Extend the level index past $10 in Sonic 2
From Sonic Retro
Contents
- 1 Initial Notes and Revisions Done
- 2 Extending the Titlecard index
- 3 Extending the Palette Cycle information
- 4 Extending the static palette list
- 5 Extending Zone Procedures and Scripts
- 6 Extending Animated Pattern Mappings
- 7 Extending the 1 Player and 2 Player music playlists
- 8 Extending the demo list
- 9 Extending the Collision index
- 10 Extending Rings Index
- 11 Extending the object index
- 12 Extending tiles and patterns index
- 13 Extending level and tile layout indexes
- 14 Extending the definition of act 2 (setting up our new levels so that they can have bosses in other words)
- 15 Extend Level Size Array
- 16 Extending the Start Location Index
- 17 Notes
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, $15, $48, 8, $2A8, $168,$120 ; bottom yellow part
titlecardobjdata 6, $16, 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 Specific Data Configuration
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.
Now, comment that code above 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 ; 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
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:
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 ; palette index $27.
; ----------------------------------------------------------------------------
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: ; 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 of this index:
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 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
jmp Level_TtlCard
rts
JTR_PlayMusic:
jmp PlayMusic
rts
NormalMusicList:
dc.b $82 ;00
dc.b $82 ;01
dc.b $82 ;02
dc.b $82 ;03
dc.b $85 ;04
dc.b $85 ;05
dc.b $8F ;06
dc.b $86 ;07
dc.b $90 ;08
dc.b $82 ;09
dc.b $84 ;0A
dc.b $8B ;0B
dc.b $89 ;0C
dc.b $8E ;0D
dc.b $8A ;0E
dc.b $87 ;0F
dc.b $8D ;10
dc.b $82 ;11
dc.b $82 ;12
dc.b $82 ;13
dc.b $82 ;14
dc.b $82 ;15
dc.b $82 ;16
dc.b $82 ;17
dc.b $82 ;18
dc.b $82 ;19
dc.b $82 ;1A
dc.b $82 ;1B
dc.b $82 ;1C
dc.b $82 ;1D
dc.b $82 ;1E
dc.b $82 ;1F
dc.b $82 ;20
align 4
MusicList2PMode:
dc.b $8C ;00
dc.b $82 ;01
dc.b $82 ;02
dc.b $82 ;03
dc.b $85 ;04
dc.b $85 ;05
dc.b $8F ;06
dc.b $86 ;07
dc.b $90 ;08
dc.b $82 ;09
dc.b $84 ;0A
dc.b $83 ;0B
dc.b $88 ;0C
dc.b $8E ;0D
dc.b $8A ;0E
dc.b $87 ;0F
dc.b $8D ;10
dc.b $82 ;11
dc.b $82 ;12
dc.b $82 ;13
dc.b $82 ;14
dc.b $82 ;15
dc.b $82 ;16
dc.b $82 ;17
dc.b $82 ;18
dc.b $82 ;19
dc.b $82 ;1A
dc.b $82 ;1B
dc.b $82 ;1C
dc.b $82 ;1D
dc.b $82 ;1E
dc.b $82 ;1F
dc.b $82 ;20
align $200
Now, go to Level_GetBGM. You will see this:
; 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
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:
DemoScriptPointers:
dc.l Demo_EHZ ; $00
dc.l Demo_EHZ ; $01
dc.l Demo_EHZ ; $02
dc.l Demo_EHZ ; $03
dc.l Demo_EHZ ; $04
dc.l Demo_EHZ ; $05
dc.l Demo_EHZ ; $06
dc.l Demo_EHZ ; $07
dc.l Demo_EHZ ; $08
dc.l Demo_EHZ ; $09
dc.l Demo_EHZ ; $0A
dc.l Demo_EHZ ; $0B
dc.l Demo_CNZ ; $0C
dc.l Demo_CPZ ; $0D
dc.l Demo_EHZ ; $0E
dc.l Demo_ARZ ; $0F
dc.l Demo_EHZ ; $10
and insert after it:
dc.l Demo_EHZ ; $11
dc.l Demo_EHZ ; $12
dc.l Demo_EHZ ; $13
dc.l Demo_EHZ ; $14
dc.l Demo_EHZ ; $15
dc.l Demo_EHZ ; $16
dc.l Demo_EHZ ; $17
dc.l Demo_EHZ ; $18
dc.l Demo_EHZ ; $19
dc.l Demo_EHZ ; $1A
dc.l Demo_EHZ ; $1B
dc.l Demo_EHZ ; $1C
dc.l Demo_EHZ ; $1D
dc.l Demo_EHZ ; $1E
dc.l Demo_EHZ ; $1F
dc.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:
moveq #0,d0
move.b (Current_Zone).w,d0
add.w #1,d0; =pointer index: 1.
add.w d0,d0; =x2
add.w d0,d0; =x4
add.w d0,d0; =x8
move.l #Primary_Collision,(Collision_addr).w
movea.l Off_ColP(pc,d0.w),a0
lea (Primary_Collision).w,a1
bsr.w KosDec
movea.l Off_ColS(pc,d0.w),a0
lea (Secondary_Collision).w,a1
bsr.w KosDec
To fit the merged table with the existing labels, we will start indexing at pointer 1 instead of pointer 0. Now, we will create the new table.
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:
dc.l ColP_EHZHTZ
dc.l Off_Level ; 1
dc.l ColP_MTZ ; 2
dc.l Off_Level ; 3
dc.l ColP_MTZ ; 4
dc.l ColP_MTZ ; 5
dc.l ColP_WFZSCZ ; 6
dc.l ColP_EHZHTZ ; 7
dc.l ColP_OOZ ; 8
dc.l Off_Level ; 9
dc.l ColP_OOZ ; 10
dc.l ColP_MCZ ; 11
dc.l ColP_CNZ ; 12
dc.l ColP_CPZDEZ ; 13
dc.l ColP_CPZDEZ ; 14
dc.l ColP_ARZ ; 15
dc.l ColP_WFZSCZ ; 16
dc.l ColP_EHZHTZ ;$11
dc.l ColP_EHZHTZ ;$12
dc.l ColP_EHZHTZ ;$13
dc.l ColP_EHZHTZ ;$14
dc.l ColP_EHZHTZ ;$15
dc.l ColP_EHZHTZ ;$16
dc.l ColP_EHZHTZ ;$17
dc.l ColP_EHZHTZ ;$18
dc.l ColP_EHZHTZ ;$19
dc.l ColP_EHZHTZ ;$1A
dc.l ColP_EHZHTZ ;$1B
dc.l ColP_EHZHTZ ;$1C
dc.l ColP_EHZHTZ ;$1D
dc.l ColP_EHZHTZ ;$1E
dc.l ColP_EHZHTZ ;$1F
dc.l ColP_EHZHTZ ;$20
; ---------------------------------------------------------------------------
; 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:
dc.l ColS_EHZHTZ
dc.l Off_Level ; 1
dc.l ColP_MTZ ; 2
dc.l Off_Level ; 3
dc.l ColP_MTZ ; 4
dc.l ColP_MTZ ; 5
dc.l ColS_WFZSCZ ; 6
dc.l ColS_EHZHTZ ; 7
dc.l ColP_OOZ ; 8
dc.l Off_Level ; 9
dc.l ColP_OOZ ; 10
dc.l ColP_MCZ ; 11
dc.l ColS_CNZ ; 12
dc.l ColS_CPZDEZ ; 13
dc.l ColS_CPZDEZ ; 14
dc.l ColS_ARZ ; 15
dc.l ColS_WFZSCZ ; 16
dc.l ColS_EHZHTZ ;$11
dc.l ColS_EHZHTZ ;$12
dc.l ColS_EHZHTZ ;$13
dc.l ColS_EHZHTZ ;$14
dc.l ColS_EHZHTZ ;$15
dc.l ColS_EHZHTZ ;$16
dc.l ColS_EHZHTZ ;$17
dc.l ColS_EHZHTZ ;$18
dc.l ColS_EHZHTZ ;$19
dc.l ColS_EHZHTZ ;$1A
dc.l ColS_EHZHTZ ;$1B
dc.l ColS_EHZHTZ ;$1C
dc.l ColS_EHZHTZ ;$1D
dc.l ColS_EHZHTZ ;$1E
dc.l ColS_EHZHTZ ;$1F
dc.l ColS_EHZHTZ ;$20
To:
Off_ColP:
dc.l 0
Off_ColS:
dc.l 0
CollisionData: ; this label is unnecessary, but we will use this just for educational issues.
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;00
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;01
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;02
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;03
dc.l ColP_MTZ, ColP_MTZ ;04
dc.l ColP_MTZ, ColP_MTZ ;05
dc.l ColP_WFZSCZ, ColS_WFZSCZ ;06
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;07
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;08
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;09
dc.l ColP_OOZ, ColP_OOZ ;0A
dc.l ColP_MCZ, ColP_MCZ ;0B
dc.l ColP_CNZ, ColS_CNZ ;0C
dc.l ColP_CPZ, ColS_CPZ ;0D
dc.l ColP_CPZ, ColS_CPZ ;0E
dc.l ColP_ARZ, ColS_ARZ ;0F
dc.l ColP_WFZSCZ, ColS_WFZSCZ ;10
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;11
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;12
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;13
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;14
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;15
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;16
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;17
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;18
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;19
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;1A
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;1B
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;1C
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;1D
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;1E
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;1F
dc.l ColP_EHZHTZ, ColS_EHZHTZ ;20
Of course, you can get rid of Off_ColP and Off_ColS labels and indexes by commenting the line:
add.w #1,d0
Changing Off_ColP to CollisionData and Off_ColS to CollisionData+4 in the procedure above.
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:
clearRAM Ring_Positions,$600
; d0 = 0
lea ($FFFFEF80).w,a1
move.w #bytesToLcnt($40),d1
- move.l d0,(a1)+
dbf d1,-
moveq #0,d5
moveq #0,d0
move.w (Current_ZoneAndAct).w,d0
ror.b #1,d0
lsr.w #6,d0
lea (Off_Rings).l,a1
move.w (a1,d0.w),d0
lea (a1,d0.w),a1
lea ($FFFFE806).w,a2
loc_172E0:
And change it to:
loc_172A4:
jmp CarregarAneis
rts
loc_172E0:
Now, we put the following routine at a good place:
align $40
CarregarAneis:
clearRAM Ring_Positions,$600
; d0 = 0
lea ($FFFFEF80).w,a1
move.w #bytesToLcnt($40),d1
- move.l d0,(a1)+
dbf d1,-
moveq #0,d5
moveq #0,d0
; convert zone/act data for an useable format, sequential
move.w (Current_ZoneAndAct).w,d0
ror.b #1,d0
lsr.w #6,d0 ;this yields an 8-byte jump.
add.l d0,d0
movea.l RingData(pc,d0.l),a1 ; this allows ring data anywhere in the ROM.
lea ($FFFFE806).w,a2
jmp loc_172E0
rts
RingData:
dc.l Rings_EHZ_1, Rings_EHZ_2 ;00
dc.l Rings_EHZ_1, Rings_EHZ_2 ;01
dc.l Rings_EHZ_1, Rings_EHZ_2 ;02
dc.l Rings_EHZ_1, Rings_EHZ_2 ;03
dc.l Rings_MTZ_1, Rings_MTZ_2 ;04
dc.l Rings_MTZ_3, Rings_MTZ_3 ;05
dc.l Rings_WFZ_1, Rings_WFZ_1 ;06
dc.l Rings_HTZ_1, Rings_HTZ_2 ;07
dc.l Rings_EHZ_1, Rings_EHZ_2 ;08
dc.l Rings_EHZ_1, Rings_EHZ_2 ;09
dc.l Rings_OOZ_1, Rings_OOZ_2 ;0A
dc.l Rings_MCZ_1, Rings_MCZ_2 ;0B
dc.l Rings_CNZ_1, Rings_CNZ_2 ;0C
dc.l Rings_CPZ_1, Rings_CPZ_2 ;0D
dc.l Rings_DEZ_1, Rings_DEZ_1 ;0E
dc.l Rings_ARZ_1, Rings_ARZ_2 ;0F
dc.l Rings_SCZ_1, Rings_SCZ_1 ;10
dc.l Rings_EHZ_1, Rings_EHZ_2 ;11
dc.l Rings_EHZ_1, Rings_EHZ_2 ;12
dc.l Rings_EHZ_1, Rings_EHZ_2 ;13
dc.l Rings_EHZ_1, Rings_EHZ_2 ;14
dc.l Rings_EHZ_1, Rings_EHZ_2 ;15
dc.l Rings_EHZ_1, Rings_EHZ_2 ;16
dc.l Rings_EHZ_1, Rings_EHZ_2 ;17
dc.l Rings_EHZ_1, Rings_EHZ_2 ;18
dc.l Rings_EHZ_1, Rings_EHZ_2 ;19
dc.l Rings_EHZ_1, Rings_EHZ_2 ;1A
dc.l Rings_EHZ_1, Rings_EHZ_2 ;1B
dc.l Rings_EHZ_1, Rings_EHZ_2 ;1C
dc.l Rings_EHZ_1, Rings_EHZ_2 ;1D
dc.l Rings_EHZ_1, Rings_EHZ_2 ;1E
dc.l Rings_EHZ_1, Rings_EHZ_2 ;1F
dc.l Rings_EHZ_1, Rings_EHZ_2 ;20
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:
addq.b #2,(Obj_placement_routine).w
move.w (Current_ZoneAndAct).w,d0 ; If level == $0F (ARZ)...
ror.b #1,d0 ; then this yields $87...
lsr.w #6,d0 ; and this yields $0002.
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) + $0002
tst.w (Two_player_mode).w ; skip if not in 2-player vs mode
beq.s loc_17AF0
cmpi.b #$C,(Current_Zone).w ; skip if not Casino Night Zone
bne.s loc_17AF0
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 loc_17AF0
lea (Objects_CNZ2_2P).l,a0 ; CNZ 2 2-player object layout
loc_17AF0:
And change that to:
loc_17AB8:
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 == $0F (ARZ)...
ror.b #1,d0
lsr.w #6,d0
add.l d0,d0
movea.l ObjPosData(pc,d0.l),a0
movea.l a0,a1
tst.w (Two_player_mode).w ; skip if not in 2-player vs mode
beq.s loc_017AF0
cmpi.b #$C,(Current_Zone).w ; skip if not Casino Night Zone
bne.s loc_017AF0
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 loc_017AF0
lea (Objects_CNZ2_2P).l,a0 ; CNZ 2 2-player object layout
loc_017AF0:
jmp loc_17AF0
rts
ObjPosData:
dc.l Objects_EHZ_1, Objects_EHZ_2 ;00
dc.l Objects_EHZ_1, Objects_EHZ_2 ;01
dc.l Objects_EHZ_1, Objects_EHZ_2 ;02
dc.l Objects_EHZ_1, Objects_EHZ_2 ;03
dc.l Objects_MTZ_1, Objects_MTZ_2 ;04
dc.l Objects_MTZ_3, Objects_MTZ_3 ;05
dc.l Objects_WFZ_1, Objects_WFZ_1 ;06
dc.l Objects_HTZ_1, Objects_HTZ_2 ;07
dc.l Objects_EHZ_1, Objects_EHZ_2 ;08
dc.l Objects_EHZ_1, Objects_EHZ_2 ;09
dc.l Objects_OOZ_1, Objects_OOZ_2 ;0A
dc.l Objects_MCZ_1, Objects_MCZ_2 ;0B
dc.l Objects_CNZ_1, Objects_CNZ_2 ;0C
dc.l Objects_CPZ_1, Objects_CPZ_2 ;0D
dc.l Objects_DEZ_1, Objects_DEZ_1 ;0E
dc.l Objects_ARZ_1, Objects_ARZ_2 ;0F
dc.l Objects_SCZ_1, Objects_SCZ_1 ;10
dc.l Objects_EHZ_1, Objects_EHZ_2 ;11
dc.l Objects_EHZ_1, Objects_EHZ_2 ;12
dc.l Objects_EHZ_1, Objects_EHZ_2 ;13
dc.l Objects_EHZ_1, Objects_EHZ_2 ;14
dc.l Objects_EHZ_1, Objects_EHZ_2 ;15
dc.l Objects_EHZ_1, Objects_EHZ_2 ;16
dc.l Objects_EHZ_1, Objects_EHZ_2 ;17
dc.l Objects_EHZ_1, Objects_EHZ_2 ;18
dc.l Objects_EHZ_1, Objects_EHZ_2 ;19
dc.l Objects_EHZ_1, Objects_EHZ_2 ;1A
dc.l Objects_EHZ_1, Objects_EHZ_2 ;1B
dc.l Objects_EHZ_1, Objects_EHZ_2 ;1C
dc.l Objects_EHZ_1, Objects_EHZ_2 ;1D
dc.l Objects_EHZ_1, Objects_EHZ_2 ;1E
dc.l Objects_EHZ_1, Objects_EHZ_2 ;1F
dc.l Objects_EHZ_1, Objects_EHZ_2 ;20
align $80
Extending tiles and patterns index
Subsection Test
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 4, 5, 4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; 0 ; EHZ ; EMERALD HILL ZONE
levartptrs 6, 7, 5, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; 1 ; LEV1 ; LEVEL 1 (UNUSED)
levartptrs 8, 9, 6, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; 2 ; LEV2 ; LEVEL 2 (UNUSED)
levartptrs $A, $B, 7, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; 3 ; LEV3 ; LEVEL 3 (UNUSED)
levartptrs $C, $D, 8, ArtKos_MTZ, BM16_MTZ, BM128_MTZ ; 4 ; MTZ ; METROPOLIS ZONE ACTS 1 & 2
levartptrs $C, $D, 8, ArtKos_MTZ, BM16_MTZ, BM128_MTZ ; 5 ; MTZ3 ; METROPOLIS ZONE ACT 3
levartptrs $10,$11, $A, ArtKos_SCZ, BM16_WFZ, BM128_WFZ ; 6 ; WFZ ; WING FORTRESS ZONE
levartptrs $12,$13, $B, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; 7 ; HTZ ; HILL TOP ZONE
levartptrs $14,$15, $C, BM16_OOZ, BM16_OOZ, BM16_OOZ ; 8 ; HPZ ; HIDDEN PALACE ZONE (UNUSED)
levartptrs $16,$17, $D, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; 9 ; LEV9 ; LEVEL 9 (UNUSED)
levartptrs $18,$19, $E, ArtKos_OOZ, BM16_OOZ, BM128_OOZ ; $A ; OOZ ; OIL OCEAN ZONE
levartptrs $1A,$1B, $F, ArtKos_MCZ, BM16_MCZ, BM128_MCZ ; $B ; MCZ ; MYSTIC CAVE ZONE
levartptrs $1C,$1D,$10, ArtKos_CNZ, BM16_CNZ, BM128_CNZ ; $C ; CNZ ; CASINO NIGHT ZONE
levartptrs $1E,$1F,$11, ArtKos_CPZ, BM16_CPZ, BM128_CPZ ; $D ; CPZ ; CHEMICAL PLANT ZONE
levartptrs $20,$21,$12, ArtKos_CPZ, BM16_CPZ, BM128_CPZ ; $E ; DEZ ; DEATH EGG ZONE
levartptrs $22,$23,$13, ArtKos_ARZ, BM16_ARZ, BM128_ARZ ; $F ; ARZ ; AQUATIC RUIN ZONE
levartptrs $24,$25,$14, 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:
dc.w Level_EHZ1-Off_Level
dc.w Level_EHZ2-Off_Level; 1
dc.w Level_EHZ1-Off_Level; 2
dc.w Level_EHZ1-Off_Level; 3
dc.w Level_EHZ1-Off_Level; 4
dc.w Level_EHZ1-Off_Level; 5
dc.w Level_EHZ1-Off_Level; 6
dc.w Level_EHZ1-Off_Level; 7
dc.w Level_MTZ1-Off_Level; 8
dc.w Level_MTZ2-Off_Level; 9
dc.w Level_MTZ3-Off_Level; 10
dc.w Level_MTZ3-Off_Level; 11
dc.w Level_WFZ-Off_Level; 12
dc.w Level_WFZ-Off_Level; 13
dc.w Level_HTZ1-Off_Level; 14
dc.w Level_HTZ2-Off_Level; 15
dc.w Level_OOZ1-Off_Level; 16
dc.w Level_OOZ1-Off_Level; 17
dc.w Level_EHZ1-Off_Level; 18
dc.w Level_EHZ1-Off_Level; 19
dc.w Level_OOZ1-Off_Level; 20
dc.w Level_OOZ2-Off_Level; 21
dc.w Level_MCZ1-Off_Level; 22
dc.w Level_MCZ2-Off_Level; 23
dc.w Level_CNZ1-Off_Level; 24
dc.w Level_CNZ2-Off_Level; 25
dc.w Level_CPZ1-Off_Level; 26
dc.w Level_CPZ2-Off_Level; 27
dc.w Level_DEZ-Off_Level; 28
dc.w Level_DEZ-Off_Level; 29
dc.w Level_ARZ1-Off_Level; 30
dc.w Level_ARZ2-Off_Level; 31
dc.w Level_SCZ-Off_Level; 32
dc.w Level_SCZ-Off_Level; 33
and add this to the end:
dc.w Level_Lev11_1-Off_Level
dc.w Level_Lev11_2-Off_Level
dc.w Level_Lev12_1-Off_Level
dc.w Level_Lev12_2-Off_Level
dc.w Level_Lev13_1-Off_Level
dc.w Level_Lev13_2-Off_Level
dc.w Level_Lev14_1-Off_Level
dc.w Level_Lev14_2-Off_Level
dc.w Level_Lev15_1-Off_Level
dc.w Level_Lev15_2-Off_Level
dc.w Level_Lev16_1-Off_Level
dc.w Level_Lev16_2-Off_Level
dc.w Level_Lev17_1-Off_Level
dc.w Level_Lev17_2-Off_Level
dc.w Level_Lev18_1-Off_Level
dc.w Level_Lev18_2-Off_Level
dc.w Level_Lev19_1-Off_Level
dc.w Level_Lev19_2-Off_Level
dc.w Level_Lev1A_1-Off_Level
dc.w Level_Lev1A_2-Off_Level
dc.w Level_Lev1B_1-Off_Level
dc.w Level_Lev1B_2-Off_Level
dc.w Level_Lev1C_1-Off_Level
dc.w Level_Lev1C_2-Off_Level
dc.w Level_Lev1D_1-Off_Level
dc.w Level_Lev1D_2-Off_Level
dc.w Level_Lev1E_1-Off_Level
dc.w Level_Lev1E_2-Off_Level
dc.w Level_Lev1F_1-Off_Level
dc.w Level_Lev1F_2-Off_Level
dc.w Level_Lev20_1-Off_Level
dc.w Level_Lev20_2-Off_Level
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:
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
cmpi.w #$001,(Current_ZoneAndAct).w
beq.w return_4C46 ; if EHZ2, return
cmpi.w #$500,(Current_ZoneAndAct).w
beq.w return_4C46 ; if MTZ3, return
cmpi.w #$600,(Current_ZoneAndAct).w
beq.w return_4C46 ; if WFZ, return
cmpi.w #$701,(Current_ZoneAndAct).w
beq.w return_4C46 ; if HTZ2, return
cmpi.w #$A01,(Current_ZoneAndAct).w
beq.w return_4C46 ; if OOZ2, return
cmpi.w #$B01,(Current_ZoneAndAct).w
beq.s return_4C46 ; if MCZ2, return
cmpi.w #$C01,(Current_ZoneAndAct).w
beq.s return_4C46 ; if CNZ2, return
cmpi.w #$D01,(Current_ZoneAndAct).w
beq.s return_4C46 ; if CPZ2, return
cmpi.w #$E00,(Current_ZoneAndAct).w
beq.s return_4C46 ; if DEZ, return
cmpi.w #$F01,(Current_ZoneAndAct).w
beq.s return_4C46 ; if ARZ2, return
cmpi.w #$1000,(Current_ZoneAndAct).w
beq.s return_4C46 ; if SCZ, return
we will change it to:
JmpTo_LevelEnd_SetSignpost
jmp LevelEnd_SetSignpost
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 JmpTo_LevelEnd_SetSignpost ; if yes, branch
cmpi.w #$001,(Current_ZoneAndAct).w
beq.w return_4C46 ; if EHZ2, return
cmpi.w #$101,(Current_ZoneAndAct).w
beq.w return_4C46 ; if LZ2, return
cmpi.w #$201,(Current_ZoneAndAct).w
beq.w return_4C46 ; if WZ2, return
cmpi.w #$301,(Current_ZoneAndAct).w
beq.w return_4C46 ; if DHZ2, return
cmpi.w #$500,(Current_ZoneAndAct).w
beq.w return_4C46 ; if MTZ3, return
cmpi.w #$600,(Current_ZoneAndAct).w
beq.w return_4C46 ; if WFZ, return
cmpi.w #$701,(Current_ZoneAndAct).w
beq.w return_4C46 ; if HTZ2, return
cmpi.w #$801,(Current_ZoneAndAct).w
beq.w return_4C46 ; if HPZ2, return
cmpi.w #$901,(Current_ZoneAndAct).w
beq.w return_4C46 ; if GCZ2, return
cmpi.w #$A01,(Current_ZoneAndAct).w
beq.w return_4C46 ; if OOZ2, return
bra.s SetLevelEndType2
return_4C46:
rts
SetLevelEndType2:
cmpi.w #$B01,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if MCZ2, return
cmpi.w #$C01,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if CNZ2, return
cmpi.w #$D01,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if CPZ2, return
cmpi.w #$E00,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if DEZ, return
cmpi.w #$F01,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if ARZ2, return
cmpi.w #$1000,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if SCZ, return
cmpi.w #$1000,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if SCZ, return
cmpi.w #$1101,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1201,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1301,(Current_ZoneAndAct).w
beq.s return2_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1401,(Current_ZoneAndAct).w
bra.s SetLevelEndType3
return2_4C46:
rts
SetLevelEndType3:
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1501,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1601,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1701,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1801,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1901,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1A01,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1B01,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1C01,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1D01,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1E01,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$1F01,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
cmpi.w #$2001,(Current_ZoneAndAct).w
beq.s return3_4C46 ; if one of our new levels in act 2, return
; loc_4C40:
LevelEnd_SetSignpost:
move.w #1,(Level_Has_Signpost).w ; set level type to signpost
return3_4C46:
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:
WrdArr_LvlSize:
dc.w $0, $29A0, $0, $320 ; $00 ; EHZ act 2
dc.w $0, $2940, $0, $420 ; EHZ act 2
dc.w $0, $3FFF, $0, $720 ; $01
dc.w $0, $3FFF, $0, $720
dc.w $0, $3FFF, $0, $720 ; $02
dc.w $0, $3FFF, $0, $720
dc.w $0, $3FFF, $0, $720 ; $03
dc.w $0, $3FFF, $0, $720
dc.w $0, $2280, -$100, $800 ; $04 ; MTZ act 1
dc.w $0, $1E80, -$100, $800 ; MTZ act 2
dc.w $0, $2A80, -$100, $800 ; $05 ; MTZ act 3
dc.w $0, $3FFF, -$100, $800
dc.w $0, $3FFF, $0, $720 ; $06 ; WFZ
dc.w $0, $3FFF, $0, $720
dc.w $0, $2800, $0, $720 ; $07 ; HTZ act 1
dc.w $0, $3280, $0, $720 ; HTZ act 2
dc.w $0, $3FFF, $0, $720 ; $08
dc.w $0, $3FFF, $0, $720
dc.w $0, $3FFF, $0, $720 ; $09
dc.w $0, $3FFF, $0, $720
dc.w $0, $2F80, $0, $680 ; $0A ; OOZ act 1
dc.w $0, $2D00, $0, $680 ; OOZ act 2
dc.w $0, $2380, $3C0, $720 ; $0B ; MCZ act 1
dc.w $0, $3FFF, $60, $720 ; MCZ act 2
dc.w $0, $27A0, $0, $720 ; $0C ; CNZ act 1
dc.w $0, $2A80, $0, $720 ; CNZ act 2
dc.w $0, $2780, $0, $720 ; $0D ; CPZ act 1
dc.w $0, $2A80, $0, $720 ; CPZ act 2
dc.w $0, $1000, $C8, $C8 ; $0F ; DEZ
dc.w $0, $1000, $C8, $C8
dc.w $0, $28C0, $200, $600 ; $10 ; ARZ act 1
dc.w $0, $3FFF, $180, $710 ; ARZ act 2
dc.w $0, $3FFF, $0, $000 ; $11 ; SCZ
dc.w $0, $3FFF, $0, $720
and we will change it to:
WrdArr_LvlSize:
dc.w $0, $29A0, $0, $320 ; $00 ; EHZ act 2
dc.w $0, $2940, $0, $420 ; EHZ act 2
dc.w $0, $3FFF, $0, $720 ; $01
dc.w $0, $3FFF, $0, $720
dc.w $0, $3FFF, $0, $720 ; $02
dc.w $0, $3FFF, $0, $720
dc.w $0, $3FFF, $0, $720 ; $03
dc.w $0, $3FFF, $0, $720
dc.w $0, $2280, -$100, $800 ; $04 ; MTZ act 1
dc.w $0, $1E80, -$100, $800 ; MTZ act 2
dc.w $0, $2A80, -$100, $800 ; $05 ; MTZ act 3
dc.w $0, $3FFF, -$100, $800
dc.w $0, $3FFF, $0, $720 ; $06 ; WFZ
dc.w $0, $3FFF, $0, $720
dc.w $0, $2800, $0, $720 ; $07 ; HTZ act 1
dc.w $0, $3280, $0, $720 ; HTZ act 2
dc.w $0, $3FFF, $0, $720 ; $08
dc.w $0, $3FFF, $0, $720
dc.w $0, $3FFF, $0, $720 ; $09
dc.w $0, $3FFF, $0, $720
dc.w $0, $2F80, $0, $680 ; $0A ; OOZ act 1
dc.w $0, $2D00, $0, $680 ; OOZ act 2
dc.w $0, $2380, $3C0, $720 ; $0B ; MCZ act 1
dc.w $0, $3FFF, $60, $720 ; MCZ act 2
dc.w $0, $27A0, $0, $720 ; $0C ; CNZ act 1
dc.w $0, $2A80, $0, $720 ; CNZ act 2
dc.w $0, $2780, $0, $720 ; $0D ; CPZ act 1
dc.w $0, $2A80, $0, $720 ; CPZ act 2
dc.w $0, $1000, $C8, $C8 ; $0E ; DEZ
dc.w $0, $1000, $C8, $C8
dc.w $0, $28C0, $200, $600 ; $0F ; ARZ act 1
dc.w $0, $3FFF, $180, $710 ; ARZ act 2
dc.w $0, $3FFF, $0, $000 ; $10 ; SCZ
dc.w $0, $3FFF, $0, $720
dc.w $0, $3FFF, $0, $720 ; $11 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $12 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $13 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $14 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $15 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $16 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $17 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $18 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $19 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $1A ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $1B ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $1C ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $1D ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $1E ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $1F ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
dc.w $0, $3FFF, $0, $720 ; $20 ;one of our new levels (act 1)
dc.w $0, $3FFF, $0, $720 ;one of our new levels (act 2)
Extending the Start Location Index
Sonic has to start somewhere right?
Find this:
WrdArr_StartLoc:
dc.w $60, $28F ; $00
dc.w $60, $2AF
dc.w $60, $28F ; $01
dc.w $60, $2AF
dc.w $60, $1AC ; $02
dc.w $60, $1AC
dc.w $60, $28F ; $03
dc.w $60, $2AF
dc.w $60, $28C ; $04
dc.w $60, $5EC
dc.w $60, $20C ; $05
dc.w $60, $2AF
dc.w $60, $4CC ; $06
dc.w $1E0, $4CC
dc.w $60, $3EF ; $07
dc.w $60, $6AF
dc.w $230, $1AC ; $08
dc.w $230, $1AC
dc.w $60, $28F ; $09
dc.w $60, $2AF
dc.w $60, $6AC ; $0A
dc.w $60, $56C
dc.w $60, $6AC ; $0B
dc.w $60, $5AC
dc.w $60, $2AC ; $0C
dc.w $60, $58C
dc.w $60, $1EC ; $0D
dc.w $60, $12C
dc.w $60, $12D ; $0E
dc.w $60, $12D
dc.w $60, $37E ; $0F
dc.w $60, $37E
dc.w $120, $70 ; $10
dc.w $140, $70
then add this to the end:
dc.w 0, 0 ; $11
dc.w 0, 0
dc.w 0, 0 ; $12
dc.w 0, 0
dc.w 0, 0 ; $13
dc.w 0, 0
dc.w 0, 0 ; $14
dc.w 0, 0
dc.w 0, 0 ; $15
dc.w 0, 0
dc.w 0, 0 ; $16
dc.w 0, 0
dc.w 0, 0 ; $17
dc.w 0, 0
dc.w 0, 0 ; $18
dc.w 0, 0
dc.w 0, 0 ; $19
dc.w 0, 0
dc.w 0, 0 ; $1A
dc.w 0, 0
dc.w 0, 0 ; $1B
dc.w 0, 0
dc.w 0, 0 ; $1C
dc.w 0, 0
dc.w 0, 0 ; $1D
dc.w 0, 0
dc.w 0, 0 ; $1E
dc.w 0, 0
dc.w 0, 0 ; $1F
dc.w 0, 0
dc.w 0, 0 ; $20
dc.w 0, 0
then replace the 0s with the desired x and y co-ordinance.
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)