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Difference between revisions of "Separate title art from GHZ/make GHZ load alternate art"

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{{GuideBy|MKAmeX}}
 
{{GuideBy|MKAmeX}}
  
This guide assumes you have already merged the two GHZ files to make a single file (In this case, it should be 8x8GHZ.bin), this is actually a really easy thing to do.
+
In case the title's too vague, this guide will make GHZ load a different art file to the Title Screen and the Ending. Allowing you to have custom level art for GHZ that won't appear in the Title or Ending.
  
 +
==Hivebrain's 2005 disasssembly==
  
First, load ''_inc/Main level load blocks.asm''
+
First, we'll need to merge GHZ's two level art files into one:
  
You should see something like:
+
Open your hex editor and open '8x8ghz1.bin' and '8x8ghz2.bin', found in the artnem_u folder, and append the contents of 8x8ghz2.bin to the end of 8x8ghz1.bin. Save it as 8x8ghz.bin.
  
<asm> dc.l Nem_GHZ_2nd+$4000000
+
Get a decompressor (you can find some [[Sonic_Hacking_Utilities#Compressors.2FDecompressors | here]]), and compress the file in Nemesis (save the compressed file in the "artnem" folder).
dc.l Blk16_GHZ+$5000000
 
dc.l Blk256_GHZ</asm>
 
  
Change it into:
+
With that done, we now have our GHZ art (8x8ghz.bin), and our Title Screen & Ending art (8x8ghz1.bin + 8x8ghz2.bin). Now we can edit the code to use these two separately.
  
<asm> dc.l Nem_GHZ+$4000000 ;changed from Nem_GHZ_2nd
+
First, open ''_inc/Main level load blocks.asm''.
dc.l Blk16_GHZ+$5000000
+
 
dc.l Blk256_GHZ</asm>
+
Find this:
 +
 
 +
<syntaxhighlight lang="asm">
 +
dc.l Nem_GHZ_2nd+$4000000
 +
</syntaxhighlight>
 +
 
 +
Change '''Nem_GHZ_2nd''' to '''Nem_GHZ''', you should be left with this:
 +
 
 +
<syntaxhighlight lang="asm">
 +
dc.l Nem_GHZ+$4000000
 +
</syntaxhighlight>
 +
 
 +
This is pointless as this particular pointer is never used, but it'll keep things tidy.
  
 
Next, open ''sonic1.asm'' and look for:
 
Next, open ''sonic1.asm'' and look for:
  
<asm>Blk16_GHZ: incbin map16\ghz.bin
+
<syntaxhighlight lang="asm">Blk16_GHZ: incbin map16\ghz.bin
 
even
 
even
Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; Now only title screen and ending use this.
+
Nem_GHZ_1st: incbin artnem\8x8ghz1.bin ; Title Screen and Ending only
even  
+
even
Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; Title Screen and ending only.
+
Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin ; Title Screen and Ending only
 
even
 
even
 
Blk256_GHZ: incbin map256\ghz.bin
 
Blk256_GHZ: incbin map256\ghz.bin
even
+
even</syntaxhighlight>
Blk16_LZ: incbin map16\lz.bin
 
even</asm>
 
  
add this above '''Nem_GHZ_1st:''':
+
Add this above '''Nem_GHZ_1st:''':
<asm>Nem_GHZ: incbin artnem\8x8ghz.bin ; New GHZ file.
+
<syntaxhighlight lang="asm">Nem_GHZ: incbin artnem\8x8ghz.bin ; GHZ primary patterns
even</asm>
+
even</syntaxhighlight>
  
 
It should look like:
 
It should look like:
  
<asm>Blk16_GHZ: incbin map16\ghz.bin
+
<syntaxhighlight lang="asm">Blk16_GHZ: incbin map16\ghz.bin
 +
even
 +
Nem_GHZ: incbin artnem\8x8ghz.bin ; GHZ primary patterns
 +
even
 +
Nem_GHZ_1st: incbin artnem\8x8ghz1.bin ; Title Screen and Ending only
 
even
 
even
Nem_GHZ: incbin artnem\8x8ghz.bin ; New GHZ file.
+
Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin ; Title Screen and Ending only
even
 
Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; Now only title screen uses this.
 
even
 
Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; Title Screen only.
 
 
even
 
even
 
Blk256_GHZ: incbin map256\ghz.bin
 
Blk256_GHZ: incbin map256\ghz.bin
even
+
even</syntaxhighlight>
Blk16_LZ: incbin map16\lz.bin
 
even</asm>
 
  
Next, go to ''_inc/Pattern load cues.asm'' and find:  
+
Next, open ''_inc/Pattern load cues.asm'' and find:  
  
<asm>PLC_GHZ: dc.w $B
+
<syntaxhighlight lang="asm">PLC_GHZ: dc.w $B
dc.l Nem_GHZ_1st; GHZ main patterns
+
dc.l Nem_GHZ_1st ; GHZ main patterns
 
dc.w 0
 
dc.w 0
dc.l Nem_GHZ_2nd; GHZ secondary patterns
+
dc.l Nem_GHZ_2nd ; GHZ secondary patterns
dc.w $39A0</asm>
+
dc.w $39A0</syntaxhighlight>
  
Change '''Nem_GHZ_1st''' into '''Nem_GHZ''' and remove '''Nem_GHZ_2nd'''. Next, you have to change '''$B''' into '''$A''' so it knows how many files to load.  
+
Change '''Nem_GHZ_1st''' to '''Nem_GHZ''', remove '''Nem_GHZ_2nd's''' entry, and change the '''dc.w $B''' to '''dc.w $A'''.
You code should look like this.
+
Your code should look like this.
  
<asm>PLC_GHZ: dc.w $A
+
<syntaxhighlight lang="asm">PLC_GHZ: dc.w $A
dc.l Nem_GHZ; GHZ main patterns
+
dc.l Nem_GHZ ; GHZ main patterns
dc.w 0</asm>
+
dc.w 0</syntaxhighlight>
  
Load up your rom and it should load Correctly. You won't be able to tell if it worked or not unless you edit the art.
+
Load up your ROM and it should load correctly. Though you won't be able to tell the difference between the Title+Ending and GHZ art unless you edit it.
  
Also, If you're going to be editing the art, it's best that you make a seperate file for the title screen.
+
==SVN/GitHub disassembly==
To do this, open ''sonic1.asm'' and look for '''Title_LoadText:''' and scroll down until you see:
 
  
<asm> lea (Blk16_GHZ).l,a0; load GHZ 16x16 mappings
+
First, we'll need to merge GHZ's two level art files into one:
move.w #0,d0
 
bsr.w EniDec
 
lea (Blk256_GHZ).l,a0; load GHZ 256x256 mappings</asm>
 
  
change it into:
+
Both files are Nemesis-compressed, so we'll need to decompress them before we merge them. Get a decompressor (you can find some [[Sonic_Hacking_Utilities#Compressors.2FDecompressors | here]]) and use them to decompress the files '8x8 - GHZ1.bin' and '8x8 - GHZ2.bin', found in the artnem folder. After that, open the two decompressed files in a hex editor, and append the contents of 8x8 - GHZ2.bin to the end of 8x8 - GHZ1.bin, and save the result as 8x8 - GHZ.bin. Compress this file in Nemesis and delete the uncompressed files, they won't be needed anymore.
  
<asm> lea (Blk16_title).l,a0; load title 16x16 mappings
+
With that done, we now have our GHZ art (8x8 - GHZ.bin), and our Title Screen & Ending art (8x8 - GHZ1.bin + 8x8 - GHZ2.bin). Now we can edit the code to use these two separately.
move.w #0,d0
 
bsr.w EniDec
 
lea (Blk256_title).l,a0; load title 256x256 mappings</asm>
 
  
Now scroll down a little more to:
+
First, open ''_inc/LevelHeaders.asm''.
  
<asm>lea (Nem_GHZ_1st).l,a0; load GHZ patterns</asm>
+
Find this:
  
change it into:
+
<syntaxhighlight lang="asm">
 +
lhead plcid_GHZ, Nem_GHZ_2nd, plcid_GHZ2, Blk16_GHZ, Blk256_GHZ, bgm_GHZ, palid_GHZ ; Green Hill
 +
</syntaxhighlight>
  
<asm>lea (Nem_title).l,a0; load title patterns</asm>
+
Change '''Nem_GHZ_2nd''' to '''Nem_GHZ''', you should be left with this:
  
Now go to '''Blk16_GHZ''' and you should see:
+
<syntaxhighlight lang="asm"> lhead plcid_GHZ, Nem_GHZ, plcid_GHZ2, Blk16_GHZ, Blk256_GHZ, bgm_GHZ, palid_GHZ ; Green Hill</syntaxhighlight>
  
<asm>Blk16_GHZ: incbin map16\ghz.bin
+
This is pointless as this particular pointer is never used, but it'll keep things tidy.
even
 
Nem_GHZ: incbin artnem\8x8ghz.bin; GHZ primary patterns
 
even
 
Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; GHZ primary patterns
 
even
 
Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; GHZ secondary patterns
 
even
 
Blk256_GHZ: incbin map256\ghz.bin
 
even</asm>
 
  
Copy '''Blk16_GHZ:''' and '''BLk256_GHZ:''' and past them both above '''Blk16_GHZ:'''.
+
Next, open ''sonic.asm'' and look for:
  
<asm>Blk16_GHZ: incbin map16\ghz.bin
+
<syntaxhighlight lang="asm">Blk16_GHZ: incbin "map16\GHZ.bin"
even
 
Blk256_GHZ: incbin map256\ghz.bin
 
even
 
Blk16_GHZ: incbin map16\ghz.bin
 
even
 
Nem_GHZ: incbin artnem\8x8ghz.bin; GHZ primary patterns
 
 
even
 
even
Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; GHZ primary patterns
+
Nem_GHZ_1st: incbin "artnem\8x8 - GHZ1.bin" ; Title Screen and Ending only
 
even
 
even
Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; GHZ secondary patterns
+
Nem_GHZ_2nd: incbin "artnem\8x8 - GHZ2.bin" ; Title Screen and Ending only
 
even
 
even
Blk256_GHZ: incbin map256\ghz.bin
+
Blk256_GHZ: incbin "map256\GHZ.bin"
even</asm>
+
even</syntaxhighlight>
  
Change it so it looks like this:
+
Add this above '''Nem_GHZ_1st:''':
 +
<syntaxhighlight lang="asm">Nem_GHZ: incbin "artnem\8x8 - GHZ.bin" ; GHZ primary patterns
 +
even</syntaxhighlight>
  
<asm>Blk16_title: incbin map16\title.bin
+
It should look like:
even
 
Blk256_title: incbin map256\title.bin
 
even
 
Blk16_GHZ: incbin map16\ghz.bin
 
even
 
Nem_GHZ: incbin artnem\8x8ghz.bin; GHZ primary patterns
 
even
 
Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; GHZ primary patterns
 
even
 
Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; GHZ secondary patterns
 
even
 
Blk256_GHZ: incbin map256\ghz.bin
 
even</asm>
 
 
 
Then add:
 
  
<asm>Nem_title: incbin artnem\8x8title.bin
+
<syntaxhighlight lang="asm">Blk16_GHZ: incbin "map16\GHZ.bin"
even</asm>
 
 
 
Add that right above '''Blk16_title:'''.
 
You should have:
 
 
 
<asm>Nem_title: incbin artnem\8x8title.bin
 
even
 
Blk16_title: incbin map16\title.bin
 
even
 
Blk256_title: incbin map256\title.bin
 
even
 
Blk16_GHZ: incbin map16\ghz.bin
 
 
even
 
even
Nem_GHZ: incbin artnem\8x8ghz.bin; GHZ primary patterns
+
Nem_GHZ: incbin "artnem\8x8 - GHZ.bin" ; GHZ primary patterns
 
even
 
even
Nem_GHZ_1st: incbin artnem\8x8ghz1.bin; GHZ primary patterns
+
Nem_GHZ_1st: incbin "artnem\8x8 - GHZ1.bin" ; Title Screen and Ending only
 
even
 
even
Nem_GHZ_2nd: incbin artnem\8x8ghz2.bin; GHZ secondary patterns
+
Nem_GHZ_2nd: incbin "artnem\8x8 - GHZ2.bin" ; Title Screen and Ending only
 
even
 
even
Blk256_GHZ: incbin map256\ghz.bin
+
Blk256_GHZ: incbin "map256\GHZ.bin"
even</asm>
+
even</syntaxhighlight>
 
 
  
Now you have to add those files. Go to ''artnem'' and copy '''8x8ghz1.bin''' and rename it into '''8x8title.bin'''
+
Next, go to ''_inc/Pattern Load Cues.asm'' and find:
Then, go to ''map16'' and copy '''ghz.bin''' and rename that into '''title.bin'''. Do the same thing for ''map256''.
 
  
If you did it correct, congratulations! Your ending background might get messed up if you edit GHZ's art, so let's fix that. Go to ''_inc/Main level load blocks.asm'' and edit:
+
<syntaxhighlight lang="asm">PLC_GHZ: dc.w ((PLC_GHZ2-PLC_GHZ-2)/6)-1
 +
plcm Nem_GHZ_1st, 0 ; GHZ main patterns
 +
plcm Nem_GHZ_2nd, $39A0 ; GHZ secondary patterns</syntaxhighlight>
  
<asm>
+
Change '''Nem_GHZ_1st''' to '''Nem_GHZ''' and remove '''Nem_GHZ_2nd's''' entry.
dc.l Nem_GHZ_2nd ; main load block for ending
+
Your code should look like this:
dc.l Blk16_GHZ
 
dc.l Blk256_GHZ
 
</asm>
 
  
into:
+
<syntaxhighlight lang="asm">PLC_GHZ: dc.w ((PLC_GHZ2-PLC_GHZ-2)/6)-1
 +
plcm Nem_GHZ, 0 ; GHZ main patterns</syntaxhighlight>
  
<asm>
+
Load up your ROM and it should load correctly. Though you won't be able to tell the difference between the Title+Ending and GHZ art unless you edit it.
dc.l Nem_title_2nd ; main load block for ending
 
dc.l Blk16_title
 
dc.l Blk256_title
 
</asm>
 
 
 
Next, go to ''artnem'' and make a copy of '''8x8ghz2.bin''' and rename it into '''8x8title2.bin'''.
 
Open ''sonic1.asm'' and look for:
 
<asm>
 
Nem_title: incbin artnem\8x8title.bin
 
even
 
Blk16_title: incbin map16\title.bin
 
even
 
Blk256_title: incbin map256\title.bin
 
even
 
</asm>
 
 
 
change it into:
 
 
 
<asm>
 
Nem_title: incbin artnem\8x8title.bin
 
even
 
Nem_title_2nd: incbin artnem\8x8title2.bin
 
even
 
Blk16_title: incbin map16\title.bin
 
even
 
Blk256_title: incbin map256\title.bin
 
even
 
</asm>
 
 
 
Next, go to ''Pattern load cues.asm'' and look for:
 
 
 
<asm>
 
PLC_Ending: dc.w $E
 
dc.l Nem_GHZ_1st ; GHZ main patterns
 
dc.w 0
 
dc.l Nem_GHZ_2nd ; GHZ secondary patterns
 
dc.w $39A0
 
</asm>
 
 
 
Change it to:
 
<asm>
 
PLC_Ending: dc.w $E
 
dc.l Nem_title_1st ; title main patterns
 
dc.w 0
 
dc.l Nem_title_2nd ; title secondary patterns
 
dc.w $39A0
 
</asm>
 
  
And it should fix your ending art. OR you could do what you did with the title screen and make the ending load totally different art all together.
+
Also, if you're going to be editing the art, you may want to edit the blocks and chunks, though those are still shared between the GHZ+Ending and Title. If you want to separate those too, look at these guides: [[SCHG How-to:Make an Alternative Title Screen]], [[SCHG How-to:Separate ending art from GHZ/make Ending load alternate art|SCHG How-to:Make Ending load Alternate Art]]
  
[[Category:SCHG How-tos]]
+
{{S1Howtos}}
 +
|{{PAGENAME}}]]

Latest revision as of 23:27, 10 July 2023

(Original guide by MKAmeX)

In case the title's too vague, this guide will make GHZ load a different art file to the Title Screen and the Ending. Allowing you to have custom level art for GHZ that won't appear in the Title or Ending.

Hivebrain's 2005 disasssembly

First, we'll need to merge GHZ's two level art files into one:

Open your hex editor and open '8x8ghz1.bin' and '8x8ghz2.bin', found in the artnem_u folder, and append the contents of 8x8ghz2.bin to the end of 8x8ghz1.bin. Save it as 8x8ghz.bin.

Get a decompressor (you can find some here), and compress the file in Nemesis (save the compressed file in the "artnem" folder).

With that done, we now have our GHZ art (8x8ghz.bin), and our Title Screen & Ending art (8x8ghz1.bin + 8x8ghz2.bin). Now we can edit the code to use these two separately.

First, open _inc/Main level load blocks.asm.

Find this:

	dc.l Nem_GHZ_2nd+$4000000

Change Nem_GHZ_2nd to Nem_GHZ, you should be left with this:

	dc.l Nem_GHZ+$4000000

This is pointless as this particular pointer is never used, but it'll keep things tidy.

Next, open sonic1.asm and look for:

Blk16_GHZ:	incbin	map16\ghz.bin
		even
Nem_GHZ_1st:	incbin	artnem\8x8ghz1.bin	; Title Screen and Ending only
		even
Nem_GHZ_2nd:	incbin	artnem\8x8ghz2.bin	; Title Screen and Ending only
		even
Blk256_GHZ:	incbin	map256\ghz.bin
		even

Add this above Nem_GHZ_1st::

Nem_GHZ:	incbin	artnem\8x8ghz.bin	; GHZ primary patterns
		even

It should look like:

Blk16_GHZ:	incbin	map16\ghz.bin
		even
Nem_GHZ:	incbin	artnem\8x8ghz.bin	; GHZ primary patterns
		even
Nem_GHZ_1st:	incbin	artnem\8x8ghz1.bin	; Title Screen and Ending only
		even
Nem_GHZ_2nd:	incbin	artnem\8x8ghz2.bin	; Title Screen and Ending only
		even
Blk256_GHZ:	incbin	map256\ghz.bin
		even

Next, open _inc/Pattern load cues.asm and find:

PLC_GHZ:	dc.w $B
		dc.l Nem_GHZ_1st	; GHZ main patterns
		dc.w 0
		dc.l Nem_GHZ_2nd	; GHZ secondary	patterns
		dc.w $39A0

Change Nem_GHZ_1st to Nem_GHZ, remove Nem_GHZ_2nd's entry, and change the dc.w $B to dc.w $A. Your code should look like this.

PLC_GHZ:	dc.w $A
		dc.l Nem_GHZ	; GHZ main patterns
		dc.w 0

Load up your ROM and it should load correctly. Though you won't be able to tell the difference between the Title+Ending and GHZ art unless you edit it.

SVN/GitHub disassembly

First, we'll need to merge GHZ's two level art files into one:

Both files are Nemesis-compressed, so we'll need to decompress them before we merge them. Get a decompressor (you can find some here) and use them to decompress the files '8x8 - GHZ1.bin' and '8x8 - GHZ2.bin', found in the artnem folder. After that, open the two decompressed files in a hex editor, and append the contents of 8x8 - GHZ2.bin to the end of 8x8 - GHZ1.bin, and save the result as 8x8 - GHZ.bin. Compress this file in Nemesis and delete the uncompressed files, they won't be needed anymore.

With that done, we now have our GHZ art (8x8 - GHZ.bin), and our Title Screen & Ending art (8x8 - GHZ1.bin + 8x8 - GHZ2.bin). Now we can edit the code to use these two separately.

First, open _inc/LevelHeaders.asm.

Find this:

	lhead	plcid_GHZ,	Nem_GHZ_2nd,	plcid_GHZ2,	Blk16_GHZ,	Blk256_GHZ,	bgm_GHZ,	palid_GHZ	; Green Hill

Change Nem_GHZ_2nd to Nem_GHZ, you should be left with this:

	lhead	plcid_GHZ,	Nem_GHZ,	plcid_GHZ2,	Blk16_GHZ,	Blk256_GHZ,	bgm_GHZ,	palid_GHZ	; Green Hill

This is pointless as this particular pointer is never used, but it'll keep things tidy.

Next, open sonic.asm and look for:

Blk16_GHZ:	incbin	"map16\GHZ.bin"
		even
Nem_GHZ_1st:	incbin	"artnem\8x8 - GHZ1.bin"	; Title Screen and Ending only
		even
Nem_GHZ_2nd:	incbin	"artnem\8x8 - GHZ2.bin"	; Title Screen and Ending only
		even
Blk256_GHZ:	incbin	"map256\GHZ.bin"
		even

Add this above Nem_GHZ_1st::

Nem_GHZ:	incbin	"artnem\8x8 - GHZ.bin"	; GHZ primary patterns
		even

It should look like:

Blk16_GHZ:	incbin	"map16\GHZ.bin"
		even
Nem_GHZ:	incbin	"artnem\8x8 - GHZ.bin"	; GHZ primary patterns
		even
Nem_GHZ_1st:	incbin	"artnem\8x8 - GHZ1.bin"	; Title Screen and Ending only
		even
Nem_GHZ_2nd:	incbin	"artnem\8x8 - GHZ2.bin"	; Title Screen and Ending only
		even
Blk256_GHZ:	incbin	"map256\GHZ.bin"
		even

Next, go to _inc/Pattern Load Cues.asm and find:

PLC_GHZ:	dc.w ((PLC_GHZ2-PLC_GHZ-2)/6)-1
		plcm	Nem_GHZ_1st, 0		; GHZ main patterns
		plcm	Nem_GHZ_2nd, $39A0	; GHZ secondary	patterns

Change Nem_GHZ_1st to Nem_GHZ and remove Nem_GHZ_2nd's entry. Your code should look like this:

PLC_GHZ:	dc.w ((PLC_GHZ2-PLC_GHZ-2)/6)-1
		plcm	Nem_GHZ, 0		; GHZ main patterns

Load up your ROM and it should load correctly. Though you won't be able to tell the difference between the Title+Ending and GHZ art unless you edit it.

Also, if you're going to be editing the art, you may want to edit the blocks and chunks, though those are still shared between the GHZ+Ending and Title. If you want to separate those too, look at these guides: SCHG How-to:Make an Alternative Title Screen, SCHG How-to:Make Ending load Alternate Art

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)

|Separate title art from GHZ/make GHZ load alternate art]]