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Difference between revisions of "Port Sonic 2 Level Select to Sonic 1"

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''(Guide by [[DelayHacks|User:DelayHacks]])''
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''(Guide by [[User:DelayHacks|DelayHacks]])''
  
 
You need to download level select by [[Esrael]]:
 
You need to download level select by [[Esrael]]:

Revision as of 14:47, 24 November 2017

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(Guide by DelayHacks)

You need to download level select by Esrael:

Download.svg Download Sonic 2 Level Select in Sonic 1
File: s2menu.rar (29 kB) (info)

and extract it to the root of your dissassembly.

Getting Level select in game

After downloading and extracting, go to the end and you'll find this:

; end of 'ROM'
EndOfRom:


		END

Add this line before it:

         include 's2_menu.asm' ; Sonic 2 Level Select

Now go to:

Title_ChkLevSel:
		tst.b	($FFFFFFE0).w		; check	if level select	code is	on
		beq.w	PlayLevel		; if not, play level
		btst	#iA,(Joypad|Held).w	; check if A is held
		beq.w	PlayLevel		; if not, play level
		moveq	#2,d0
		bsr.w	PalLoad2		; load level select pallet
		lea	($FFFFCC00).w,a1
		moveq	#0,d0
		move.w	#$DF,d1

and replace with this:

Title_ChkLevSel:
		tst.b	($FFFFFFE0).w		; check	if level select	code is	on
		beq.w	PlayLevel		; if not, play level
		btst	#iA,(Joypad|Held).w	; check if A is held
		beq.w	PlayLevel		; if not, play level
		jmp     Level_Select_Menu ; if yes, goto Sonic 2 level select	
		moveq	#2,d0
		lea	($FFFFCC00).w,a1
		moveq	#0,d0
		move.w	#$DF,d1

Other

Go to "_inc\Pallet pointers.asm" and under this:

	dc.l Pal_Ending
	dc.w $FB00
	dc.w $1F

add this:

    dc.l Menu_Palette; pallet address
    dc.w $FB00	; RAM address
    dc.w $1F	; (pallet length / 2) - 1

Now you have Sonic 2's level select palette. To change music in the level select, go to "s2_menu.asm" and find:

Level_Select_Menu_snd   = $0081

Replace "81" with any music you want in the level select (# of music + 80). To edit sound after "all emeralds" code find:

Emerald_Snd             = $0093

and replace "93" with sound what you want. To edit ring sound after "debug mode" code find:

Ring_Snd                = $00B5

and replace "B5" with sound what you want. To edit texts find label "Menu_Level_Select_Text:" and you see

                dc.b    $0E, _G, _R, _E, _E, _N, __, _H, _I, _L, _L, __, __, __, __, __
                dc.b    $0E, _L, _A, _B, _Y, _R, _I, _N, _T, _H, __, __, __, __, __, __
                dc.b    $0E, _M, _A, _R, _B, _L, _E, __, __, __, __, __, __, __, __, __
                dc.b    $0E, _S, _P, _R, _I, _N, _G, __, _Y, _A, _R, _D, __, __, __, __
                dc.b    $0E, _S, _T, _A, _R, __, _L, _I, _G, _H, _T, __, __, __, __, __
                dc.b    $0E, _S, _C, _R, _A, _P, __, _B, _R, _A, _I, _N, __, __, __, __
                dc.b    $0E, _F, _I, _N, _A, _L, __, __, __, __, __, __, __, __, __, __   
                dc.b    $0E, _S, _P, _E, _C, _I, _A, _L, __, _S, _T, _A, _G, _E, __, __
                dc.b    $0E, _E, _N, _D, _I, _N, _G, __, _S, _E, _Q, _U, _E, _N, _C, _E
                dc.b    $0E, _S, _O, _U, _N, _D, __, _T, _E, _S, _T, __, __, _st,__, __

now you can edit texts in level select. To edit "debug mode" code go to label "Code_Debug_Mode:". To edit "all emeralds" code go to label "Code_All_Emeralds:" Thats all. All permissions for this level select code goes to Esrael. Result: S2levelselectInS1.png

SCHG How-To Guide: Sonic the Hedgehog (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix the SEGA Sound | Display the Press Start Button Text | Fix the Level Select Menu | Fix the Hidden Points Bug | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix the Walk-Jump Bug | Correct Drowning Bugs | Fix the Death Boundary Bug | Fix the Camera Follow Bug | Fix Song Restoration Bugs | Fix the HUD Blinking | Fix the Level Select Graphics Bug | Fix a remember sprite related bug
Changing Design Choices
Change Spike Behavior | Collide with Water After Being Hurt | Fix Special Stage Jumping Physics | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Remove the Speed Cap | Port the REV01 Background Effects | Port Sonic 2's Level Art Loader | Retain Rings Between Acts | Add Sonic 2 (Simon Wai Prototype) Level Select | Improve ObjectMove Subroutines | Port Sonic 2 Level Select
Adding Features
Add Spin Dash ( Part 1 / Part 2 / Part 3 / Part 4 ) | Add Eggman Monitor | Add Super Sonic | Add the Air Roll
Sound Features
Expand the Sound Index | Play Different Songs Per Act | Port Sonic 2 Final Sound Driver | Port Sonic 3's Sound Driver | Port Flamewing's Sonic 3 & Knuckles Sound Driver | Change The SEGA Sound
Extending the Game
Load Chunks From ROM | Add Extra Characters | Make an Alternative Title Screen | Use Dynamic Tilesets | Make GHZ Load Alternate Art | Make Ending Load Alternate Art | Add a New Zone | Set Up the Goggle Monitor | Add New Moves | Add a Dynamic Collision System | Dynamic Special Stage Walls System | Extend Sprite Mappings and Art Limit | Enigma Credits | Use Dynamic Palettes
Miscellaneous
Convert the Hivebrain 2005 Disassembly to ASM68K
Split Disassembly Guides
Set Up a Split Disassembly | Basic Level Editing | Basic Art Editing | Basic ASM Editing (Spin Dash)