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Difference between revisions of "Extend the level index past $10 in Sonic 2"

From Sonic Retro

(Branch fixes: Adding something I missed)
m (fixing a titlecard loop)
Line 731: Line 731:
 
clr.w (Vscroll_Factor).w
 
clr.w (Vscroll_Factor).w
 
move.w #-$E0,($FFFFF61E).w
 
move.w #-$E0,($FFFFF61E).w
 +
 +
clearRAM Horiz_Scroll_Buf,$400
 +
 +
bsr.w sub_4E98
 +
bsr.w JmpTo_loadZoneBlockMaps
 +
jsr (loc_402D4).l
 +
bsr.w JmpTo_loc_E300
 +
jsr (FloorLog_Unk).l
 +
bsr.w LoadCollisionIndexes
 +
bsr.w WaterEffects
 +
bsr.w InitPlayers
 +
move.w #0,(Ctrl_1_Logical).w
 +
move.w #0,(Ctrl_2_Logical).w
 +
move.w #0,(Ctrl_1).w
 +
move.w #0,(Ctrl_2).w
 +
move.b #1,(Control_Locked).w
 +
move.b #1,($FFFFF7CF).w
 +
move.b #0,(Level_started_flag).w
 +
; Level_ChkWater:
 +
tst.b (Water_flag).w ; does level have water?
 +
beq.s + ; if not, branch
 +
move.b #4,(Object_RAM+$380).w ; load Obj04 (water surface) at
 +
 +
$FFFFB380
 +
move.w #$60,(Object_RAM+$380+x_pos).w ; set horizontal offset
 +
move.b #4,(Object_RAM+$3C0).w ; load Obj04 (water surface) at
 +
 +
$FFFFB3C0
 +
move.w #$120,(Object_RAM+$3C0+x_pos).w ; set different horizontal
 +
 +
offset
 +
+
 +
cmpi.b #$D,(Current_Zone).w ; check if zone == CPZ
 +
bne.s + ; branch if not
 +
move.b #$7C,(Object_RAM+$340).w ; load Obj7C (CPZ pylon) at
 +
 +
$FFFFB340
 +
+
 +
cmpi.b #$A,(Current_Zone).w ; check if zone == OOZ
 +
bne.s Level_ClrHUD ; branch if not
 +
move.b #7,(Object_RAM+$380).w ; load Obj07 (OOZ oil) at
 +
 +
$FFFFB380
 
</asm>
 
</asm>
  
and change it to:
+
and replace it with:
 
<asm>
 
<asm>
JmpTo_LevelSizeLoad:
 
jmp LevelSizeLoad
 
 
 
loc_4114:
 
loc_4114:
 
moveq #3,d0
 
moveq #3,d0
Line 745: Line 785:
 
clr.w (Vscroll_Factor).w
 
clr.w (Vscroll_Factor).w
 
move.w #-$E0,($FFFFF61E).w
 
move.w #-$E0,($FFFFF61E).w
 +
 +
clearRAM Horiz_Scroll_Buf,$400
 +
 +
bsr.w sub_4E98
 +
bsr.w JmpTo_loadZoneBlockMaps
 +
jsr (loc_402D4).l
 +
bsr.w JmpTo_loc_E300
 +
jsr (FloorLog_Unk).l
 +
bsr.w LoadCollisionIndexes
 +
bsr.w WaterEffects
 +
bsr.w InitPlayers
 +
move.w #0,(Ctrl_1_Logical).w
 +
move.w #0,(Ctrl_2_Logical).w
 +
move.w #0,(Ctrl_1).w
 +
move.w #0,(Ctrl_2).w
 +
move.b #1,(Control_Locked).w
 +
move.b #1,($FFFFF7CF).w
 +
move.b #0,(Level_started_flag).w
 +
; Level_ChkWater:
 +
tst.b (Water_flag).w ; does level have water?
 +
beq.s + ; if not, branch
 +
move.b #4,(Object_RAM+$380).w ; load Obj04 (water surface) at
 +
 +
$FFFFB380
 +
move.w #$60,(Object_RAM+$380+x_pos).w ; set horizontal offset
 +
move.b #4,(Object_RAM+$3C0).w ; load Obj04 (water surface) at
 +
 +
$FFFFB3C0
 +
move.w #$120,(Object_RAM+$3C0+x_pos).w ; set different horizontal
 +
 +
offset
 +
+
 +
cmpi.b #$D,(Current_Zone).w ; check if zone == CPZ
 +
bne.s + ; branch if not
 +
move.b #$7C,(Object_RAM+$340).w ; load Obj7C (CPZ pylon) at
 +
 +
$FFFFB340
 +
+
 +
cmpi.b #$A,(Current_Zone).w ; check if zone == OOZ
 +
bne.s Level_ClrHUD ; branch if not
 +
move.b #7,(Object_RAM+$380).w ; load Obj07 (OOZ oil) at
 +
 +
$FFFFB380
 +
 +
JmpTo_LevelSizeLoad:
 +
jmp LevelSizeLoad
 +
</asm>
  
 
Now we find:
 
Now we find:
Line 877: Line 964:
  
 
==Fixing Addressing==
 
==Fixing Addressing==
 
Find this:
 
<asm>
 
; sub_49BC:
 
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
 
</asm>
 
 
and replace it with:
 
<asm>
 
; sub_49BC:
 
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,a0
 
lea (Secondary_Collision).w,a1
 
bra.w KosDec
 
</asm>
 
  
 
Find:
 
Find:
Line 1,037: Line 1,088:
 
move.w d1,objoff_36(a0)
 
move.w d1,objoff_36(a0)
 
add.w objoff_34(a0),d1
 
add.w objoff_34(a0),d1
lea byte_28726(pc,d1.w),a1
+
lea byte_28726,a1 ; addressing not needed
 
move.b (a1)+,d0
 
move.b (a1)+,d0
 
ext.w d0
 
ext.w d0
Line 1,065: Line 1,116:
 
move.b (a1)+,mapping_frame(a0)
 
move.b (a1)+,mapping_frame(a0)
 
</asm>
 
</asm>
 
 
  
 
Your ROM should now build correctly, but we are not yet done with extending.
 
Your ROM should now build correctly, but we are not yet done with extending.

Revision as of 21:39, 3 October 2008

(Original guide by kram)

WARNING: Unless you are working with Xenowhirl's 2007 Sonic 2 disassembly, I strongly recommend you port the Sonic 1 sound driver first before proceeding. A lot of major data shifting will occur in this tutorial and it will make the rom size a lot bigger than it was before. This will break the sonic2 or even sonic2 beta sound driver, thus so you definitely want the sonic 1 sound driver due to the fact that it can take the shifting and still work properly. However, if you are using Xenowhirl's 2007 Sonic 2 disassembly, it is not necessary to port any other sound driver, since that uses disassembled Z80 code which automatically references the correct locations and can thus work properly even if there are massive location shifts.

You probably noticed that all the indexes in the game stop at $10 and when you try to extend it, by extending the MLLB, you get weird glitches or even crashes, that is because you haven't extended all the indexes that need to be extended.

Extending the Titlecard index

First we find: <asm>

unknown

byte_15820: dc.b 0, 0, 0, 0,$10,$10,$98,$20,$2C, 0,$3C,$46,$58,$68,$A8,$7A dc.b $8A, 0 ; 16

unknown

word_15832: dc.w $2A06,$3804, 4,$2604, $C04,$1804,$1C02,$FFFF dc.w $2A06,$4004,$3804,$3004,$2604,$1C02,$3C04,$FFFF; 8 dc.w $1804,$1C02,$2604,$4004,$3004,$FFFF,$1804,$1C02; 16 dc.w $C04,$3004, 4,$2604, $804,$FFFF,$1C02,$2604; 24 dc.w $804, 4,$FFFF,$2A06,$5604,$3C04,$4004,$1C02; 32 dc.w $804, 4,$4804,$FFFF, $804, 4,$3C04,$1C02; 40 dc.w $1404,$1804,$4004,$FFFF, $804,$1804,$2A06,$1C02; 48 dc.w 4,$2604,$3004,$4004,$FFFF, 4,$3404,$4404; 56 dc.w $4004,$1C02, $804,$3804,$FFFF,$3C04,$2204,$5604; 64 dc.w $804,$1804, 4,$FFFF,$4C06,$1C02,$1404,$1004; 72 dc.w $3804,$4004,$3C04,$FFFF, $C04, 4,$4004,$1804; 80 dc.w $1404,$FFFF ; 88 </asm>

and replace it with: <asm>

unknown

byte_15820: dc.b 0, 0, 0, 0,$10,$10,$98,$20,$2C, 0,$3C,$46,$58,$68,$A8,$7A dc.b $8A, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 dc.b 0, 0 ; 32

unknown

word_15832: dc.w $2A06,$3804, 4,$2604, $C04,$1804,$1C02,$FFFF dc.w $2A06,$4004,$3804,$3004,$2604,$1C02,$3C04,$FFFF; 8 dc.w $1804,$1C02,$2604,$4004,$3004,$FFFF,$1804,$1C02; 16 dc.w $C04,$3004, 4,$2604, $804,$FFFF,$1C02,$2604; 24 dc.w $804, 4,$FFFF,$2A06,$5604,$3C04,$4004,$1C02; 32 dc.w $804, 4,$4804,$FFFF, $804, 4,$3C04,$1C02; 40 dc.w $1404,$1804,$4004,$FFFF, $804,$1804,$2A06,$1C02; 48 dc.w 4,$2604,$3004,$4004,$FFFF, 4,$3404,$4404; 56 dc.w $4004,$1C02, $804,$3804,$FFFF,$3C04,$2204,$5604; 64 dc.w $804,$1804, 4,$FFFF,$4C06,$1C02,$1404,$1004; 72 dc.w $3804,$4004,$3C04,$FFFF, $C04, 4,$4004,$1804; 80 dc.w $1404,$FFFF ; 88 </asm>

This extends the title card index to $20. All new banks or banks with value 0 will read EMERALD HILL ZONE until a text address is assigned and text is added with $FFFF after it to signal the end of the text string.

You will find a link to the archive with the extra data files (sprite 34 mappings included) at the end of the tutorial.

Extending the cycling palette information

Now we want to locate: <asm>

off_19F4

PalCycle: dc.w PalCycle_EHZ - PalCycle ; 0 dc.w PalCycle_Null - PalCycle ; 1 dc.w PalCycle_Level2 - PalCycle ; 2 dc.w PalCycle_Null - PalCycle ; 3 dc.w PalCycle_MTZ - PalCycle ; 4 dc.w PalCycle_MTZ - PalCycle ; 5 dc.w PalCycle_WFZ - PalCycle ; 6 dc.w PalCycle_HTZ - PalCycle ; 7 dc.w PalCycle_HPZ - PalCycle ; 8 dc.w PalCycle_Null - PalCycle ; 9 dc.w PalCycle_OOZ - PalCycle ; 10 dc.w PalCycle_MCZ - PalCycle ; 11 dc.w PalCycle_CNZ - PalCycle ; 12 dc.w PalCycle_CPZ - PalCycle ; 13 dc.w PalCycle_CPZ - PalCycle ; 14 dc.w PalCycle_ARZ - PalCycle ; 15 dc.w PalCycle_WFZ - PalCycle ; 16 </asm>

and replace it with: <asm>

off_19F4

PalCycle: dc.w PalCycle_EHZ - PalCycle ; 00 dc.w PalCycle_Null - PalCycle ; 01 dc.w PalCycle_Level2 - PalCycle ; 02 dc.w PalCycle_Null - PalCycle ; 03 dc.w PalCycle_MTZ - PalCycle ; 04 dc.w PalCycle_MTZ - PalCycle ; 05 dc.w PalCycle_WFZ - PalCycle ; 06 dc.w PalCycle_HTZ - PalCycle ; 07 dc.w PalCycle_HPZ - PalCycle ; 08 dc.w PalCycle_Null - PalCycle ; 09 dc.w PalCycle_OOZ - PalCycle ; 0A dc.w PalCycle_MCZ - PalCycle ; 0B dc.w PalCycle_CNZ - PalCycle ; 0C dc.w PalCycle_CPZ - PalCycle ; 0D dc.w PalCycle_CPZ - PalCycle ; 0E dc.w PalCycle_ARZ - PalCycle ; 0F dc.w PalCycle_WFZ - PalCycle ; 10 dc.w PalCycle_Null - PalCycle ; 11 dc.w PalCycle_Null - PalCycle ; 12 dc.w PalCycle_Null - PalCycle ; 13 dc.w PalCycle_Null - PalCycle ; 14 dc.w PalCycle_Null - PalCycle ; 15 dc.w PalCycle_Null - PalCycle ; 16 dc.w PalCycle_Null - PalCycle ; 17 dc.w PalCycle_Null - PalCycle ; 18 dc.w PalCycle_Null - PalCycle ; 19 dc.w PalCycle_Null - PalCycle ; 1A dc.w PalCycle_Null - PalCycle ; 1B dc.w PalCycle_Null - PalCycle ; 1C dc.w PalCycle_Null - PalCycle ; 1D dc.w PalCycle_Null - PalCycle ; 1E dc.w PalCycle_Null - PalCycle ; 1F dc.w PalCycle_Null - PalCycle ; 20 </asm>

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

Extending the static palette list

Next we locate: <asm> PalPointers: palptr Pal_SEGA, Normal_palette, $1F palptr Pal_Title, Normal_palette_line2, 7 palptr Pal_UNK1, Normal_palette, $1F palptr Pal_BGND, Normal_palette, $F palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_WZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_MTZ, Normal_palette_line2, $17 palptr Pal_MTZ, Normal_palette_line2, $17 palptr Pal_WFZ, Normal_palette_line2, $17 palptr Pal_HTZ, Normal_palette_line2, $17 palptr Pal_HPZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_OOZ, Normal_palette_line2, $17 palptr Pal_MCZ, Normal_palette_line2, $17 palptr Pal_CNZ, Normal_palette_line2, $17 palptr Pal_CPZ, Normal_palette_line2, $17 palptr Pal_DEZ, Normal_palette_line2, $17 palptr Pal_ARZ, Normal_palette_line2, $17 palptr Pal_SCZ, Normal_palette_line2, $17 palptr Pal_HPZ_U, Normal_palette, $1F palptr Pal_CPZ_U, Normal_palette, $1F palptr Pal_ARZ_U, Normal_palette, $1F palptr Pal_SS, Normal_palette, $17 palptr Pal_UNK2, Normal_palette_line2, 7 palptr Pal_UNK3, Normal_palette_line2, 7 palptr Pal_SS1, Normal_palette_line4, 7 palptr Pal_SS2, Normal_palette_line4, 7 palptr Pal_SS3, Normal_palette_line4, 7 palptr Pal_SS4, Normal_palette_line4, 7 palptr Pal_SS5, Normal_palette_line4, 7 palptr Pal_SS6, Normal_palette_line4, 7 palptr Pal_SS7, Normal_palette_line4, 7 palptr Pal_UNK4, Normal_palette_line4, 7 palptr Pal_UNK5, Normal_palette_line4, 7 palptr Pal_UNK6, Normal_palette_line4, 7 palptr Pal_OOZ_B, Normal_palette_line2, 7 palptr Pal_Menu, Normal_palette, $1F palptr Pal_UNK7, Normal_palette, $1F

----------------------------------------------------------------------------

Pal_SEGA: BINCLUDE "art/palettes/Sega screen.bin" ; SEGA screen palette (Sonic and initial background) Pal_Title: BINCLUDE "art/palettes/Title screen.bin" ; Title screen Palette Pal_UNK1: BINCLUDE "art/palettes/Unknown 1.bin" ; Unknown palette 1 (leftover S1 level select palette?) Pal_BGND: BINCLUDE "art/palettes/SonicAndTails.bin" ; "Sonic and Miles" background palette (also usually the primary palette line) Pal_EHZ: BINCLUDE "art/palettes/EHZ.bin" ; Emerald Hill Zone palette Pal_WZ: BINCLUDE "art/palettes/Wood Zone.bin" ; Wood Zone palette Pal_MTZ: BINCLUDE "art/palettes/MTZ.bin" ; Metropolis Zone palette Pal_WFZ: BINCLUDE "art/palettes/WFZ.bin" ; Wing Fortress Zone palette Pal_HTZ: BINCLUDE "art/palettes/HTZ.bin" ; Hill Top Zone palette Pal_HPZ: BINCLUDE "art/palettes/HPZ.bin" ; Hidden Palace Zone palette Pal_HPZ_U: BINCLUDE "art/palettes/HPZ underwater.bin" ; Hidden Palace Zone underwater palette Pal_OOZ: BINCLUDE "art/palettes/OOZ.bin" ; Oil Ocean Zone palette Pal_MCZ: BINCLUDE "art/palettes/MCZ.bin" ; Mystic Cave Zone palette Pal_CNZ: BINCLUDE "art/palettes/CNZ.bin" ; Casino Night Zone palette Pal_CPZ: BINCLUDE "art/palettes/CPZ.bin" ; Chemical Plant Zone palette Pal_CPZ_U: BINCLUDE "art/palettes/CPZ underwater.bin" ; Chemical Plant Zone underwater palette Pal_DEZ: BINCLUDE "art/palettes/DEZ.bin" ; Death Egg Zone palette Pal_ARZ: BINCLUDE "art/palettes/ARZ.bin" ; Aquatic Ruin Zone palette Pal_ARZ_U: BINCLUDE "art/palettes/ARZ underwater.bin" ; Aquatic Ruin Zone underwater palette Pal_SCZ: BINCLUDE "art/palettes/SCZ.bin" ; Sky Chase Zone palette Pal_UNK2: BINCLUDE "art/palettes/Unknown 2.bin" ; Unknown palette 2 Pal_UNK3: BINCLUDE "art/palettes/Unknown 3.bin" ; Unknown palette 3 Pal_OOZ_B: BINCLUDE "art/palettes/OOZ Boss.bin" ; Oil Ocean Zone boss palette Pal_Menu: BINCLUDE "art/palettes/Menu.bin" ; Menu palette Pal_SS: BINCLUDE "art/palettes/Special Stage Main.bin" ; Special Stage palette Pal_SS1: BINCLUDE "art/palettes/Special Stage 1.bin" ; Special Stage 1 palette Pal_SS2: BINCLUDE "art/palettes/Special Stage 2.bin" ; Special Stage 2 palette Pal_SS3: BINCLUDE "art/palettes/Special Stage 3.bin" ; Special Stage 3 palette Pal_SS4: BINCLUDE "art/palettes/Special Stage 4.bin" ; Special Stage 4 palette Pal_SS5: BINCLUDE "art/palettes/Special Stage 5.bin" ; Special Stage 5 palette Pal_SS6: BINCLUDE "art/palettes/Special Stage 6.bin" ; Special Stage 6 palette Pal_SS7: BINCLUDE "art/palettes/Special Stage 7.bin" ; Special Stage 7 palette Pal_UNK4: BINCLUDE "art/palettes/Special Stage 1 2p.bin" ; Special Stage 1 2p palette Pal_UNK5: BINCLUDE "art/palettes/Special Stage 2 2p.bin" ; Special Stage 2 2p palette Pal_UNK6: BINCLUDE "art/palettes/Special Stage 3 2p.bin" ; Special Stage 3 2p palette Pal_UNK7: BINCLUDE "art/palettes/Special Stage Results Screen.bin" ; Special Stage Results Screen palette </asm>

and replace it with: <asm> PalPointers: palptr Pal_SEGA, Normal_palette, $1F palptr Pal_Title, Normal_palette_line2, 7 palptr Pal_UNK1, Normal_palette, $1F palptr Pal_BGND, Normal_palette, $F palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_WZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_MTZ, Normal_palette_line2, $17 palptr Pal_MTZ, Normal_palette_line2, $17 palptr Pal_WFZ, Normal_palette_line2, $17 palptr Pal_HTZ, Normal_palette_line2, $17 palptr Pal_HPZ, Normal_palette_line2, $17 palptr Pal_EHZ, Normal_palette_line2, $17 palptr Pal_OOZ, Normal_palette_line2, $17 palptr Pal_MCZ, Normal_palette_line2, $17 palptr Pal_CNZ, Normal_palette_line2, $17 palptr Pal_CPZ, Normal_palette_line2, $17 palptr Pal_DEZ, Normal_palette_line2, $17 palptr Pal_ARZ, Normal_palette_line2, $17 palptr Pal_SCZ, Normal_palette_line2, $17 palptr Pal_HPZ_U, Normal_palette, $1F palptr Pal_CPZ_U, Normal_palette, $1F palptr Pal_ARZ_U, Normal_palette, $1F palptr Pal_SS, Normal_palette, $17 palptr Pal_UNK2, Normal_palette_line2, 7 palptr Pal_UNK3, Normal_palette_line2, 7 palptr Pal_SS1, Normal_palette_line4, 7 palptr Pal_SS2, Normal_palette_line4, 7 palptr Pal_SS3, Normal_palette_line4, 7 palptr Pal_SS4, Normal_palette_line4, 7 palptr Pal_SS5, Normal_palette_line4, 7 palptr Pal_SS6, Normal_palette_line4, 7 palptr Pal_SS7, Normal_palette_line4, 7 palptr Pal_UNK4, Normal_palette_line4, 7 palptr Pal_UNK5, Normal_palette_line4, 7 palptr Pal_UNK6, Normal_palette_line4, 7 palptr Pal_OOZ_B, Normal_palette_line2, 7 palptr Pal_Menu, Normal_palette, $1F palptr Pal_UNK7, Normal_palette, $1F palptr Pal_Lev11, Normal_palette_line2, $17 palptr Pal_Lev12, Normal_palette_line2, $17 palptr Pal_Lev13, Normal_palette_line2, $17 palptr Pal_Lev14, Normal_palette_line2, $17 palptr Pal_Lev15, Normal_palette_line2, $17 palptr Pal_Lev16, Normal_palette_line2, $17 palptr Pal_Lev17, Normal_palette_line2, $17 palptr Pal_Lev18, Normal_palette_line2, $17 palptr Pal_Lev19, Normal_palette_line2, $17 palptr Pal_Lev1A, Normal_palette_line2, $17 palptr Pal_Lev1B, Normal_palette_line2, $17 palptr Pal_Lev1C, Normal_palette_line2, $17 palptr Pal_Lev1D, Normal_palette_line2, $17 palptr Pal_Lev1E, Normal_palette_line2, $17 palptr Pal_Lev1F, Normal_palette_line2, $17 palptr Pal_Lev20, Normal_palette_line2, $17

----------------------------------------------------------------------------

Pal_SEGA: BINCLUDE "art/palettes/Sega screen.bin" ; SEGA screen palette (Sonic and initial background) Pal_Title: BINCLUDE "art/palettes/Title screen.bin" ; Title screen Palette Pal_UNK1: BINCLUDE "art/palettes/Unknown 1.bin" ; Unknown palette 1 (leftover S1 level select palette?) Pal_BGND: BINCLUDE "art/palettes/SonicAndTails.bin" ; "Sonic and Miles" background palette (also usually the primary palette line) Pal_EHZ: BINCLUDE "art/palettes/EHZ.bin" ; Emerald Hill Zone palette Pal_WZ: BINCLUDE "art/palettes/Wood Zone.bin" ; Wood Zone palette Pal_MTZ: BINCLUDE "art/palettes/MTZ.bin" ; Metropolis Zone palette Pal_WFZ: BINCLUDE "art/palettes/WFZ.bin" ; Wing Fortress Zone palette Pal_HTZ: BINCLUDE "art/palettes/HTZ.bin" ; Hill Top Zone palette Pal_HPZ: BINCLUDE "art/palettes/HPZ.bin" ; Hidden Palace Zone palette Pal_HPZ_U: BINCLUDE "art/palettes/HPZ underwater.bin" ; Hidden Palace Zone underwater palette Pal_OOZ: BINCLUDE "art/palettes/OOZ.bin" ; Oil Ocean Zone palette Pal_MCZ: BINCLUDE "art/palettes/MCZ.bin" ; Mystic Cave Zone palette Pal_CNZ: BINCLUDE "art/palettes/CNZ.bin" ; Casino Night Zone palette Pal_CPZ: BINCLUDE "art/palettes/CPZ.bin" ; Chemical Plant Zone palette Pal_CPZ_U: BINCLUDE "art/palettes/CPZ underwater.bin" ; Chemical Plant Zone underwater palette Pal_DEZ: BINCLUDE "art/palettes/DEZ.bin" ; Death Egg Zone palette Pal_ARZ: BINCLUDE "art/palettes/ARZ.bin" ; Aquatic Ruin Zone palette Pal_ARZ_U: BINCLUDE "art/palettes/ARZ underwater.bin" ; Aquatic Ruin Zone underwater palette Pal_SCZ: BINCLUDE "art/palettes/SCZ.bin" ; Sky Chase Zone palette Pal_Lev11: BINCLUDE "art/palettes/Lev11.bin" ; New Level palette Pal_Lev12: BINCLUDE "art/palettes/Lev12.bin" ; New Level palette Pal_Lev13: BINCLUDE "art/palettes/Lev13.bin" ; New Level palette Pal_Lev14: BINCLUDE "art/palettes/Lev14.bin" ; New Level palette Pal_Lev15: BINCLUDE "art/palettes/Lev15.bin" ; New Level palette Pal_Lev16: BINCLUDE "art/palettes/Lev16.bin" ; New Level palette Pal_Lev17: BINCLUDE "art/palettes/Lev17.bin" ; New Level palette Pal_Lev18: BINCLUDE "art/palettes/Lev18.bin" ; New Level palette Pal_Lev19: BINCLUDE "art/palettes/Lev19.bin" ; New Level palette Pal_Lev1A: BINCLUDE "art/palettes/Lev1A.bin" ; New Level palette Pal_Lev1B: BINCLUDE "art/palettes/Lev1B.bin" ; New Level palette Pal_Lev1C: BINCLUDE "art/palettes/Lev1C.bin" ; New Level palette Pal_Lev1D: BINCLUDE "art/palettes/Lev1D.bin" ; New Level palette Pal_Lev1E: BINCLUDE "art/palettes/Lev1E.bin" ; New Level palette Pal_Lev1F: BINCLUDE "art/palettes/Lev1F.bin" ; New Level palette Pal_Lev20: BINCLUDE "art/palettes/Lev20.bin" ; New Level palette Pal_UNK2: BINCLUDE "art/palettes/Unknown 2.bin" ; Unknown palette 2 Pal_UNK3: BINCLUDE "art/palettes/Unknown 3.bin" ; Unknown palette 3 Pal_OOZ_B: BINCLUDE "art/palettes/OOZ Boss.bin" ; Oil Ocean Zone boss palette Pal_Menu: BINCLUDE "art/palettes/Menu.bin" ; Menu palette Pal_SS: BINCLUDE "art/palettes/Special Stage Main.bin" ; Special Stage palette Pal_SS1: BINCLUDE "art/palettes/Special Stage 1.bin" ; Special Stage 1 palette Pal_SS2: BINCLUDE "art/palettes/Special Stage 2.bin" ; Special Stage 2 palette Pal_SS3: BINCLUDE "art/palettes/Special Stage 3.bin" ; Special Stage 3 palette Pal_SS4: BINCLUDE "art/palettes/Special Stage 4.bin" ; Special Stage 4 palette Pal_SS5: BINCLUDE "art/palettes/Special Stage 5.bin" ; Special Stage 5 palette Pal_SS6: BINCLUDE "art/palettes/Special Stage 6.bin" ; Special Stage 6 palette Pal_SS7: BINCLUDE "art/palettes/Special Stage 7.bin" ; Special Stage 7 palette Pal_UNK4: BINCLUDE "art/palettes/Special Stage 1 2p.bin" ; Special Stage 1 2p palette Pal_UNK5: BINCLUDE "art/palettes/Special Stage 2 2p.bin" ; Special Stage 2 2p palette Pal_UNK6: BINCLUDE "art/palettes/Special Stage 3 2p.bin" ; Special Stage 3 2p palette Pal_UNK7: BINCLUDE "art/palettes/Special Stage Results Screen.bin" ; Special Stage Results Screen palette </asm>

That inserts our new palettes, which we will be using when we start on the main level load block.


Extending the 1 Player and 2 Player music playlists

next we find: <asm>

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 </asm>

and replace it with: <asm>

loc_40AE

Level_GetBgm: tst.w (Demo_mode_flag).w bmi.s loc_4114 moveq #0,d0 move.b (Current_Zone).w,d0 lea MusicList(pc),a1 tst.w (Two_player_mode).w beq.s Level_PlayBgm jsr Level_2PlayerBGMList </asm>


now we want to find: <asm>

----------------------------------------------------------------------------
1P Music Playlist
----------------------------------------------------------------------------
byte_3EA0

MusicList: dc.b 2+$80 ; 0 ; EHZ dc.b 2+$80 ; 1 dc.b 5+$80 ; 2 dc.b 4+$80 ; 3 dc.b 5+$80 ; 4 ; MTZ1,2 dc.b 5+$80 ; 5 ; MTZ3 dc.b $F+$80 ; 6 ; WFZ dc.b 6+$80 ; 7 ; HTZ dc.b $10+$80 ; 8 dc.b $D+$80 ; 9 dc.b 4+$80 ; 10 ; OOZ dc.b $B+$80 ; 11 ; MCZ dc.b $9+$80 ; 12 ; CNZ dc.b $E+$80 ; 13 ; CPZ dc.b $A+$80 ; 14 ; DEZ dc.b 7+$80 ; 15 ; ARZ dc.b $D+$80 ; 16 ; SCZ dc.b 0 ; 17

----------------------------------------------------------------------------
2P Music Playlist
----------------------------------------------------------------------------
byte_3EB2

MusicList2: dc.b $C+$80 ; 0  ; EHZ 2P dc.b 2+$80 ; 1 dc.b 5+$80 ; 2 dc.b 4+$80 ; 3 dc.b 5+$80 ; 4 dc.b 5+$80 ; 5 dc.b $F+$80 ; 6 dc.b 6+$80 ; 7 dc.b $10+$80 ; 8 dc.b $D+$80 ; 9 dc.b 4+$80 ; 10 dc.b 3+$80 ; 11 ; MCZ 2P dc.b 8+$80 ; 12 ; CNZ 2P dc.b $E+$80 ; 13 dc.b $A+$80 ; 14 dc.b 7+$80 ; 15 dc.b $D+$80 ; 16 dc.b 0 ; 17 </asm>

and replace it with: <asm>

----------------------------------------------------------------------------
2P Music Playlist
----------------------------------------------------------------------------
byte_3EB2

MusicList2: dc.b $C+$80 ; 00  ; EHZ 2P dc.b 2+$80 ; 01 dc.b 5+$80 ; 02 dc.b 4+$80 ; 03 dc.b 5+$80 ; 04 dc.b 5+$80 ; 05 dc.b $F+$80 ; 06 dc.b 6+$80 ; 07 dc.b $10+$80 ; 08 dc.b $D+$80 ; 09 dc.b 4+$80 ; 0A dc.b 3+$80 ; 0B ; MCZ 2P dc.b 8+$80 ; 0C ; CNZ 2P dc.b $E+$80 ; 0D dc.b $A+$80 ; 0E dc.b 7+$80 ; 0F dc.b $D+$80 ; 10 dc.b 2+$80 ; 11 dc.b 2+$80 ; 12 dc.b 2+$80 ; 13 dc.b 2+$80 ; 14 dc.b 2+$80 ; 15 dc.b 2+$80 ; 16 dc.b 2+$80 ; 17 dc.b 2+$80 ; 18 dc.b 2+$80 ; 19 dc.b 2+$80 ; 1A dc.b 2+$80 ; 1B dc.b 2+$80 ; 1C dc.b 2+$80 ; 1D dc.b 2+$80 ; 1E dc.b 2+$80 ; 1F dc.b 2+$80 ; 20 dc.b 0

Level_2PlayerBGMList: lea MusicList2(pc),a1 rts

----------------------------------------------------------------------------
1P Music Playlist
----------------------------------------------------------------------------
byte_3EA0

MusicList: dc.b 2+$80 ; 00 ; EHZ dc.b 2+$80 ; 01 dc.b 5+$80 ; 02 dc.b 4+$80 ; 03 dc.b 5+$80 ; 04 ; MTZ1,2 dc.b 5+$80 ; 05 ; MTZ3 dc.b $F+$80 ; 06 ; WFZ dc.b 6+$80 ; 07 ; HTZ dc.b $10+$80 ; 08 dc.b $D+$80 ; 09 dc.b 4+$80 ; 0A ; OOZ dc.b $B+$80 ; 0B ; MCZ dc.b $9+$80 ; 0C; CNZ dc.b $E+$80 ; 0D ; CPZ dc.b $A+$80 ; 0E ; DEZ dc.b 7+$80 ; 0F ; ARZ dc.b $D+$80 ; 10 ; SCZ dc.b 2+$80 ; 11 dc.b 2+$80 ; 12 dc.b 2+$80 ; 13 dc.b 2+$80 ; 14 dc.b 2+$80 ; 15 dc.b 2+$80 ; 16 dc.b 2+$80 ; 17 dc.b 2+$80 ; 18 dc.b 2+$80 ; 19 dc.b 2+$80 ; 1A dc.b 2+$80 ; 1B dc.b 2+$80 ; 1C dc.b 2+$80 ; 1D dc.b 2+$80 ; 1E dc.b 2+$80 ; 1F dc.b 2+$80 ; 20 dc.b 0 </asm>

That updates our music list for both 2 player and 1 player modes, and fixes an error that sometimes occurs during the build process relating to somwthing not fitting in a signed byte, which can easily happen when you have a lot of added zones.


Branch fixes

Before we go any further, I will note that if you tried to compile now, you would have some "jump distance too big" errors, lets fix them:

first, we will find: <asm> GameModesArray: ;; bra.w SegaScreen ; $00 SEGA screen mode bra.w TitleScreen ; $04 Title screen mode bra.w Level ; $08 Demo mode bra.w Level ; $0C Zone play mode bra.w SpecialStage ; $10 Special stage play mode bra.w ContinueScreen ; $14 Continue mode bra.w TwoPlayerResults ; $18 2P results mode bra.w LevelSelectMenu2P ; $1C 2P level select mode bra.w JmpTo_EndingSequence ; $20 End sequence mode bra.w OptionsMenu ; $24 Options mode bra.w LevelSelectMenu ; $28 Level select mode

===========================================================================

</asm>

and replace it with: <asm> GameModesArray: ;; bra.w SegaScreen ; $00 SEGA screen mode bra.w TitleScreen ; $04 Title screen mode bra.w Level ; $08 Demo mode bra.w Level ; $0C Zone play mode bra.w SpecialStage ; $10 Special stage play mode bra.w ContinueScreen ; $14 Continue mode bra.w Jmpto_TwoPlayerResults ; $18 2P results mode bra.w LevelSelectMenu2P ; $1C 2P level select mode bra.w JmpTo_EndingSequence ; $20 End sequence mode bra.w OptionsMenu ; $24 Options mode bra.w LevelSelectMenu ; $28 Level select mode

===========================================================================

Jmpto_TwoPlayerResults: jmp TwoPlayerResults </asm>

then we we will find: <asm> MenuScreen: bsr.w Pal_FadeFrom move #$2700,sr move.w ($FFFFF60C).w,d0 andi.b #-$41,d0 move.w d0,(VDP_control_port).l bsr.w ClearScreen lea (VDP_control_port).l,a6 move.w #$8004,(a6) move.w #$8230,(a6) move.w #$8407,(a6) move.w #$8230,(a6) move.w #$8700,(a6) move.w #$8C81,(a6) move.w #$9001,(a6) </asm>

we want to change it to: <asm> MenuScreen: bsr.w Pal_FadeFrom move #$2700,sr move.w ($FFFFF60C).w,d0 andi.b #-$41,d0 move.w d0,(VDP_control_port).l bsr.w JumpTo_ClearScreen lea (VDP_control_port).l,a6 move.w #$8004,(a6) move.w #$8230,(a6) move.w #$8407,(a6) move.w #$8230,(a6) move.w #$8700,(a6) move.w #$8C81,(a6) move.w #$9001,(a6) jmp Cont_MenuScreen

JumpTo_ClearScreen: jmp ClearScreen

Cont_MenuScreen: </asm>

now we want to locate: <asm> MenuScreen_LevelSelect: lea (Metablock_Table).l,a1 lea (MapEng_LevSel).l,a0 move.w #0,d0 bsr.w EniDec lea (Metablock_Table).l,a1 move.l #$40000003,d0 moveq #$27,d1 moveq #$1B,d2 bsr.w JmpTo_ShowVDPGraphics moveq #0,d3 bsr.w loc_965A lea ($FFFF08C0).l,a1 lea (MapEng_LevSelIcon).l,a0 move.w #$90,d0 bsr.w EniDec bsr.w loc_9688 clr.w (Player_mode).w clr.w (Results_Screen_2P).w clr.b (Level_started_flag).w clr.w ($FFFFF7F0).w lea (word_87C6).l,a2 bsr.w JmpTo2_Dynamic_Normal moveq #$26,d0 bsr.w PalLoad1 lea (Normal_palette_line3).w,a1 lea (Second_palette_line3).w,a2 moveq #7,d1 </asm>

and change it to: <asm> MenuScreen_LevelSelect: lea (Metablock_Table).l,a1 lea (MapEng_LevSel).l,a0 move.w #0,d0 bsr.w JumpTo_EniDec lea (Metablock_Table).l,a1 move.l #$40000003,d0 moveq #$27,d1 moveq #$1B,d2 bsr.w JmpTo_ShowVDPGraphics moveq #0,d3 bsr.w loc_965A lea ($FFFF08C0).l,a1 lea (MapEng_LevSelIcon).l,a0 move.w #$90,d0 bsr.w JumpTo_EniDec bsr.w loc_9688 clr.w (Player_mode).w clr.w (Results_Screen_2P).w clr.b (Level_started_flag).w clr.w ($FFFFF7F0).w lea (word_87C6).l,a2 bsr.w JmpTo2_Dynamic_Normal moveq #$26,d0 bsr.w PalLoad1 lea (Normal_palette_line3).w,a1 lea (Second_palette_line3).w,a2 moveq #7,d1 jmp loc_9366

JumpTo_EniDec: jmp EniDec </asm>

next we want to find: <asm>

loc_8FCC

MenuScreen_Options: lea (Metablock_Table).l,a1 lea (MapEng_Options).l,a0 move.w #$70,d0 bsr.w EniDec lea ($FFFF0160).l,a1 lea (MapEng_Options).l,a0 move.w #$2070,d0 bsr.w EniDec clr.b (Options_menu_box).w bsr.w sub_9186 addq.b #1,(Options_menu_box).w bsr.w loc_91F8 addq.b #1,(Options_menu_box).w bsr.w loc_91F8 clr.b (Options_menu_box).w clr.b (Level_started_flag).w clr.w ($FFFFF7F0).w lea (word_87C6).l,a2 bsr.w JmpTo2_Dynamic_Normal moveq #$26,d0 bsr.w PalLoad1 move.b #-$6F,d0 bsr.w JmpTo_PlayMusic clr.w (Two_player_mode).w clr.l (Camera_X_pos).w clr.l (Camera_Y_pos).w clr.w (Correct_cheat_entries).w clr.w (Correct_cheat_entries_2).w move.b #$16,(Delay_Time).w bsr.w DelayProgram move.w ($FFFFF60C).w,d0 ori.b #$40,d0 move.w d0,(VDP_control_port).l bsr.w Pal_FadeTo </asm>

and change it to: <asm> MenuScreen_Options: lea (Metablock_Table).l,a1 lea (MapEng_Options).l,a0 move.w #$70,d0 bsr.w JmpTo_EniDec lea ($FFFF0160).l,a1 lea (MapEng_Options).l,a0 move.w #$2070,d0 bsr.w JmpTo_EniDec clr.b (Options_menu_box).w bsr.w sub_9186 addq.b #1,(Options_menu_box).w bsr.w loc_91F8 addq.b #1,(Options_menu_box).w bsr.w loc_91F8 clr.b (Options_menu_box).w clr.b (Level_started_flag).w clr.w ($FFFFF7F0).w lea (word_87C6).l,a2 bsr.w JmpTo2_Dynamic_Normal moveq #$26,d0 bsr.w PalLoad1 move.b #-$6F,d0 bsr.w JmpTo_PlayMusic clr.w (Two_player_mode).w clr.l (Camera_X_pos).w clr.l (Camera_Y_pos).w clr.w (Correct_cheat_entries).w clr.w (Correct_cheat_entries_2).w move.b #$16,(Delay_Time).w bsr.w DelayProgram move.w ($FFFFF60C).w,d0 ori.b #$40,d0 move.w d0,(VDP_control_port).l bsr.w Pal_FadeTo </asm>

Find: <asm> loc_4114: moveq #3,d0 bsr.w PalLoad1 ; load Sonic's palette line bsr.w LevelSizeLoad bsr.w JmpTo_DeformBgLayer clr.w (Vscroll_Factor).w move.w #-$E0,($FFFFF61E).w

clearRAM Horiz_Scroll_Buf,$400

bsr.w sub_4E98 bsr.w JmpTo_loadZoneBlockMaps jsr (loc_402D4).l bsr.w JmpTo_loc_E300 jsr (FloorLog_Unk).l bsr.w LoadCollisionIndexes bsr.w WaterEffects bsr.w InitPlayers move.w #0,(Ctrl_1_Logical).w move.w #0,(Ctrl_2_Logical).w move.w #0,(Ctrl_1).w move.w #0,(Ctrl_2).w move.b #1,(Control_Locked).w move.b #1,($FFFFF7CF).w move.b #0,(Level_started_flag).w

Level_ChkWater

tst.b (Water_flag).w ; does level have water? beq.s + ; if not, branch move.b #4,(Object_RAM+$380).w ; load Obj04 (water surface) at

$FFFFB380 move.w #$60,(Object_RAM+$380+x_pos).w ; set horizontal offset move.b #4,(Object_RAM+$3C0).w ; load Obj04 (water surface) at

$FFFFB3C0 move.w #$120,(Object_RAM+$3C0+x_pos).w ; set different horizontal

offset + cmpi.b #$D,(Current_Zone).w ; check if zone == CPZ bne.s + ; branch if not move.b #$7C,(Object_RAM+$340).w ; load Obj7C (CPZ pylon) at

$FFFFB340 + cmpi.b #$A,(Current_Zone).w ; check if zone == OOZ bne.s Level_ClrHUD ; branch if not move.b #7,(Object_RAM+$380).w ; load Obj07 (OOZ oil) at

$FFFFB380 </asm>

and replace it with: <asm> loc_4114: moveq #3,d0 bsr.w PalLoad1 ; load Sonic's palette line bsr.w JmpTo_LevelSizeLoad bsr.w JmpTo_DeformBgLayer clr.w (Vscroll_Factor).w move.w #-$E0,($FFFFF61E).w

clearRAM Horiz_Scroll_Buf,$400

bsr.w sub_4E98 bsr.w JmpTo_loadZoneBlockMaps jsr (loc_402D4).l bsr.w JmpTo_loc_E300 jsr (FloorLog_Unk).l bsr.w LoadCollisionIndexes bsr.w WaterEffects bsr.w InitPlayers move.w #0,(Ctrl_1_Logical).w move.w #0,(Ctrl_2_Logical).w move.w #0,(Ctrl_1).w move.w #0,(Ctrl_2).w move.b #1,(Control_Locked).w move.b #1,($FFFFF7CF).w move.b #0,(Level_started_flag).w

Level_ChkWater

tst.b (Water_flag).w ; does level have water? beq.s + ; if not, branch move.b #4,(Object_RAM+$380).w ; load Obj04 (water surface) at

$FFFFB380 move.w #$60,(Object_RAM+$380+x_pos).w ; set horizontal offset move.b #4,(Object_RAM+$3C0).w ; load Obj04 (water surface) at

$FFFFB3C0 move.w #$120,(Object_RAM+$3C0+x_pos).w ; set different horizontal

offset + cmpi.b #$D,(Current_Zone).w ; check if zone == CPZ bne.s + ; branch if not move.b #$7C,(Object_RAM+$340).w ; load Obj7C (CPZ pylon) at

$FFFFB340 + cmpi.b #$A,(Current_Zone).w ; check if zone == OOZ bne.s Level_ClrHUD ; branch if not move.b #7,(Object_RAM+$380).w ; load Obj07 (OOZ oil) at

$FFFFB380

JmpTo_LevelSizeLoad: jmp LevelSizeLoad </asm>

Now we find: <asm> sub_9EF4: tst.b ($FFFFF660).w beq.w return_A0BE bsr.w Pal_FadeFrom lea (VDP_control_port).l,a6 move.w #$8004,(a6) move.w #$8230,(a6) move.w #$8407,(a6) move.w #$9001,(a6) move.w #$9200,(a6) move.w #$8B03,(a6) move.w #$8700,(a6) clr.b (Water_move).w move.w #$8C81,(a6) bsr.w JmpTo_ClearScreen </asm>

and change it to: <asm> JmpTo_Pal_FadeFrom: jmp Pal_FadeFrom

sub_9EF4: tst.b ($FFFFF660).w beq.w return_A0BE bsr.w JmpTo_Pal_FadeFrom lea (VDP_control_port).l,a6 move.w #$8004,(a6) move.w #$8230,(a6) move.w #$8407,(a6) move.w #$9001,(a6) move.w #$9200,(a6) move.w #$8B03,(a6) move.w #$8700,(a6) clr.b (Water_move).w move.w #$8C81,(a6) bsr.w JmpTo_ClearScreen </asm>

now we want to find: <asm> loc_9FE6: bsr.w JmpTo_ClearScreen bsr.w sub_B262 bsr.w Pal_FadeTo move.w #$18E,d0 btst #6,(Graphics_Flags).w beq.s loc_A002 move.w #$144,d0 </asm>

and change it to: <asm> loc_9FE6: bsr.w JmpTo_ClearScreen bsr.w sub_B262 bsr.w JmpTo_Pal_FadeTo move.w #$18E,d0 btst #6,(Graphics_Flags).w beq.s loc_A002 move.w #$144,d0 jmp loc_A002

JmpTo_Pal_FadeTo: jmp Pal_FadeTo </asm>

now we want to find: <asm> loc_A002: move.b #$18,(Delay_Time).w bsr.w DelayProgram dbf d0,loc_A002 bsr.w Pal_FadeFrom lea (off_B2CA).l,a1 addq.w #1,($FFFFFF4C).w move.w ($FFFFFF4C).w,d0 lsl.w #2,d0 move.l (a1,d0.w),d0 bpl.s loc_9FE6 bsr.w Pal_FadeFrom bsr.w JmpTo_ClearScreen </asm>

and we want to to change it to: <asm> loc_A002: move.b #$18,(Delay_Time).w bsr.w DelayProgram dbf d0,loc_A002 bsr.w JmpTo_Pal_FadeFrom lea (off_B2CA).l,a1 addq.w #1,($FFFFFF4C).w move.w ($FFFFFF4C).w,d0 lsl.w #2,d0 move.l (a1,d0.w),d0 bpl.s loc_9FE6 bsr.w JmpTo_Pal_FadeFrom bsr.w JmpTo_ClearScreen </asm>

now we find: <asm> bcs.s Obj17_Main moveq #0,d6

loc_10372

Obj17_MakeHelix: bsr.w SingleObjLoad2 </asm>

and change it to: <asm> bcs.s JumpTo_Obj17_Main moveq #0,d6 jmp Obj17_MakeHelix

JumpTo_Obj17_Main: jmp Obj17_Main JumpTo_SingleObjLoad2: jmp SingleObjLoad2

loc_10372

Obj17_MakeHelix: bsr.w JumpTo_SingleObjLoad2 </asm>

after that, your rom will build correctly for jump issues, but for addressing, that's different.

Fixing Addressing

Find: <asm> loc_A5A6: bsr.s sub_A58C subq.w #1,objoff_3C(a0) bpl.s return_A5E6 move.w #2,objoff_3C(a0) move.w objoff_32(a0),d0 cmpi.w #$1C,d0 bcc.s loc_A5E8 addq.w #1,objoff_32(a0) move.w ($FFFFF750).w,d1 move.w off_A5FC(pc,d1.w),d1 lea off_A5FC(pc,d1.w),a1 move.b (a1,d0.w),mapping_frame(a0) add.w d0,d0 add.w d0,d0 move.l word_A656(pc,d0.w),d1 move.w d1,y_pos(a0) swap d1 move.w d1,x_pos(a0) </asm>

and replace it with: <asm> loc_A5A6: bsr.s sub_A58C subq.w #1,objoff_3C(a0) bpl.s return_A5E6 move.w #2,objoff_3C(a0) move.w objoff_32(a0),d0 cmpi.w #$1C,d0 bcc.s loc_A5E8 addq.w #1,objoff_32(a0) move.w ($FFFFF750).w,d1 move.w off_A5FC(pc,d1.w),d1 lea off_A5FC(pc,d1.w),a1 move.b (a1,d0.w),mapping_frame(a0) add.w d0,d0 add.w d0,d0 move.l word_A656,d1 move.w d1,y_pos(a0) swap d1 move.w d1,x_pos(a0) </asm>

Now find: <asm> loc_A6C6: subq.w #1,objoff_3C(a0) bmi.s loc_A720 tst.b (Super_Sonic_flag).w beq.s return_A70A subq.b #1,objoff_31(a0) bpl.s return_A70A addq.b #3,objoff_31(a0) move.w objoff_32(a0),d0 addq.w #4,objoff_32(a0) cmpi.w #$78,d0 bcc.s return_A70A cmpi.w #$C,d0 bcs.s loc_A70C bsr.w loc_A594 move.l word_A766(pc,d0.w),d1 move.w d1,y_pos(a0) swap d1 move.w d1,x_pos(a0) lsr.w #2,d0 move.b byte_A748(pc,d0.w),mapping_frame(a0) </asm>

and replace it with: <asm> loc_A6C6: subq.w #1,objoff_3C(a0) bmi.s loc_A720 tst.b (Super_Sonic_flag).w beq.s return_A70A subq.b #1,objoff_31(a0) bpl.s return_A70A addq.b #3,objoff_31(a0) move.w objoff_32(a0),d0 addq.w #4,objoff_32(a0) cmpi.w #$78,d0 bcc.s return_A70A cmpi.w #$C,d0 bcs.s loc_A70C bsr.w loc_A594 move.l word_A766,d1 move.w d1,y_pos(a0) swap d1 move.w d1,x_pos(a0) lsr.w #2,d0 move.b byte_A748(pc,d0.w),mapping_frame(a0) </asm>

Then find: <asm> loc_A70C: move.l word_A766(pc,d0.w),d0 lea (MainCharacter).w,a1 ; a1=character move.w d0,y_pos(a1) swap d0 move.w d0,x_pos(a1) rts </asm>

and replace it with: <asm> loc_A70C: move.l word_A766,d0 lea (MainCharacter).w,a1 ; a1=character move.w d0,y_pos(a1) swap d0 move.w d0,x_pos(a1) rts </asm>

Find: <asm> loc_286A2: move.w d1,objoff_36(a0) add.w objoff_34(a0),d1 lea byte_28726,a1 ; addressing not needed move.b (a1)+,d0 ext.w d0 add.w objoff_32(a0),d0 move.w d0,x_pos(a0) move.b (a1)+,d0 ext.w d0 add.w objoff_30(a0),d0 move.w d0,y_pos(a0) move.b (a1)+,mapping_frame(a0) </asm>

and change it to: <asm> loc_286A2: move.w d1,objoff_36(a0) add.w objoff_34(a0),d1 lea byte_28726,a1 move.b (a1)+,d0 ext.w d0 add.w objoff_32(a0),d0 move.w d0,x_pos(a0) move.b (a1)+,d0 ext.w d0 add.w objoff_30(a0),d0 move.w d0,y_pos(a0) move.b (a1)+,mapping_frame(a0) </asm>

Your ROM should now build correctly, but we are not yet done with extending.

Extending the demo list

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

find: <asm>; 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 </asm>

and insert after it: <asm> 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 </asm>

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.

lets start off by extending the primary collision index. find: <asm> 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 </asm>

and replace it with: <asm> Off_ColP: dc.l ColP_EHZHTZ ;00 dc.l ColP_EHZHTZ ;01 dc.l ColP_MTZ ;02 dc.l ColP_MTZ ;03 dc.l ColP_MTZ ;04 dc.l ColP_MTZ ;05 dc.l ColP_WFZSCZ ;06 dc.l ColP_EHZHTZ ;07 dc.l ColP_OOZ ;08 dc.l ColP_OOZ ;09 dc.l ColP_OOZ ;0A dc.l ColP_MCZ ;0B dc.l ColP_CNZ ;0C dc.l ColP_CPZDEZ ;0D dc.l ColP_CPZDEZ ;0E dc.l ColP_ARZ ;0F dc.l ColP_WFZSCZ ;10 dc.l ColP_Lev11 ;11 dc.l ColP_Lev12 ;12 dc.l ColP_Lev13 ;13 dc.l ColP_Lev14 ;14 dc.l ColP_Lev15 ;15 dc.l ColP_Lev16 ;16 dc.l ColP_Lev17 ;17 dc.l ColP_Lev18 ;18 dc.l ColP_Lev19 ;19 dc.l ColP_Lev1A ;1A dc.l ColP_Lev1B ;1B dc.l ColP_Lev1C ;1C dc.l ColP_Lev1D ;1D dc.l ColP_Lev1E ;1E dc.l ColP_Lev1F ;1F dc.l ColP_Lev20 ;20 </asm>

now we will extend the secondary collision index. find: <asm> 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 </asm>

we will replace it with: <asm> Off_ColS: dc.l ColS_EHZHTZ ;00 dc.l ColP_EHZHTZ ;01 dc.l ColP_MTZ ;02 dc.l Off_Level ;03 dc.l ColP_MTZ ;04 dc.l ColP_MTZ ;05 dc.l ColS_WFZSCZ ;06 dc.l ColS_EHZHTZ ;07 dc.l ColP_OOZ ;08 dc.l Off_Level ;09 dc.l ColP_OOZ ;0A dc.l ColP_MCZ ;0B dc.l ColS_CNZ ;0C dc.l ColS_CPZDEZ ;0D dc.l ColS_CPZDEZ ;0E dc.l ColS_ARZ ;0F dc.l ColS_WFZSCZ ;10 dc.l ColS_Lev11 ;11 dc.l ColS_Lev12 ;12 dc.l ColS_Lev13 ;13 dc.l ColS_Lev14 ;14 dc.l ColS_Lev15 ;15 dc.l ColS_Lev16 ;16 dc.l ColS_Lev17 ;17 dc.l ColS_Lev18 ;18 dc.l ColS_Lev19 ;19 dc.l ColS_Lev1A ;1A dc.l ColS_Lev1B ;1B dc.l ColS_Lev1C ;1C dc.l ColS_Lev1D ;1D dc.l ColS_Lev1E ;1E dc.l ColS_Lev1F ;1F dc.l ColS_Lev20 ;20 </asm>

next we need to define the symbols (duh). find: <asm>

WFZ/SCZ secondary 16x16 collision index (Kozinski compression)

ColS_WFZSCZ: BINCLUDE "collision/WFZ and SCZ secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------

</asm> and we will insert the new collision entries after that as follows: <asm>

new level primary 16x16 collision index (Kozinski compression)

ColP_Lev11: BINCLUDE "collision/Lev11 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev11: BINCLUDE "collision/Lev11 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev12: BINCLUDE "collision/Lev12 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev12: BINCLUDE "collision/Lev12 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev13: BINCLUDE "collision/Lev13 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev13: BINCLUDE "collision/Lev13 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev14: BINCLUDE "collision/Lev14 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev14: BINCLUDE "collision/Lev14 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev15: BINCLUDE "collision/Lev15 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev15: BINCLUDE "collision/Lev15 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev16: BINCLUDE "collision/Lev16 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev16: BINCLUDE "collision/Lev16 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev17: BINCLUDE "collision/Lev17 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev17: BINCLUDE "collision/Lev17 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev18: BINCLUDE "collision/Lev18 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev18: BINCLUDE "collision/Lev18 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev19: BINCLUDE "collision/Lev19 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev19: BINCLUDE "collision/Lev19 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev1A: BINCLUDE "collision/Lev1A primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev1A: BINCLUDE "collision/Lev1A secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev1B: BINCLUDE "collision/Lev1B primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev1B: BINCLUDE "collision/Lev1B secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev1C: BINCLUDE "collision/Lev1C primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev1C: BINCLUDE "collision/Lev1C secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev1D: BINCLUDE "collision/Lev1D primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev1D: BINCLUDE "collision/Lev1D secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev1E: BINCLUDE "collision/Lev1E primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev1E: BINCLUDE "collision/Lev1E secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev1F: BINCLUDE "collision/Lev1F primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev1F: BINCLUDE "collision/Lev1F secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level primary 16x16 collision index (Kozinski compression)

ColP_Lev20: BINCLUDE "collision/Lev20 primary 16x16 collision index.bin"

---------------------------------------------------------------------------------------
new level secondary 16x16 collision index (Kozinski compression)

ColS_Lev20: BINCLUDE "collision/Lev20 secondary 16x16 collision index.bin"

---------------------------------------------------------------------------------------

</asm>

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: <asm>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 </asm> we will change it to: <asm> 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 </asm>

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: <asm> 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 </asm>

and we will change it to: <asm> 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) </asm>

Notes

This guide is incomplete and currently will expand your levels to $20 BUT it will break how object 03 (collision switcher/path swapper/etc.) operates. If you have found a way to fix this problem, please add it to this article.