SCHG How-to:Extend the level index past $10 in Sonic 2
From Sonic Retro
(Original guide by kram, current revision that fixes major bugs and extends properly by GARY 'M 9)
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 sonic2 or even sonic2 beta sound driver, thus so you definitely want the 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 that uses disassembled Z80 code which automatically references the correct locations and can thus work properly even if there are massive location shifts.
You probably noticed that all the indexes in the game stop at $10 and when you try to extend it, by extending the MLLB, you get weird glitches or even crashes, that is because you haven't extended all the indexes that need to be extended.
Extending the Titlecard index
First we find:
; unknown byte_15820: dc.b 0, 0, 0, 0,$10,$10,$98,$20,$2C, 0,$3C,$46,$58,$68,$A8,$7A dc.b $8A, 0 ; 16 ; unknown word_15832: dc.w $2A06,$3804, 4,$2604, $C04,$1804,$1C02,$FFFF dc.w $2A06,$4004,$3804,$3004,$2604,$1C02,$3C04,$FFFF; 8 dc.w $1804,$1C02,$2604,$4004,$3004,$FFFF,$1804,$1C02; 16 dc.w $C04,$3004, 4,$2604, $804,$FFFF,$1C02,$2604; 24 dc.w $804, 4,$FFFF,$2A06,$5604,$3C04,$4004,$1C02; 32 dc.w $804, 4,$4804,$FFFF, $804, 4,$3C04,$1C02; 40 dc.w $1404,$1804,$4004,$FFFF, $804,$1804,$2A06,$1C02; 48 dc.w 4,$2604,$3004,$4004,$FFFF, 4,$3404,$4404; 56 dc.w $4004,$1C02, $804,$3804,$FFFF,$3C04,$2204,$5604; 64 dc.w $804,$1804, 4,$FFFF,$4C06,$1C02,$1404,$1004; 72 dc.w $3804,$4004,$3C04,$FFFF, $C04, 4,$4004,$1804; 80 dc.w $1404,$FFFF ; 88
and replace it with:
; unknown byte_15820: dc.b 0, 0, 0, 0,$10,$10,$98,$20,$2C, 0,$3C,$46,$58,$68,$A8,$7A dc.b $8A, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 dc.b 0, 0 ; 32 ; unknown word_15832: dc.w $2A06,$3804, 4,$2604, $C04,$1804,$1C02,$FFFF dc.w $2A06,$4004,$3804,$3004,$2604,$1C02,$3C04,$FFFF; 8 dc.w $1804,$1C02,$2604,$4004,$3004,$FFFF,$1804,$1C02; 16 dc.w $C04,$3004, 4,$2604, $804,$FFFF,$1C02,$2604; 24 dc.w $804, 4,$FFFF,$2A06,$5604,$3C04,$4004,$1C02; 32 dc.w $804, 4,$4804,$FFFF, $804, 4,$3C04,$1C02; 40 dc.w $1404,$1804,$4004,$FFFF, $804,$1804,$2A06,$1C02; 48 dc.w 4,$2604,$3004,$4004,$FFFF, 4,$3404,$4404; 56 dc.w $4004,$1C02, $804,$3804,$FFFF,$3C04,$2204,$5604; 64 dc.w $804,$1804, 4,$FFFF,$4C06,$1C02,$1404,$1004; 72 dc.w $3804,$4004,$3C04,$FFFF, $C04, 4,$4004,$1804; 80 dc.w $1404,$FFFF ; 88
This extends the title card index to $20. All new banks or banks with value 0 will read EMERALD HILL ZONE until a text address is assigned and text is added with $FFFF after it to signal the end of the text string.
You will find a link to the archive with the extra data files (sprite 34 mappings included) at the end of the tutorial.
Extending the cycling palette information
Now we want to locate:
; off_19F4: PalCycle: dc.w PalCycle_EHZ - PalCycle ; 0 dc.w PalCycle_Null - PalCycle ; 1 dc.w PalCycle_Level2 - PalCycle ; 2 dc.w PalCycle_Null - PalCycle ; 3 dc.w PalCycle_MTZ - PalCycle ; 4 dc.w PalCycle_MTZ - PalCycle ; 5 dc.w PalCycle_WFZ - PalCycle ; 6 dc.w PalCycle_HTZ - PalCycle ; 7 dc.w PalCycle_HPZ - PalCycle ; 8 dc.w PalCycle_Null - PalCycle ; 9 dc.w PalCycle_OOZ - PalCycle ; 10 dc.w PalCycle_MCZ - PalCycle ; 11 dc.w PalCycle_CNZ - PalCycle ; 12 dc.w PalCycle_CPZ - PalCycle ; 13 dc.w PalCycle_CPZ - PalCycle ; 14 dc.w PalCycle_ARZ - PalCycle ; 15 dc.w PalCycle_WFZ - PalCycle ; 16
and replace it with:
; off_19F4: PalCycle: dc.w PalCycle_EHZ - PalCycle ; 00 dc.w PalCycle_Null - PalCycle ; 01 dc.w PalCycle_Level2 - PalCycle ; 02 dc.w PalCycle_Null - PalCycle ; 03 dc.w PalCycle_MTZ - PalCycle ; 04 dc.w PalCycle_MTZ - PalCycle ; 05 dc.w PalCycle_WFZ - PalCycle ; 06 dc.w PalCycle_HTZ - PalCycle ; 07 dc.w PalCycle_HPZ - PalCycle ; 08 dc.w PalCycle_Null - PalCycle ; 09 dc.w PalCycle_OOZ - PalCycle ; 0A dc.w PalCycle_MCZ - PalCycle ; 0B dc.w PalCycle_CNZ - PalCycle ; 0C dc.w PalCycle_CPZ - PalCycle ; 0D dc.w PalCycle_CPZ - PalCycle ; 0E dc.w PalCycle_ARZ - PalCycle ; 0F dc.w PalCycle_WFZ - PalCycle ; 10 dc.w PalCycle_Null - PalCycle ; 11 dc.w PalCycle_Null - PalCycle ; 12 dc.w PalCycle_Null - PalCycle ; 13 dc.w PalCycle_Null - PalCycle ; 14 dc.w PalCycle_Null - PalCycle ; 15 dc.w PalCycle_Null - PalCycle ; 16 dc.w PalCycle_Null - PalCycle ; 17 dc.w PalCycle_Null - PalCycle ; 18 dc.w PalCycle_Null - PalCycle ; 19 dc.w PalCycle_Null - PalCycle ; 1A dc.w PalCycle_Null - PalCycle ; 1B dc.w PalCycle_Null - PalCycle ; 1C dc.w PalCycle_Null - PalCycle ; 1D dc.w PalCycle_Null - PalCycle ; 1E dc.w PalCycle_Null - PalCycle ; 1F dc.w PalCycle_Null - PalCycle ; 20
That inserts empty slots for the cycling palettes of out new levels.
Extending the static palette list
Next we locate:
PalPointers: palptr Pal_SEGA, Normal_palette, $1F palptr Pal_Title, Normal_palette_line2, 7 palptr Pal_UNK1, Normal_palette, $1F palptr Pal_BGND, Normal_palette, $F palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_WZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_MTZ, Normal_palette_line2, $17 palptr Pal_MTZ, Normal_palette_line2, $17 palptr Pal_WFZ, Normal_palette_line2, $17 palptr Pal_HTZ, Normal_palette_line2, $17 palptr Pal_HPZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_OOZ, Normal_palette_line2, $17 palptr Pal_MCZ, Normal_palette_line2, $17 palptr Pal_CNZ, Normal_palette_line2, $17 palptr Pal_CPZ, Normal_palette_line2, $17 palptr Pal_DEZ, Normal_palette_line2, $17 palptr Pal_ARZ, Normal_palette_line2, $17 palptr Pal_SCZ, Normal_palette_line2, $17 palptr Pal_HPZ_U, Normal_palette, $1F palptr Pal_CPZ_U, Normal_palette, $1F palptr Pal_ARZ_U, Normal_palette, $1F palptr Pal_SS, Normal_palette, $17 palptr Pal_UNK2, Normal_palette_line2, 7 palptr Pal_UNK3, Normal_palette_line2, 7 palptr Pal_SS1, Normal_palette_line4, 7 palptr Pal_SS2, Normal_palette_line4, 7 palptr Pal_SS3, Normal_palette_line4, 7 palptr Pal_SS4, Normal_palette_line4, 7 palptr Pal_SS5, Normal_palette_line4, 7 palptr Pal_SS6, Normal_palette_line4, 7 palptr Pal_SS7, Normal_palette_line4, 7 palptr Pal_UNK4, Normal_palette_line4, 7 palptr Pal_UNK5, Normal_palette_line4, 7 palptr Pal_UNK6, Normal_palette_line4, 7 palptr Pal_OOZ_B, Normal_palette_line2, 7 palptr Pal_Menu, Normal_palette, $1F palptr Pal_UNK7, Normal_palette, $1F ; ---------------------------------------------------------------------------- Pal_SEGA: BINCLUDE "art/palettes/Sega screen.bin" ; SEGA screen palette (Sonic and initial background) Pal_Title: BINCLUDE "art/palettes/Title screen.bin" ; Title screen Palette Pal_UNK1: BINCLUDE "art/palettes/Unknown 1.bin" ; Unknown palette 1 (leftover S1 level select palette?) Pal_BGND: BINCLUDE "art/palettes/SonicAndTails.bin" ; "Sonic and Miles" background palette (also usually the primary palette line) Pal_EHZ: BINCLUDE "art/palettes/EHZ.bin" ; Emerald Hill Zone palette Pal_WZ: BINCLUDE "art/palettes/Wood Zone.bin" ; Wood Zone palette Pal_MTZ: BINCLUDE "art/palettes/MTZ.bin" ; Metropolis Zone palette Pal_WFZ: BINCLUDE "art/palettes/WFZ.bin" ; Wing Fortress Zone palette Pal_HTZ: BINCLUDE "art/palettes/HTZ.bin" ; Hill Top Zone palette Pal_HPZ: BINCLUDE "art/palettes/HPZ.bin" ; Hidden Palace Zone palette Pal_HPZ_U: BINCLUDE "art/palettes/HPZ underwater.bin" ; Hidden Palace Zone underwater palette Pal_OOZ: BINCLUDE "art/palettes/OOZ.bin" ; Oil Ocean Zone palette Pal_MCZ: BINCLUDE "art/palettes/MCZ.bin" ; Mystic Cave Zone palette Pal_CNZ: BINCLUDE "art/palettes/CNZ.bin" ; Casino Night Zone palette Pal_CPZ: BINCLUDE "art/palettes/CPZ.bin" ; Chemical Plant Zone palette Pal_CPZ_U: BINCLUDE "art/palettes/CPZ underwater.bin" ; Chemical Plant Zone underwater palette Pal_DEZ: BINCLUDE "art/palettes/DEZ.bin" ; Death Egg Zone palette Pal_ARZ: BINCLUDE "art/palettes/ARZ.bin" ; Aquatic Ruin Zone palette Pal_ARZ_U: BINCLUDE "art/palettes/ARZ underwater.bin" ; Aquatic Ruin Zone underwater palette Pal_SCZ: BINCLUDE "art/palettes/SCZ.bin" ; Sky Chase Zone palette Pal_UNK2: BINCLUDE "art/palettes/Unknown 2.bin" ; Unknown palette 2 Pal_UNK3: BINCLUDE "art/palettes/Unknown 3.bin" ; Unknown palette 3 Pal_OOZ_B: BINCLUDE "art/palettes/OOZ Boss.bin" ; Oil Ocean Zone boss palette Pal_Menu: BINCLUDE "art/palettes/Menu.bin" ; Menu palette Pal_SS: BINCLUDE "art/palettes/Special Stage Main.bin" ; Special Stage palette Pal_SS1: BINCLUDE "art/palettes/Special Stage 1.bin" ; Special Stage 1 palette Pal_SS2: BINCLUDE "art/palettes/Special Stage 2.bin" ; Special Stage 2 palette Pal_SS3: BINCLUDE "art/palettes/Special Stage 3.bin" ; Special Stage 3 palette Pal_SS4: BINCLUDE "art/palettes/Special Stage 4.bin" ; Special Stage 4 palette Pal_SS5: BINCLUDE "art/palettes/Special Stage 5.bin" ; Special Stage 5 palette Pal_SS6: BINCLUDE "art/palettes/Special Stage 6.bin" ; Special Stage 6 palette Pal_SS7: BINCLUDE "art/palettes/Special Stage 7.bin" ; Special Stage 7 palette Pal_UNK4: BINCLUDE "art/palettes/Special Stage 1 2p.bin" ; Special Stage 1 2p palette Pal_UNK5: BINCLUDE "art/palettes/Special Stage 2 2p.bin" ; Special Stage 2 2p palette Pal_UNK6: BINCLUDE "art/palettes/Special Stage 3 2p.bin" ; Special Stage 3 2p palette Pal_UNK7: BINCLUDE "art/palettes/Special Stage Results Screen.bin" ; Special Stage Results Screen palette
and replace it with:
PalPointers: palptr Pal_SEGA, Normal_palette, $1F palptr Pal_Title, Normal_palette_line2, 7 palptr Pal_UNK1, Normal_palette, $1F palptr Pal_BGND, Normal_palette, $F palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_WZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_MTZ, Normal_palette_line2, $17 palptr Pal_MTZ, Normal_palette_line2, $17 palptr Pal_WFZ, Normal_palette_line2, $17 palptr Pal_HTZ, Normal_palette_line2, $17 palptr Pal_HPZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_OOZ, Normal_palette_line2, $17 palptr Pal_MCZ, Normal_palette_line2, $17 palptr Pal_CNZ, Normal_palette_line2, $17 palptr Pal_CPZ, Normal_palette_line2, $17 palptr Pal_DEZ, Normal_palette_line2, $17 palptr Pal_ARZ, Normal_palette_line2, $17 palptr Pal_SCZ, Normal_palette_line2, $17 palptr Pal_HPZ_U, Normal_palette, $1F palptr Pal_CPZ_U, Normal_palette, $1F palptr Pal_ARZ_U, Normal_palette, $1F palptr Pal_SS, Normal_palette, $17 palptr Pal_UNK2, Normal_palette_line2, 7 palptr Pal_UNK3, Normal_palette_line2, 7 palptr Pal_SS1, Normal_palette_line4, 7 palptr Pal_SS2, Normal_palette_line4, 7 palptr Pal_SS3, Normal_palette_line4, 7 palptr Pal_SS4, Normal_palette_line4, 7 palptr Pal_SS5, Normal_palette_line4, 7 palptr Pal_SS6, Normal_palette_line4, 7 palptr Pal_SS7, Normal_palette_line4, 7 palptr Pal_UNK4, Normal_palette_line4, 7 palptr Pal_UNK5, Normal_palette_line4, 7 palptr Pal_UNK6, Normal_palette_line4, 7 palptr Pal_OOZ_B, Normal_palette_line2, 7 palptr Pal_Menu, Normal_palette, $1F palptr Pal_UNK7, Normal_palette, $1F palptr Pal_Lev11, Normal_palette_line2, $17 palptr Pal_Lev12, Normal_palette_line2, $17 palptr Pal_Lev13, Normal_palette_line2, $17 palptr Pal_Lev14, Normal_palette_line2, $17 palptr Pal_Lev15, Normal_palette_line2, $17 palptr Pal_Lev16, Normal_palette_line2, $17 palptr Pal_Lev17, Normal_palette_line2, $17 palptr Pal_Lev18, Normal_palette_line2, $17 palptr Pal_Lev19, Normal_palette_line2, $17 palptr Pal_Lev1A, Normal_palette_line2, $17 palptr Pal_Lev1B, Normal_palette_line2, $17 palptr Pal_Lev1C, Normal_palette_line2, $17 palptr Pal_Lev1D, Normal_palette_line2, $17 palptr Pal_Lev1E, Normal_palette_line2, $17 palptr Pal_Lev1F, Normal_palette_line2, $17 palptr Pal_Lev20, Normal_palette_line2, $17 ; ---------------------------------------------------------------------------- Pal_SEGA: BINCLUDE "art/palettes/Sega screen.bin" ; SEGA screen palette (Sonic and initial background) Pal_Title: BINCLUDE "art/palettes/Title screen.bin" ; Title screen Palette Pal_UNK1: BINCLUDE "art/palettes/Unknown 1.bin" ; Unknown palette 1 (leftover S1 level select palette?) Pal_BGND: BINCLUDE "art/palettes/SonicAndTails.bin" ; "Sonic and Miles" background palette (also usually the primary palette line) Pal_EHZ: BINCLUDE "art/palettes/EHZ.bin" ; Emerald Hill Zone palette Pal_WZ: BINCLUDE "art/palettes/Wood Zone.bin" ; Wood Zone palette Pal_MTZ: BINCLUDE "art/palettes/MTZ.bin" ; Metropolis Zone palette Pal_WFZ: BINCLUDE "art/palettes/WFZ.bin" ; Wing Fortress Zone palette Pal_HTZ: BINCLUDE "art/palettes/HTZ.bin" ; Hill Top Zone palette Pal_HPZ: BINCLUDE "art/palettes/HPZ.bin" ; Hidden Palace Zone palette Pal_HPZ_U: BINCLUDE "art/palettes/HPZ underwater.bin" ; Hidden Palace Zone underwater palette Pal_OOZ: BINCLUDE "art/palettes/OOZ.bin" ; Oil Ocean Zone palette Pal_MCZ: BINCLUDE "art/palettes/MCZ.bin" ; Mystic Cave Zone palette Pal_CNZ: BINCLUDE "art/palettes/CNZ.bin" ; Casino Night Zone palette Pal_CPZ: BINCLUDE "art/palettes/CPZ.bin" ; Chemical Plant Zone palette Pal_CPZ_U: BINCLUDE "art/palettes/CPZ underwater.bin" ; Chemical Plant Zone underwater palette Pal_DEZ: BINCLUDE "art/palettes/DEZ.bin" ; Death Egg Zone palette Pal_ARZ: BINCLUDE "art/palettes/ARZ.bin" ; Aquatic Ruin Zone palette Pal_ARZ_U: BINCLUDE "art/palettes/ARZ underwater.bin" ; Aquatic Ruin Zone underwater palette Pal_SCZ: BINCLUDE "art/palettes/SCZ.bin" ; Sky Chase Zone palette Pal_Lev11: BINCLUDE "art/palettes/Lev11.bin" ; New Level palette Pal_Lev12: BINCLUDE "art/palettes/Lev12.bin" ; New Level palette Pal_Lev13: BINCLUDE "art/palettes/Lev13.bin" ; New Level palette Pal_Lev14: BINCLUDE "art/palettes/Lev14.bin" ; New Level palette Pal_Lev15: BINCLUDE "art/palettes/Lev15.bin" ; New Level palette Pal_Lev16: BINCLUDE "art/palettes/Lev16.bin" ; New Level palette Pal_Lev17: BINCLUDE "art/palettes/Lev17.bin" ; New Level palette Pal_Lev18: BINCLUDE "art/palettes/Lev18.bin" ; New Level palette Pal_Lev19: BINCLUDE "art/palettes/Lev19.bin" ; New Level palette Pal_Lev1A: BINCLUDE "art/palettes/Lev1A.bin" ; New Level palette Pal_Lev1B: BINCLUDE "art/palettes/Lev1B.bin" ; New Level palette Pal_Lev1C: BINCLUDE "art/palettes/Lev1C.bin" ; New Level palette Pal_Lev1D: BINCLUDE "art/palettes/Lev1D.bin" ; New Level palette Pal_Lev1E: BINCLUDE "art/palettes/Lev1E.bin" ; New Level palette Pal_Lev1F: BINCLUDE "art/palettes/Lev1F.bin" ; New Level palette Pal_Lev20: BINCLUDE "art/palettes/Lev20.bin" ; New Level palette Pal_UNK2: BINCLUDE "art/palettes/Unknown 2.bin" ; Unknown palette 2 Pal_UNK3: BINCLUDE "art/palettes/Unknown 3.bin" ; Unknown palette 3 Pal_OOZ_B: BINCLUDE "art/palettes/OOZ Boss.bin" ; Oil Ocean Zone boss palette Pal_Menu: BINCLUDE "art/palettes/Menu.bin" ; Menu palette Pal_SS: BINCLUDE "art/palettes/Special Stage Main.bin" ; Special Stage palette Pal_SS1: BINCLUDE "art/palettes/Special Stage 1.bin" ; Special Stage 1 palette Pal_SS2: BINCLUDE "art/palettes/Special Stage 2.bin" ; Special Stage 2 palette Pal_SS3: BINCLUDE "art/palettes/Special Stage 3.bin" ; Special Stage 3 palette Pal_SS4: BINCLUDE "art/palettes/Special Stage 4.bin" ; Special Stage 4 palette Pal_SS5: BINCLUDE "art/palettes/Special Stage 5.bin" ; Special Stage 5 palette Pal_SS6: BINCLUDE "art/palettes/Special Stage 6.bin" ; Special Stage 6 palette Pal_SS7: BINCLUDE "art/palettes/Special Stage 7.bin" ; Special Stage 7 palette Pal_UNK4: BINCLUDE "art/palettes/Special Stage 1 2p.bin" ; Special Stage 1 2p palette Pal_UNK5: BINCLUDE "art/palettes/Special Stage 2 2p.bin" ; Special Stage 2 2p palette Pal_UNK6: BINCLUDE "art/palettes/Special Stage 3 2p.bin" ; Special Stage 3 2p palette Pal_UNK7: BINCLUDE "art/palettes/Special Stage Results Screen.bin" ; Special Stage Results Screen palette
That inserts our new palettes, which we will be using when we start on the main level load block.
Extending Zone Procedures and Scripts
Now we need to add the zone scripts.
Find:
PLC_DYNANM: ; Zone ID dc.w Dynamic_Normal-PLC_DYNANM ; $00 dc.w Animated_EHZ-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM ; $01 dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM ; $02 dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM ; $03 dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Normal-PLC_DYNANM ; $04 dc.w Animated_MTZ-PLC_DYNANM dc.w Dynamic_Normal-PLC_DYNANM ; $05 dc.w Animated_MTZ-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM ; $06 dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_HTZ-PLC_DYNANM ; $07 dc.w Animated_HTZ-PLC_DYNANM dc.w Dynamic_Normal-PLC_DYNANM ; $08 dc.w Animated_OOZ-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM ; $09 dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Normal-PLC_DYNANM ; $0A dc.w Animated_OOZ2-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM ; $0B dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_CNZ-PLC_DYNANM ; $0C dc.w Animated_CNZ-PLC_DYNANM dc.w Dynamic_Normal-PLC_DYNANM ; $0D dc.w Animated_CPZ-PLC_DYNANM dc.w Dynamic_Normal-PLC_DYNANM ; $0F dc.w Animated_DEZ-PLC_DYNANM dc.w Dynamic_ARZ-PLC_DYNANM ; $10 dc.w Animated_ARZ-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM ; $11 dc.w Animated_Null-PLC_DYNANM ; yes, level $11
and add to the end of it:
dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM dc.w Dynamic_Null-PLC_DYNANM dc.w Animated_Null-PLC_DYNANM
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: dc.w APM16_EHZ - AnimPatMaps ; 0 dc.w APM_Null - AnimPatMaps ; 1 dc.w APM_Null - AnimPatMaps ; 2 dc.w APM_Null - AnimPatMaps ; 3 dc.w APM16_MTZ - AnimPatMaps ; 4 dc.w APM16_MTZ - AnimPatMaps ; 5 dc.w APM_Null - AnimPatMaps ; 6 dc.w APM16_EHZ - AnimPatMaps ; 7 dc.w APM_HPZ - AnimPatMaps ; 8 dc.w APM_Null - AnimPatMaps ; 9 dc.w APM_OOZ - AnimPatMaps ; $A dc.w APM_Null - AnimPatMaps ; $B dc.w APM_CNZ - AnimPatMaps ; $C dc.w APM_CPZ - AnimPatMaps ; $D dc.w APM_DEZ - AnimPatMaps ; $E dc.w APM_ARZ - AnimPatMaps ; $F dc.w APM_Null - AnimPatMaps ;$10
then add this to the end
dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps dc.w APM_Null - AnimPatMaps
then edit and change as needed. Add the new .bin files to below here:
; byte_40372: APM16_EHZ: BINCLUDE "mappings/16x16/AnimEHZ.bin" ; byte_403EE: APM16_MTZ: BINCLUDE "mappings/16x16/AnimMTZ.bin" ; byte_404C2: APM_HPZ: BINCLUDE "mappings/16x16/AnimHPZ.bin" ; byte_405B6: APM_OOZ: BINCLUDE "mappings/16x16/AnimOOZ.bin" ; byte_4061A: APM_CNZ: BINCLUDE "mappings/16x16/AnimCNZ.bin" ; byte_406BE: APM_CNZ2P: BINCLUDE "mappings/16x16/AnimCNZ2P.bin" ; byte_40762: APM_CPZ: BINCLUDE "mappings/16x16/AnimCPZ.bin" ; byte_4076E: APM_DEZ: BINCLUDE "mappings/16x16/AnimDEZ.bin" ; byte_4077A: APM_ARZ: BINCLUDE "mappings/16x16/AnimARZ.bin" ; byte_407BE: APM_Null: dc.w 0
and then possibly create the nessisary load queries for them. (If so, you need to know what you're doing here.)
Extending the 1 Player and 2 Player music playlists
next we find:
; loc_40AE: Level_GetBgm: tst.w (Demo_mode_flag).w bmi.s loc_4114 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 loc_4114 moveq #0,d0 move.b (Current_Zone).w,d0 lea MusicList(pc),a1 tst.w (Two_player_mode).w beq.s Level_PlayBgm jsr Level_2PlayerBGMList
now we want to find:
;---------------------------------------------------------------------------- ; 1P Music Playlist ;---------------------------------------------------------------------------- ; byte_3EA0: MusicList: dc.b 2+$80 ; 0 ; EHZ dc.b 2+$80 ; 1 dc.b 5+$80 ; 2 dc.b 4+$80 ; 3 dc.b 5+$80 ; 4 ; MTZ1,2 dc.b 5+$80 ; 5 ; MTZ3 dc.b $F+$80 ; 6 ; WFZ dc.b 6+$80 ; 7 ; HTZ dc.b $10+$80 ; 8 dc.b $D+$80 ; 9 dc.b 4+$80 ; 10 ; OOZ dc.b $B+$80 ; 11 ; MCZ dc.b $9+$80 ; 12 ; CNZ dc.b $E+$80 ; 13 ; CPZ dc.b $A+$80 ; 14 ; DEZ dc.b 7+$80 ; 15 ; ARZ dc.b $D+$80 ; 16 ; SCZ dc.b 0 ; 17 ;---------------------------------------------------------------------------- ; 2P Music Playlist ;---------------------------------------------------------------------------- ; byte_3EB2: MusicList2: dc.b $C+$80 ; 0 ; EHZ 2P dc.b 2+$80 ; 1 dc.b 5+$80 ; 2 dc.b 4+$80 ; 3 dc.b 5+$80 ; 4 dc.b 5+$80 ; 5 dc.b $F+$80 ; 6 dc.b 6+$80 ; 7 dc.b $10+$80 ; 8 dc.b $D+$80 ; 9 dc.b 4+$80 ; 10 dc.b 3+$80 ; 11 ; MCZ 2P dc.b 8+$80 ; 12 ; CNZ 2P dc.b $E+$80 ; 13 dc.b $A+$80 ; 14 dc.b 7+$80 ; 15 dc.b $D+$80 ; 16 dc.b 0 ; 17
and replace it with:
;---------------------------------------------------------------------------- ; 2P Music Playlist ;---------------------------------------------------------------------------- ; byte_3EB2: MusicList2: dc.b $C+$80 ; 00 ; EHZ 2P dc.b 2+$80 ; 01 dc.b 5+$80 ; 02 dc.b 4+$80 ; 03 dc.b 5+$80 ; 04 dc.b 5+$80 ; 05 dc.b $F+$80 ; 06 dc.b 6+$80 ; 07 dc.b $10+$80 ; 08 dc.b $D+$80 ; 09 dc.b 4+$80 ; 0A dc.b 3+$80 ; 0B ; MCZ 2P dc.b 8+$80 ; 0C ; CNZ 2P dc.b $E+$80 ; 0D dc.b $A+$80 ; 0E dc.b 7+$80 ; 0F dc.b $D+$80 ; 10 dc.b 2+$80 ; 11 dc.b 2+$80 ; 12 dc.b 2+$80 ; 13 dc.b 2+$80 ; 14 dc.b 2+$80 ; 15 dc.b 2+$80 ; 16 dc.b 2+$80 ; 17 dc.b 2+$80 ; 18 dc.b 2+$80 ; 19 dc.b 2+$80 ; 1A dc.b 2+$80 ; 1B dc.b 2+$80 ; 1C dc.b 2+$80 ; 1D dc.b 2+$80 ; 1E dc.b 2+$80 ; 1F dc.b 2+$80 ; 20 dc.b 0 Level_2PlayerBGMList: lea MusicList2(pc),a1 rts ;---------------------------------------------------------------------------- ; 1P Music Playlist ;---------------------------------------------------------------------------- ; byte_3EA0: MusicList: dc.b 2+$80 ; 00 ; EHZ dc.b 2+$80 ; 01 dc.b 5+$80 ; 02 dc.b 4+$80 ; 03 dc.b 5+$80 ; 04 ; MTZ1,2 dc.b 5+$80 ; 05 ; MTZ3 dc.b $F+$80 ; 06 ; WFZ dc.b 6+$80 ; 07 ; HTZ dc.b $10+$80 ; 08 dc.b $D+$80 ; 09 dc.b 4+$80 ; 0A ; OOZ dc.b $B+$80 ; 0B ; MCZ dc.b $9+$80 ; 0C; CNZ dc.b $E+$80 ; 0D ; CPZ dc.b $A+$80 ; 0E ; DEZ dc.b 7+$80 ; 0F ; ARZ dc.b $D+$80 ; 10 ; SCZ dc.b 2+$80 ; 11 dc.b 2+$80 ; 12 dc.b 2+$80 ; 13 dc.b 2+$80 ; 14 dc.b 2+$80 ; 15 dc.b 2+$80 ; 16 dc.b 2+$80 ; 17 dc.b 2+$80 ; 18 dc.b 2+$80 ; 19 dc.b 2+$80 ; 1A dc.b 2+$80 ; 1B dc.b 2+$80 ; 1C dc.b 2+$80 ; 1D dc.b 2+$80 ; 1E dc.b 2+$80 ; 1F dc.b 2+$80 ; 20 dc.b 0
That updates our music list for both 2 player and 1 player modes, and fixes an error that sometimes occurs during the build process relating to somwthing not fitting in a signed byte, which can easily happen when you have a lot of added zones.
Branch fixes
Before we go any further, I will note that if you tried to compile now, you would have some "jump distance too big" errors, lets fix them:
first, we will find:
GameModesArray: ;; bra.w SegaScreen ; $00 SEGA screen mode bra.
