Difference between revisions of "Sonic the Hedgehog 2 (Nick Arcade prototype)/Technical information"
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− | |$ | + | |$28218 |
− | | | + | |Level layout offset index |
+ | |- | ||
+ | |$40000 | ||
+ | |Object layout offset index | ||
+ | |- | ||
+ | |$50000 | ||
+ | |Ring location offset index | ||
|} | |} | ||
Revision as of 03:55, 11 November 2006
Offset | Description |
---|---|
$035A8 | Level order information |
$02502 | Pallete pointers |
$035A8 | Level select level order |
$04620 | Pointer to collision indexes |
$0579A | Level size array |
$059C6 | Rasterized layer Deformatiom offset index |
$10AF8 | Animation script (Sonic) |
$1BFEC | Main level load block |
$1C05C | Pattern load cues offset index |
$1C09C | Pattern load cues |
$20000 | Curve and resistance mapping (identical to S1..) |
$20100 | Curve and resistance mapping |
$20200 | Collision Array (identical to S1..) |
$22200 | Collision Array |
$28218 | Level layout offset index |
$40000 | Object layout offset index |
$50000 | Ring location offset index |
Palettes
Offset | Description |
---|---|
$245A | SEGA Foreground |
$25A2 | SEGA Background |
$2622 | Title Screen |
$26A2 | Level Select |
$2722 | Sonic and Tails |
$2742 | Green Hill Zone |
$27A2 | ??? |
$2822 | ??? |
$2840 | Chemical Plant Zone? |
$2882 | Emerald Hill Zone |
$28E2 | Hidden Palace Zone |
$2942 | Hill Top Zone |
$29A2 | (Sonic again?) |
$2A22 | Labyrinth Zone |
$2A82 | Scrap Brain Zone Act 3 |
$2B02 | Labyrinth Zone Sonic Underwater |
$2B22 | Scrap Brain Zone Act 3 Sonic Underwater |
$2B42 | Special Stage Title Card (S1) |
$2BC2 | Continue - Sonic (S1) |
$2BE2 | Continue (S1) |
$2C02 | Sonic - Ending (S1) |
Compressed Art, Nemesis Format
Documented by ICEknight and Quickman.
Offset | Description |
---|---|
$9DF8E | Shield |
$9E114 | Invincibility stars |
$A0960 | SEGA logo |
$A1520 | Title Screen graphics |
$A2E82 | Sonic & Tails at the Title Screen |
$A39C6 | GHZ bit of flower (S1) |
$A3A10 | GHZ & MZ platform with chain (S1) |
$A3B2A | EHZ Log bridge |
$A3C16 | Unused 16x16 block (S1) |
$A3C5E | GHZ rolling ball (S1) |
$A3DFC | GHZ rolling log with spikes (S1) |
$A4010 | GHZ unused spikes around the rolling log (S1) |
$A413C | GHZ rock (S1) |
$A426A | GHZ breakable wall (S1) |
$A4308 | Some GHZ wall (S1) |
$A4368 | Unknown fire |
$A44A0 | Unused, possible burning log |
$A45AE | Waterfall |
$A46B4 | Unused HTZ fireballs |
$A4802 | GHZ Log bridge (S1) |
$A48DA | HTZ crossing platform |
$A4BCE | HTZ automatic door |
$A4C46 | HTZ seesaw with green ball |
$A4DDE | HPZ bridge |
$A4F56 | HPZ waterfalls |
$A52B8 | HPZ big emerald |
$A552A | Unknown blocks |
$A55EA | HPZ glowing orb |
$A5826 | Some platform |
$A59C0 | UNKNOWN unused dust |
$A5AE0 | CPZ floating platform |
$A5C2E | Water surface |
$A5D9E | Button |
$A5E76 | Vertical spring |
$A5F92 | Horizontal spring |
$A605C | Diagonal springs |
$A6230 | Score/Rings/Time HUD |
$A6338 | Lives HUD |
$A644E | Rings |
$A6542 | Monitors |
$A696C | Vertical spikes |
$A69BC | Gathered points |
$A6A96 | Prototype checkpoint |
$A6B3C | Prototype end of level sign |
$A6F8A | Crocodile |
$A732C | EHZ Buzz Bomber |
$A7512 | HPZ Bat |
$A7868 | OOZ Octopus |
$A7B88 | Triceratops |
$A7F84 | HPZ Dinobot |
$A835A | Unused sideways piranha |
$A8852 | OOZ Prototype seahorses |
$A8CA0 | Unused rolling ball |
$A8F36 | Unused Mother Bubbler |
$A9162 | Unused Bubbler |
$A9384 | EHZ Snail |
$A9580 | Prototype Crawler |
$A9902 | EHZ Piranha |
$A9B0E | Boss ship |
$AA24A | CPZ Prototype boss |
$AA7A8 | Big explosion |
$AAE30 | Robotnik's ship boost |
$AAEAE | Puff of smoke |
$AAF94 | EHZ Boss |
$AB780 | EHZ Boss helicopter blades |
$AB874 | SBZ Ball Hog (S1) |
$ABC34 | Crabmeat |
$AC122 | GHZ Buzz Bomber (S1) |
$AC4C8 | Possible unknown explosion from the ground |
$AC6B0 | LZ Burrobot (S1) |
$ACD9A | GHZ Piranha (S1) |
$AD002 | LZ Jaws (S1) |
$AD28C | SYZ Roller (S1) |
$AD7B0 | GHZ Motobug (S1) |
$ADA3A | GHZ Newtron (S1) |
$AE058 | SYZ Snail (S1) |
$AE440 | MZ Bat (S1) |
$AE73C | Splats (S1) |
$AE984 | SLZ Bomb (S1) |
$AEC1C | LZ Orbinaut (S1) |
$AEDFA | MZ Catakiller (S1) |
$AEF88 | Title card (S1) |
$AF596 | Explosions |
$AFBFC | GAME OVER, TIME OVER |
$AFD8E | Vertical spring |
$AFE90 | Sideways spring |
$AFF6C | Big ring flash |
$B00E0 | End of level hidden bonuses (S1) |
$B03E2 | Sonic at Continue screen + Continue star (S1) |
$B0692 | CONTINUE + Minisonic (S1) |
$B08CC | Bunny |
$B0A24 | Chicken |
$B0B80 | Penguin |
$B0CFC | Seal |
$B0E18 | Pig |
$B0F4E | Flicky |
$B1088 | Squirrel |
$B2184 | EHZ graphics |
$B5784 | HTZ graphics |
$B6BAA | HTZ placeholders for animated tiles |
$C0492 | HPZ graphics |
$C31A0 | HPZ glowing orbs |
$CC8F4 | CPZ graphics |
$CFDC0 | UNKNOWN |
$D8C34 | GHZ graphics (S1) |
$DC1F0 | GHZ graphics (S1) |
$E0B62 | Ending scene additional graphics (S1) |
$E0DEA | Credits font (S1) |
$E13E8 | SONIC THE HEDGEHOG ending text (S1) |
Pattern load cue's
The pattern load cue's are what loads all the peices of art into the VRAM that are not in the main level load block. Here's a breakdown of the pattern load cue's in the S2 Alpha ROM:
00 | 1C09C | Standard block 1 (checkpoint/HUD/life counter/ring/gathered points) | (4) |
01 | 1C0BC | Standard block 2 (Monitor/Shield/Invincibility stars) | (2) |
02 | 1C0D0 | Unknown (explosion) | (0) |
03 | 1C0D8 | Game\time over (game\time over text) | (0) |
04 | 1C0E0 | GHZ (GHZ patterns/GHZ Piranha/Vertical spikes/Vertical spring/Horrizontal spring/EHZ Log bridge/GHZ swinging platform/Motobug/GHZ Rock) | (8) |
05 | 1C118 | GHZ (GHZ Piranha) | (0) |
06 | 1C120 | LZ (CPZ DUPLICATE) | (2) |
07 | 1C134 | LZ (CPZ DUPLICATE) | (3) |
08 | 1C120 | CPZ (CPZ graphics/UNKNOWN/floating platform) | (2) |
09 | 1C134 | CPZ (Vertical spikes/Diagonal springs/Vertical spring/Horizontal spring) | (3) |
0A | 1C14E | EHZ (EHZ graphics/Fireball/Waterfall/GHZ bridge/HTZ seesaw/Vertical spikes/Diagonal springs/Vertical spring/Horizontal spring) | (8) |
0B | 1C186 | EHZ (Shield/Gathered points/Buzz Bomber/EHZ Snail/EHZ Piranha) | (4) |
0C | 1C1A6 | HPZ (HPZ graphics/HPZ bridge/waterfall/platform/pulsing ball/HPZ stuff/master emerald/Water surface) | (7) |
0D | 1C1D8 | HPZ (HPZ Dinobot/HPZ Bat/Crocodile/Buzz Bomber/HPZ Bat/Triceratops/Dinobot/Sideways piranha | (1)[7] |
0E | 1C20A | HTZ (EHZ graphics/HTZ graphics/HTZ placeholders for animated tiles/Fire/Fireballs/HTZ automatic door/GHZ Log bridge/HTZ seesaw/Vertical spikes/Diagonal springs/Vertical spring/Horizontal spring) | (9) |
0F | 1C254 | HTZ (HTZ lift/Buzz Bomber/EHZ Snail/EHZ Piranha) | (0) [4] |
10 | 1C26E | ??? (Title card (S1)/) | (0) |
11 | 1C276 | Boss (Boss ship/EHZ Boss/EHZ Boss helicopter blades/Boss ship/CPZ Prototype boss/Robotnik's ship boost/Puff of smoke/EHZ Boss/EHZ Boss helicopter blades) | (2)[8] |
12 | 1C2AE | End of level (Signpost/End of level hidden bonuses (S1)/Big ring flash) | (2) |
13 | 1C2C2 | ??? (INVALID) | (10) |
14 | 1C2C2 | ??? (INVALID) | (10) |
15 | 1C2C4 | GHZ Animals (Bunny/Flicky) | (1) |
16 | 1C2D2 | LZ Animals (Penguin/Seal) | (1) |
17 | 1C2E0 | CPZ Animals (Squirrel/Seal) | (1) |
18 | 1C2EE | EHZ Animals (Pig/Flicky) | (1) |
19 | 1C2FC | HPZ Animals (Pig/Chicken) | (1) |
1A | 1C30A | HTZ Animals (Bunny/Chicken) | (1) |
1B | 1C318 | ??? (INVALID) | (NA) |
1C | 1C31A | ??? (INVALID) | (NA) |
1D | 1C31C | ??? (INVALID) | (NA) |
1E | 1C31E | ??? (INVALID) | (NA) |
1F | 1C320 | ??? (INVALID) | (NA) |
level layout =-=-=-=-=-=-=-= htz act2: 29DD0 final zone - 295CE hpz - 2CDDE, 2ADDE =-=-=-=-=-=-=-= level begin =-=-=-=-=-=-=-= --------------------- Sonic Starting points --------------------- GHZ Act 1 - 5948 First level loaded (EHZ act 1) - 33D2 Second level loaded (EHZ act 2) - BCE0 ==Animation script== ===Sonic=== 00 = GHZ 01 = lZ (loads CPZ art) 02 = CPZ (MZ Music) 03 = EHZ (SLZ music) 04 = HPZ (SYZ music) 05 = HTZ (SBZ music) 06 = FZ (HTZ art) (crashes) 07 = Special stage? (crashes) 08 = (crashes) 09 = (crashes) 0A = (crashes) 0B = (crashes) 0C = (illegal instuction error) 0D = (crashes) 0E = (crashes) 0F = (crashes) 10 = (crashes) ============================================================= PATTERN LOAD CUES OFFSET INDEX: 1C05C [$40 BYTES LONG] [00] STANDARD1: $1C09C [01] STANDARD2: $1C0AC [02] ???: $1C0D0 [03] GAME/TIME OVER: $1C0D8 [04] GHZ1: $1C0E0 [05] GHZ2: $1C118 [06] LZ1: $1C120 (CPZ DUPLICATE) [07] LZ2: $1C134 (CPZ DUPLICATE) [08] CPZ1: $1C120 [09] CPZ2: $1C134 [0A] EHZ1: $1C14E [0B] EHZ2: $1C186 [0C] HPZ1: $1C1A6 [0D] HPZ2: $1C1D8 [0E] HTZ1: $1C20A [0F] HTZ2: $1C254 [10] FZ1: $1C26E [11] FZ2: $1C276 [12] ???: $1C2AE [13] ???: $1C2C2 [14] ???: $1C2C2 [15] ???: $1C2C4 [16] ???: $1C2D2 [17] ???: $1C2E0 [18] ???: $1C2EE [19] ???: $1C2FC [1A] ???: $1C30A [1B] ???: $1C318 [1C] ???: $1C31A [1D] ???: $1C31C [1E] ???: $1C31E [1F] ???: $1C320 MAIN LEVEL LOAD BLOCK (IN SONIC 1 FORMAT!): $1BFEC 00: GREEN HILL ZONE GHZ 8X8 ART: 0D8C34 GHZ 16X16 MAPPINGS: 0D7E34 GHZ 128X128 MAPPINGS: 0DD850 PALLET: $04 SONG: $81 PATTERN LOAD CUES USED: $04, $05 01: LABERYNTH PLANT ZONE CPZ 8C8 ART: 0CC8F4 CPZ 16X16 MAPPINGS: 0CB314 CPZ 128X128 MAPPINGS: 0CFE34 PALLET: $05 SONG: $82 PATTERN LOAD CUES USED: $06, $07 02: CHEMICAL PLANT ZONE CPZ 8C8 ART: 0CC8F4 CPZ 16X16 MAPPINGS: 0CB314 CPZ 128X128 MAPPINGS: 0CFE34 PALLET: $06 SONG: $83 PATTERN LOAD CUES USED: $08, $09 03: EMERALD HILL ZONE EHZ 8X8 ART: 0B2184 EHZ 16X16 MAPPINGS: 0B11E4 EHZ 128X128 MAPPINGS: 0B6EB2 PALLET: $07 SONG: $84 PATTERN LOAD CUES USED: $0A, $0B 04: HIDDEN PALACE ZONE HPZ 8X8 ART: 0C0492 HPZ 16X16 MAPPINGS: 0BEEB2 HPZ 128X128 MAPPINGS: 0C3314 PALLET: $08 SONG: $85 PATTERN LOAD CUES USED: $0C, $0D 05: HILL TOP ZONE HTZ 8X8 ART: 0B2184 HTZ 16X16 MAPPINGS: 0B11E4 HTZ 128X128 MAPPINGS: 0B6EB2 PALLET: $09 SONG: $86 PATTERN LOAD CUES USED: $0E, $0F 00: ENDING? GHZ 8X8 ART: 0D8C34 GHZ 16X16 MAPPINGS: 0D7E34 GHZ 128X128 MAPPINGS: 0DD850 PALLET: $13 SONG: $86 PATTERN LOAD CUES USED: NONE