Actions

SCHG How-to

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

From Sonic Retro

(Extending the object index)
(Replaced content with "the guide is removed because the original author sucks")
Line 1: Line 1:
==Initial Notes and Revisions Done==
+
the guide is removed because the original author sucks
''(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)''
 
 
 
'''WARNING:'''  Unless you are working with Xenowhirl's 2007 Sonic 2 disassembly, I strongly recommend you [[SCHG_How-to:Port_Sonic_1's_Sound_Driver_to_Sonic_2|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.
 
 
 
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===
 
We need to allocate more card indexes for our new zone. To do this, we find:
 
 
 
<asm>
 
Obj34_TitleCardData:
 
dc.b    8,    0, $80, $1B
 
dc.w $240, $120, $B8
 
 
 
dc.b  $A,  $11, $40, $1C
 
dc.w  $28, $148, $D0
 
 
 
dc.b  $C,  $12, $18, $1C
 
dc.w  $68, $188, $D0
 
 
 
dc.b    2,    0,  0,  0
 
dc.w    0,    0,  0
 
 
 
dc.b    4,  $15, $48,  8
 
dc.w $2A8, $168,$120
 
 
 
dc.b    6,  $16,  8, $15
 
dc.w  $80,  $F0, $F0
 
</asm>
 
 
 
and change this to:
 
<asm>
 
Obj34_TitleCardData:
 
dc.b    8,    0, $80, $1B ; this is the zone string start index and  placement
 
dc.w $240, $120, $B8
 
 
 
dc.b  $A,  NumberOfZones+1, $40, $1C ; "ZONE" string index number and placement
 
dc.w  $28, $148, $D0
 
 
 
dc.b  $C,  NumberOfZones+2, $18, $1C ; act number start index and placement
 
dc.w  $68, $188, $D0
 
 
 
dc.b    2,    0,  0,  0 ; this part of the titlecard is totally unknown, colored backdrop possibly
 
dc.w    0,    0,  0
 
 
 
dc.b    4,  NumberOfZones+5, $48,  8 ; red strip edge index and placement
 
dc.w $2A8, $168,$120
 
 
 
dc.b    6,  NumberOfZones+6,  8, $15 ; red "Sonic The Hedgehog" string and placement
 
dc.w  $80,  $F0, $F0
 
</asm>
 
 
 
Where ''NumberOfZones'' is the total number of zones you want in the game. As we said before, we will work with $20 zones.
 
 
 
Now, find:
 
<asm>
 
loc_13DEE:
 
    jsr      sub_13D10(pc)
 
    move.b    (Current_Zone).w,d0
 
    cmpi.b    #$10,d0
 
    beq.s    BranchTo9_DeleteObject
 
    cmpi.b    #6,d0
 
    beq.s    BranchTo9_DeleteObject
 
    cmpi.b    #$E,d0
 
    beq.s    BranchTo9_DeleteObject
 
    move.b    (Current_Act).w,d1
 
    addi.b    #$12,d1
 
    cmpi.b    #5,d0
 
    bne.s    loc_13E18
 
    moveq    #$14,d1
 
</asm>
 
 
 
and change it to:
 
<asm>
 
loc_13DEE:
 
    jsr      sub_13D10(pc)
 
    move.b    (Current_Zone).w,d0
 
    cmpi.b    #$10,d0
 
    beq.s    BranchTo9_DeleteObject
 
    cmpi.b    #6,d0
 
    beq.s    BranchTo9_DeleteObject
 
    cmpi.b    #$E,d0
 
    beq.s    BranchTo9_DeleteObject
 
    move.b    (Current_Act).w,d1
 
    addi.b    #NumberOfZones+2,d1                  ; Act number mappings (Act 1)
 
    cmpi.b    #5,d0
 
    bne.s    loc_13E18
 
    moveq    #NumberOfZones+4,d1                  ; Act number mappings (Act 3).  Used for drawing MTZ (0x05) titlecard only
 
</asm>
 
 
 
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.
 
 
 
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:
 
<asm>
 
; loc_157D2:
 
LoadTitleCard:
 
bsr.s LoadTitleCard0
 
moveq #0,d0
 
move.b (Current_Zone).w,d0
 
move.b byte_15820(pc,d0.w),d0
 
lea word_15832(pc),a0
 
lea (a0,d0.w),a0
 
move.l #$7BC00002,d0
 
</asm>
 
 
 
and we want to replace it with:
 
<asm>
 
; loc_157D2:
 
LoadTitleCard:
 
bsr.s LoadTitleCard0
 
moveq #0,d0
 
move.b (Current_Zone).w,d0
 
add.w d0,d0
 
move.w Off_Titlecardtext(pc,d0.w),d0
 
lea Off_Titlecardtext(pc,d0.w),a0
 
move.l #$7BC00002,d0
 
</asm>
 
 
 
That takes care of the loader, now time to update the string data.
 
 
 
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>
 
;byte_15820
 
Off_Titlecardtext:
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 00
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 01
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 02
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 03
 
dc.w  Text_MTZ-Off_Titlecardtext ; MTZ Titlecard 04
 
dc.w  Text_MTZ-Off_Titlecardtext ; MTZ Titlecard 05
 
dc.w  Text_WFZ-Off_Titlecardtext ; WFZ Titlecard 06
 
dc.w  Text_HTZ-Off_Titlecardtext ; HTZ Titlecard 07
 
dc.w  Text_HPZ-Off_Titlecardtext ; EHZ Titlecard 08
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 09
 
dc.w  Text_OOZ-Off_Titlecardtext ; OOZ Titlecard 0A
 
dc.w  Text_MCZ-Off_Titlecardtext ; MCZ Titlecard 0B
 
dc.w  Text_CNZ-Off_Titlecardtext ; CNZ Titlecard 0C
 
dc.w  Text_CPZ-Off_Titlecardtext ; CPZ Titlecard 0D
 
dc.w  Text_DEZ-Off_Titlecardtext ; DEZ Titlecard 0E
 
dc.w  Text_ARZ-Off_Titlecardtext ; ARZ Titlecard 0F
 
dc.w  Text_SCZ-Off_Titlecardtext ; SCZ Titlecard 10
 
dc.w  Text_GHZ-Off_Titlecardtext ; EHZ Titlecard 11
 
dc.w  Text_GHZ-Off_Titlecardtext ; EHZ Titlecard 12
 
dc.w  Text_WPZ-Off_Titlecardtext ; EHZ Titlecard 13
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 14
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 15
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 16
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 17
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 18
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 19
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 1A
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 1B
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 1C
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 1D
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 1E
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 1F
 
dc.w  Text_EHZ-Off_Titlecardtext ; EHZ Titlecard 20
 
 
 
;word_15832
 
Text_EHZ: dc.w $2A06,$3804,$0004,$2604,$0C04,$1804,$1C02 ; 'MRALDHI'
 
  dc.w $FFFF ; '<EOF>'
 
Text_MTZ: dc.w $2A06,$4004,$3804,$3004,$2604,$1C02,$3C04 ; 'MTRPLIS'
 
  dc.w $FFFF ; '<EOF>'
 
Text_WFZ: dc.w $4C06,$1C02,$1404,$1004,$3804,$4004,$3C04 ; 'WIGFRTS'
 
  dc.w $FFFF ; '<EOF>'
 
Text_HTZ: dc.w $1804,$1C02,$2604,$4004,$3004 ; 'HILTP'
 
  dc.w $FFFF ; '<EOF>'
 
Text_HPZ: dc.w $1804,$1C02,$0C04,$3004,$0004,$2604,$0804 ; 'HIDPALCE'
 
  dc.w $FFFF ; '<EOF>'
 
Text_OOZ: dc.w $1C02,$2604,$0804,$0004 ; 'ILCAN'
 
  dc.w $FFFF ; '<EOF>'
 
Text_MCZ: dc.w $2A06,$5604,$3C04,$4004,$1C02,$0804,$0004,$4804 ; 'MYSTICAV'
 
  dc.w $FFFF ; '<EOF>'
 
Text_CNZ: dc.w $0804,$0004,$3C04,$1C02,$1404,$1804,$4004 ; 'CASIGHT'
 
  dc.w $FFFF ; '<EOF>'
 
Text_CPZ: dc.w $0804,$1804,$2A06,$1C02,$0004,$2604,$3004,$4004 ; 'CHMICALPT'
 
  dc.w $FFFF ; '<EOF>'
 
Text_DEZ: dc.w $0C04,$0004,$4004,$1804,$1404 ; 'DATHG'
 
  dc.w $FFFF ; '<EOF>'
 
Text_ARZ: dc.w $0004,$3404,$4404,$4004,$1C02,$0804,$3804 ; 'AQUTICR'
 
  dc.w $FFFF ; '<EOF>'
 
Text_SCZ: dc.w $3C04,$2204,$5604,$0804,$1804,$0004,$3C04 ; 'SKYCHAS'
 
  dc.w $FFFF ; '<EOF>'
 
</asm>
 
 
 
''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:
 
<asm>
 
; -------------------------------------------------------------------------------
 
; sprite mappings
 
; -------------------------------------------------------------------------------
 
Obj34_MapUnc_147BA: BINCLUDE "mappings/sprite/obj34.bin"
 
; -------------------------------------------------------------------------------
 
</asm>
 
 
 
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 line above and put this at the end of your disassembly:
 
<asm>
 
; -------------------------------------------------------------------------------
 
; sprite mappings
 
; -------------------------------------------------------------------------------
 
Obj34_MapUnc_147BA:
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 00
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 01
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 02
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 03
 
dc.w Titlecard_MTZ-Obj34_MapUnc_147BA ; MTZ 04
 
dc.w Titlecard_MTZ-Obj34_MapUnc_147BA ; MTZ 05
 
dc.w Titlecard_WFZ-Obj34_MapUnc_147BA ; WFZ 06
 
dc.w Titlecard_HTZ-Obj34_MapUnc_147BA ; HTZ 07
 
dc.w Titlecard_HTZ-Obj34_MapUnc_147BA ; HTZ 08
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 09
 
dc.w Titlecard_OOZ-Obj34_MapUnc_147BA ; OOZ 0A
 
dc.w Titlecard_MCZ-Obj34_MapUnc_147BA ; MCZ 0B
 
dc.w Titlecard_CNZ-Obj34_MapUnc_147BA ; CNZ 0C
 
dc.w Titlecard_CPZ-Obj34_MapUnc_147BA ; CPZ 0D
 
dc.w Titlecard_DEZ-Obj34_MapUnc_147BA ; DEZ 0E
 
dc.w Titlecard_ARZ-Obj34_MapUnc_147BA ; ARZ 0F
 
dc.w Titlecard_SCZ-Obj34_MapUnc_147BA ; SCZ 10
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 11
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 12
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 13
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 14
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 15
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 16
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 17
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 18
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 19
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 1A
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 1B
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 1C
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 1D
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 1E
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 1F
 
dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 20
 
dc.w T_ZONE-Obj34_MapUnc_147BA ; "ZONE"
 
dc.w T_ACT1-Obj34_MapUnc_147BA ; "1"
 
dc.w T_ACT2-Obj34_MapUnc_147BA ; "2"
 
dc.w T_ACT3-Obj34_MapUnc_147BA ; "3"
 
dc.w T_STH-Obj34_MapUnc_147BA ; "SONIC THE HEDGEHOG"
 
dc.w T_STRIPEDGE-Obj34_MapUnc_147BA ; ">"
 
 
 
TitleCard_EHZ:
 
dc.w $b ; number of letters
 
dc.w $0005, $8580, $82C0, $FFC0 ;E
 
dc.w $0009, $85DE, $82EF, $FFD0 ;M
 
dc.w $0005, $8580, $82C0, $FFE8 ;E
 
dc.w $0005, $85E4, $82F2, $FFF8 ;R
 
dc.w $0005, $85E8, $82F4, $0008 ;A
 
dc.w $0005, $85EC, $82F6, $0018 ;L
 
dc.w $0005, $85F0, $82F8, $0028 ;D
 
 
dc.w $0005, $85F4, $82FA, $0048 ;H
 
dc.w $0001, $85F8, $82F2, $0058 ;I
 
dc.w $0005, $85EC, $82F6, $0060 ;L
 
dc.w $0005, $85EC, $82F6, $0070 ;L
 
 
 
TitleCard_MTZ:
 
dc.w $a ; number of letters
 
dc.w $0009, $85DE, $82EF, $FFE0 ;M
 
dc.w $0005, $8580, $82C0, $FFF8 ;E
 
dc.w $0005, $85E4, $82F2, $0008 ;T
 
dc.w $0005, $85E8, $82F4, $0018 ;R
 
dc.w $0005, $8588, $82C4, $0028 ;O
 
dc.w $0005, $85EC, $82F6, $0038 ;P
 
dc.w $0005, $8588, $82C4, $0048 ;O
 
dc.w $0005, $85F0, $82F8, $0058 ;L
 
dc.w $0001, $85F4, $82FA, $0068 ;I
 
dc.w $0005, $85F6, $82FB, $0070 ;S
 
 
TitleCard_WFZ:
 
dc.w $c ; number of letters
 
dc.w $0009, $85DE, $82EF, $FFB0 ;W
 
dc.w $0001, $85E4, $82F2, $FFC8 ;I
 
dc.w $0005, $8584, $82C2, $FFD0 ;N
 
dc.w $0005, $85E6, $82F3, $FFE0 ;G
 
 
dc.w $0005, $85EA, $82F5, $0000 ;F
 
dc.w $0005, $8588, $82C4, $0010 ;O
 
dc.w $0005, $85EE, $82F7, $0020 ;R
 
dc.w $0005, $85F2, $82F9, $0030 ;T
 
dc.w $0005, $85EE, $82F7, $0040 ;R
 
dc.w $0005, $8580, $82C0, $0050 ;E
 
dc.w $0005, $85F6, $82FB, $0060 ;S
 
dc.w $0005, $85F6, $82FB, $0070 ;S
 
 
TitleCard_HTZ:
 
dc.w $7 ; number of letters
 
dc.w $0005, $85DE, $82EF, $0008 ;H
 
dc.w $0001, $85E2, $82F1, $0018 ;I
 
dc.w $0005, $85E4, $82F2, $0020 ;L
 
dc.w $0005, $85E4, $82F2, $0030 ;L
 
 
dc.w $0005, $85E8, $82F4, $0050 ;T
 
dc.w $0005, $8588, $82C4, $0060 ;O
 
dc.w $0005, $85EC, $82F6, $0070 ;P
 
 
TitleCard_HPZ:
 
dc.w $c ; number of letters
 
dc.w $0005, $85DE, $82EF, $FFB8 ;H
 
dc.w $0001, $85E2, $82F1, $FFC8 ;I
 
dc.w $0005, $85E4, $82F2, $FFD0 ;D
 
dc.w $0005, $85E4, $82F2, $FFE0 ;D
 
dc.w $0005, $8580, $82C0, $FFF0 ;E
 
dc.w $0005, $8584, $82C4, $0000 ;N
 
 
dc.w $0005, $85E8, $82F4, $0020 ;P
 
dc.w $0005, $85EC, $82F6, $0030 ;A
 
dc.w $0005, $85F0, $82F8, $0040 ;L
 
dc.w $0005, $85EC, $82F6, $0050 ;A
 
dc.w $0005, $85F4, $82FA, $0060 ;C
 
dc.w $0005, $8580, $82C0, $0070 ;E
 
 
TitleCard_OOZ:
 
dc.w $8 ; number of letters
 
dc.w $0005, $8588, $82C4, $FFF8 ;O
 
dc.w $0001, $85DE, $82EF, $0008 ;I
 
dc.w $0005, $85E0, $82F0, $0010 ;L
 
 
dc.w $0005, $8588, $82C4, $0030 ;O
 
dc.w $0005, $85E4, $82F2, $0040 ;C
 
dc.w $0005, $8580, $82C0, $0050 ;E
 
dc.w $0005, $85E8, $82F4, $0060 ;A
 
dc.w $0005, $8584, $82C2, $0070 ;N
 
 
TitleCard_MCZ:
 
dc.w $a ; number of letters
 
dc.w $0009, $85DE, $82EF, $FFD0 ;M
 
dc.w $0005, $85E4, $82F2, $FFE8 ;Y
 
dc.w $0005, $85E8, $82F4, $FFF8 ;S
 
dc.w $0005, $85EC, $82F6, $0008 ;T
 
dc.w $0001, $85F0, $82F8, $0018 ;I
 
dc.w $0005, $85F2, $82F9, $0020 ;C
 
 
dc.w $0005, $85F2, $82F9, $0040 ;C
 
dc.w $0005, $85F6, $82FB, $0050 ;A
 
dc.w $0005, $85FA, $82FD, $0060 ;V
 
dc.w $0005, $8580, $82C0, $0070 ;E
 
 
TitleCard_CNZ:
 
dc.w $b ; number of letters
 
dc.w $0005, $85DE, $82EF, $FFD0 ;C
 
dc.w $0005, $85E2, $82F1, $FFE0 ;A
 
dc.w $0005, $85E6, $82F3, $FFF0 ;S
 
dc.w $0001, $85EA, $82F5, $0000 ;I
 
dc.w $0005, $8584, $82C2, $0008 ;N
 
dc.w $0005, $8588, $82C4, $0018 ;O
 
 
dc.w $0005, $8584, $82C2, $0038 ;N
 
dc.w $0001, $85EA, $82F5, $0048 ;I
 
dc.w $0005, $85EC, $82F6, $0050 ;G
 
dc.w $0005, $85F0, $82F8, $0060 ;H
 
dc.w $0005, $85F4, $82FA, $0070 ;T
 
 
TitleCard_CPZ:
 
dc.w $d ; number of letters
 
dc.w $0005, $85DE, $82EF, $FFA0 ;C
 
dc.w $0005, $85E2, $82F1, $FFB0 ;H
 
dc.w $0005, $8580, $82C0, $FFC0 ;E
 
dc.w $0009, $85E6, $82F3, $FFD0 ;M
 
dc.w $0001, $85EC, $82F6, $FFE8 ;I
 
dc.w $0005, $85DE, $82EF, $FFF0 ;C
 
dc.w $0005, $85EE, $82F7, $0000 ;A
 
dc.w $0005, $85F2, $82F9, $0010 ;L
 
 
dc.w $0005, $85F6, $82FB, $0030 ;P
 
dc.w $0005, $85F2, $82F9, $0040 ;L
 
dc.w $0005, $85EE, $82F7, $0050 ;A
 
dc.w $0005, $8584, $82C2, $0060 ;N
 
dc.w $0005, $85FA, $82FD, $0070 ;T
 
 
TitleCard_DEZ:
 
dc.w $8 ; number of letters
 
dc.w $0005, $85DE, $82EF, $FFF0 ;D
 
dc.w $0005, $8580, $82C0, $0000 ;E
 
dc.w $0005, $85E2, $82F1, $0010 ;A
 
dc.w $0005, $85E6, $82F3, $0020 ;T
 
dc.w $0005, $85EA, $82F5, $0030 ;H
 
 
dc.w $0005, $8580, $82C0, $0050 ;E
 
dc.w $0005, $85EE, $82F7, $0060 ;G
 
dc.w $0005, $85EE, $82F7, $0070 ;G
 
 
TitleCard_ARZ:
 
dc.w $b ; number of letters
 
dc.w $0005, $85DE, $82EF, $FFD0 ;A
 
dc.w $0005, $85E2, $82F1, $FFE0 ;Q
 
dc.w $0005, $85E6, $82F3, $FFF0 ;U
 
dc.w $0005, $85DE, $82EF, $0000 ;A
 
dc.w $0005, $85EA, $82F5, $0010 ;T
 
dc.w $0001, $85EE, $82F7, $0020 ;I
 
dc.w $0005, $85F0, $82F8, $0028 ;C
 
 
dc.w $0005, $85F4, $82FA, $0048 ;R
 
dc.w $0005, $85E6, $82F3, $0058 ;U
 
dc.w $0001, $85EE, $82F7, $0068 ;I
 
dc.w $0005, $8584, $82C2, $0070 ;N
 
 
TitleCard_SCZ:
 
dc.w $8 ; number of letters
 
dc.w $0005, $85DE, $82EF, $FFF0 ;S
 
dc.w $0005, $85E2, $82F1, $0000 ;K
 
dc.w $0005, $85E6, $82F3, $0010 ;Y
 
 
dc.w $0005, $85EA, $82F5, $0030 ;C
 
dc.w $0005, $85EE, $82F7, $0040 ;H
 
dc.w $0005, $85F2, $82F7, $0050 ;A
 
dc.w $0005, $85DE, $82EF, $0060 ;S
 
dc.w $0005, $8580, $82C0, $0070 ;E
 
 
T_ZONE:
 
dc.w $4 ; number of letters
 
dc.w $0005, $858C, $82C6, $0000 ;Z
 
dc.w $0005, $8588, $82C4, $0010 ;O
 
dc.w $0005, $8584, $82C2, $0020 ;N
 
dc.w $0005, $8580, $82C0, $0030 ;E
 
 
T_ACT1:
 
dc.w $1 ; number of letters
 
dc.w $0007, $A590, $A2C8, $0000 ;1
 
 
T_ACT2:
 
dc.w $1 ; number of letters
 
dc.w $000B, $A598, $A2CC, $0000 ;2
 
 
T_ACT3:
 
dc.w $1 ; number of letters
 
dc.w $000B, $A5A4, $A2D2, $0000 ;3
 
 
T_STH:
 
dc.w $5 ; number of letters
 
dc.w $000D, $85B0, $82DE, $FFB8 ;SONI
 
dc.w $000D, $85B8, $82DC, $FFD8 ;C TH
 
dc.w $000D, $85C0, $82E0, $FFF8 ;E HE
 
dc.w $000D, $85C8, $82E4, $0018 ;DGEH
 
dc.w $0005, $85D0, $82E8, $0038 ;OG
 
 
T_STRIPEDGE:
 
dc.w $7 ; number of letters
 
dc.w $9003, $85D4, $82EA, $0000 ;>
 
dc.w $B003, $85D4, $82EA, $0000 ;>
 
dc.w $D003, $85D4, $82EA, $0000 ;>
 
dc.w $F003, $85D4, $82EA, $0000 ;>
 
dc.w $1003, $85D4, $82EA, $0000 ;>
 
dc.w $3003, $85D4, $82EA, $0000 ;>
 
dc.w $5003, $85D4, $82EA, $0000 ;>
 
; ==================================================================
 
</asm>
 
 
 
To avoid alignment problems, add this line before and after the code above:
 
 
 
<asm>
 
    align $200
 
</asm>
 
 
 
==Extending the Palette Cycle 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  ; palette index $27.
 
 
 
; ----------------------------------------------------------------------------
 
</asm>
 
 
 
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:
 
 
 
<asm>
 
    EndOfHeader:
 
</asm>
 
 
 
And after this table, put the following line to avoid alignment errors:
 
 
 
<asm>
 
    align $200
 
</asm>
 
 
 
You can add more indexes to this table this way:
 
<asm>
 
palptr Palette,  Normal_palette_line2, $17
 
</asm>
 
 
 
for a normal level palette, and, for a underwater level palette, you will add the normal palette for that level and its underwater palette.
 
<asm>
 
palptr UnderwaterPalette,  Normal_palette_line, $1F
 
</asm>
 
 
 
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:
 
<asm>
 
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
 
</asm>
 
 
 
and add to the end of it:
 
<asm>
 
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
 
</asm>
 
 
 
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:
 
<asm>
 
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
 
</asm>
 
 
 
then add this to the end of this index:
 
<asm>
 
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
 
</asm>
 
 
 
then edit and change as needed. Add the new .bin files to below here:
 
<asm>
 
; 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
 
</asm>
 
 
 
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:
 
<asm>
 
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
 
</asm>
 
 
 
Now, go to Level_GetBGM. You will see this:
 
<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
 
jmp    DefineLevelBGM
 
</asm>
 
 
 
==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.
 
 
 
Well. We will fit, first, the collision procedure. This way, we can merge both tables into only one.
 
 
 
Find:
 
<asm>
 
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>
 
 
 
Now, replace it with this:
 
<asm>
 
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
 
</asm>
 
 
 
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:
 
<asm>
 
; ===========================================================================
 
; ---------------------------------------------------------------------------
 
; 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
 
</asm>
 
 
 
To:
 
<asm>
 
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
 
</asm>
 
 
 
Of course, you can get rid of Off_ColP and Off_ColS labels and indexes by commenting the line:
 
 
 
<asm>
 
add.w    #1,d0
 
</asm>
 
 
 
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:
 
<asm>
 
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:
 
</asm>
 
 
 
And change it to:
 
<asm>
 
loc_172A4:
 
jmp CarregarAneis
 
rts
 
 
 
loc_172E0:
 
</asm>
 
 
 
Now, we put the following routine at a good place:
 
<asm>
 
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
 
</asm>
 
 
 
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:
 
<asm>
 
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:
 
</asm>
 
 
 
And change that to:
 
<asm>
 
loc_17AB8:
 
jmp CarregarObjetos
 
rts
 
 
 
loc_17AF0:
 
</asm>
 
 
 
Now, put this routine into a good place. If you relocated PalPointers like described before, put this before PalPointers:
 
<asm>
 
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
 
</asm>
 
 
 
==Extending tiles and patterns index==
 
===Subsection Test===
 
Find:
 
<asm>
 
;----------------------------------------------------------------------------------
 
; 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"
 
</asm>
 
 
 
then add this to the end:
 
<asm>
 
;-----------------------------------------------------------------------------------
 
; 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"
 
</asm>
 
 
 
Then add optional pattern supplements to suit your hack's needs.
 
 
 
Now find:
 
<asm>
 
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
 
</asm>
 
 
 
then add this to the end:
 
<asm>
 
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
 
</asm>
 
 
 
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:
 
<asm>
 
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
 
</asm>
 
 
 
and add this to the end:
 
<asm>
 
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
 
</asm>
 
 
 
Then find:
 
<asm>
 
;---------------------------------------------------------------------------------------
 
; 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"
 
</asm>
 
 
 
then add this at the end:
 
<asm>
 
;---------------------------------------------------------------------------------------
 
; 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"
 
</asm>
 
 
 
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:
 
<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>
 
 
 
==Extending the Start Location Index==
 
Sonic has to start somewhere right?
 
 
 
Find this:
 
<asm>
 
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
 
</asm>
 
 
 
then add this to the end:
 
<asm>
 
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
 
</asm>
 
 
 
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)
 
 
 
[[Category:SCHG How-tos|Extend the level index past $10 in Sonic 2]]
 

Revision as of 06:12, 4 July 2011

the guide is removed because the original author sucks