Monitors | Create Clone and Special Stage Monitors | Port Knuckles
Sound Features
Port Sonic 1 Sound Driver | Port Sonic 2 Clone Driver | Port Sonic 3 Sound Driver | Expand the Music Index to Start at $00 (Sonic 2 Clone Driver Version)
Extending the Game
Extend the Level Index Past $10 | Extend the Level Select | Extend Water Tables | Add Extra Characters | Free Up 2 Universal SSTs