Difference between revisions of "Esrael s1"
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<p><span lang="EN" style="mso-ansi-language:EN">Hello. I’ve translated the | <p><span lang="EN" style="mso-ansi-language:EN">Hello. I’ve translated the | ||
notes and I put some things that Esrael didn’t see at the time he published | notes and I put some things that Esrael didn’t see at the time he published |
Revision as of 21:20, 24 December 2006
This article needs cleanup. This article needs to be edited to conform to a higher standard of article quality. |
Hello. I’ve translated the notes and I put some things that Esrael didn’t see at the time he published this guide. (Sanderson Hk.)
Using a hex editor is possible to modify the game, editing it byte-by-byte. Knowing where is each function and modyfing it correctly, you and customize the game. You can draw another character in Sonic's place, but it's not too easy, because it needs to be made point-to-point. You can change the levels' name in the Level Select Menu and in the Level Title Cards. But, to program the game, it needs to be in the binary format. It isn't hard to convert the game to the binary form. You can use a conversion program or the Genecyst emulator, which has the option DUMP ROM, which does the conversion.
Level Select Menu
Sonic 1 Level Select Menu uses a 26-char per line plain-text format. In all the lines, you can type texts which length is 26-char, including the lines that shows only STAGE 2 and STAGE 3. The first space starts at the letter G of the phrase GREEN HILL and the final space finishes at the number 1 of the text STAGE 1. The first space of the next line starts where the previous line ends. See below the offset location for these texts.
Warning: in a hex editor, you'll see the addresses indicated by 0000ADC8, for example. In the page you'll see the same address indicated by ADC8, simply.
LEVEL | ADDRESS |
---|---|
GREEN HILL ZONE STAGE 1 | 35A2 to 35B9 |
STAGE 2 | 35BA to 35D1 |
STAGE 3 | 35D2 to 35E9 |
LABYRINTH ZONE STAGE 1 | 35EA to 3601 |
STAGE 2 | 3602 to 3619 |
STAGE 3 | 361A to 3631 |
MARBLE ZONE STAGE 1 | 3632 to 3649 |
STAGE 2 | 364A to 3661 |
STAGE 3 | 3662 to 3679 |
STAR LIGHT ZONE STAGE 1 | 367A to 3691 |
STAGE 2 | 3692 to 36A9 |
STAGE 3 | 36AA to 36C1 |
SPRING YARD ZONE STAGE 1 | 36C2 to 36D9 |
STAGE 2 | 36DA to 36F1 |
STAGE 3 | 36F2 to 3709 |
SCRAP BRAIN ZONE STAGE 1 | 370A to 3721 |
STAGE 2 | 3722 to 3739 |
STAGE 3 | 373A to 3751 |
FINAL ZONE | 3752 to 3769 |
SPECIAL STAGE | 376A to 3781 |
SOUND TEST | 3782 to 3799 |
Levels' name uses non-ASCII character. You need to know the letter code to modify the name. See the table below and change the names. Run the game and access the Level Select Menu (I'll identify some things with abreviations, like L.S.M. for this), and see the names you put.
00 = 0 |
01 = 1 |
02 = 2 |
03 = 3 |
04 = 4 |
05 = 5 |
06 = 6 |
07 = 7 |
08 = 8 |
09 = 9 |
0A = $ |
0B = - |
0C = = |
0D = <- |
0E = <- |
0F = Y |
10 = Z |
11 = A |
12 = B |
13 = C |
14 = D |
15 = E |
16 = F |
17 = G |
18 = H |
19 = I |
1A = J |
1B = K |
1C = L |
1D = M |
1E = N |
1F = O |
20 = P |
21 = Q |
22 = R |
23 = S |
24 = T |
25 = U |
26 = V |
27 = W |
28 = X |
FF = |
|
|
|
Level Title Cards
You also can change the level titles. But you have some restrictions by two things: the number of characters you can put and the letters available. In the level cards you CAN'T use the letters J-Q-V-W-X. It means that words which use these letters can't be used. Ah, the title modification isn't too easy like level select, because you need to specify the distance between the letters to avoid that they overput themselves. Don't enter in panic! See below the codes of the letters and, following, an explanation of how this works.
TITLE FONT TABLE
05-00-00 = A |
05-00-22 = K |
05-00-46 = U |
05-00-04 = B |
05-00-26 = L |
05-00-4A = Y |
05-00-08 = C |
05-00-2A = M |
05-00-4E = Z |
05-00-0C = D |
05-00-2E = N |
00-00-52 = . |
05-00-10 = E |
05-00-32 = O |
0C-00-53 = act |
05-00-14 = F |
05-00-36 = P |
02-00-57 = 1 |
05-00-18 = G |
05-00-3A = R |
06-00-5A = 2 |
05-00-1C = H |
05-00-3E = S |
06-00-60 = 3 |
01-00-20 = I |
05-00-42 = T |
|
Now, trying to understand this: The level cards function like
LC-VS-(LV-CO-DE)-HS-VS-(LV... until the final -VS, where:
LC is the quantity of characters that you allow to be shown; VS is the vertical screen position of the letter; LV-CO-DE is one of the values above and HS is the horizontal screen position of the letter. An example is welcome to understand this. So, I'll take GREEN HILL title for example:
The code is of the type above, right? So,
09-F8-05-00-18-B4-F8-05-00-3A-C4... the 09 is the letters allowed to be shown. The another bytes are the letter configuration.
The space between letters are these, informed like: LETTER1 +X = YOU CAN PUT LETTER2. I'll talk about this X.
Particularities, first:
I: X=8h; M: X=Fh; ".": X=8h.
For the another, X=10h. Note that the value is added in HEX format, not in decimal. Below, you have the offset locations of the title cards:
TEXT </td> | <p class="MsoNormal" align="center" style="text-align:center">ADDRESS |
GREEN HILL |
C9FE to CA2B |
LABYRINTH |
CA2C to CA59 |
MARBLE |
CA5A to CA79 |
STAR LIGHT |
CA7A to CAA7 |
SPRING YARD |
CAA8 to CADA |
SCRAP BRAIN |
CADB to CB0E |
FINAL |
CB8B to CBA3 |
ZONE |
CB0F to CB24 |
SONIC HAS PASSED |
CBEA to CC31 |
CHAOS EMERALD |
CCAD to CCE8 |
SPECIAL STAGE |
CD6C to CDA7 |
SONIC GOT THEM ALL |
CDA8 to CDF3 |
Observation: the minimum position is 80h (080) and the maximum is 70h (170).
Title Card Configuration
This game area tells the game how the text must be shown when the level starts, it means, where to enter or to quit. Each level use 16 bytes to configure the titles. By an example, I'll take the Green Hill Configuration: 00000120FEFC013C0414015402140154. Separating this sequence in 4-byte group, we have:
00.00.01.20 - about the text;
FE.FC.01.3C - about the "ZONE" title;
04.14.01.54 - about the "ACT X" title, where X is 1,2 or 3; and
02.14.01.54 - about the blue background.
Separating these lists in groups of 2, we have that the 2 first bytes are the enter position of the text and the 2 last are the exit position of the text, in all the 4-byte group.
See the table below and start changing.
LEVEL |
ADDRESS |
GREEN HILL |
C448 to C457 |
LABYRINTH |
C458 to C467 |
MARBLE |
C468 to C477 |
STAR LIGHT |
C478 to C487 |
SPRING YARD |
C488 to C497 |
SCRAP BRAIN |
C498 to C4A7 |
FINAL |
C4A8 to C4B7 |
You can show the message "PRESS START BUTTON" in the title screen. To do this, go to the address indicated below.
ROM VERSION |
ADDRESS |
NORTH-AMERICAN (U) |
17271 |
JAPANESE (J) |
17A1D |
Credits and Presentation Screen
To edit the credits, simply refer to the explanation in the title cards. Is the same format. But the letter particularities change and you have another restrictions, shown below.
TEXT |
ADDRESS |
SONIC TEAM STAFF |
172F8 to 1733E |
GAME PLAN CAROL YAS |
1733F to 1738F |
PROGRAM YU 2 |
17390 to 173C2 |
CHARACTER DESIGN BIGISLAND |
173C3 to 1743B |
DESIGN JINYA PHENIX RIE |
1743C to 174A0 |
SOUND PRODUCE MASATO NAKAMURA |
174A1 to 17523 |
SOUND PROGRAM JIMITA MACKY |
17524 to 17597 |
SPECIAL TANKS FUJIO MINEGISHI PAPA |
17598 to 17633 |
PRESENTED BY SEGA |
17634 to 1767F |
TRY AGAIN |
17680 to 176A8 |
SONIC TEAM PRESENTS |
176A9 to 176FE |
See below the new codes for editing
05-00-04 = A |
05-00-3A = H |
05-00-12 = P |
05-00-48 = B |
01-00-46 = I |
05-00-22 = R |
05-00-1E = C |
05-00-4C = J |
05-00-2E = S |
05-00-42 = D |
05-00-58 = K |
05-00-3E = T |
05-00-50 = X |
05-00-16 = L |
05-00-32 = U |
05-00-0E = E |
09-00-08 = M |
00-00-2A = Y |
05-00-5C = F |
05-00-1A = N |
0C-00-36 = 2 |
05-00-00 = G |
05-00-26 = O |
|
As I said, the configuration is the same of the title cards. Now, you have the following restrictions: you can't use the letters Q-V-W-Z.
Particularities: I: X= 8h; M=14h. For the another, X= 10h.
I won't translate the MUSIC section of Esrael's notes because it works while you haven't defeated the boss. After the boss, the music turns back to the original level music. Starting from here, I'll put my notes.
Master Playlist Music Changing Method
First thing you need to understand the this playlist is the playlist shown at the L.S.M., and it's the better method for changing music playlist. So, to do this, you need the following table:
71A9C | Midi pointers |
745DC | Green Hill |
74D44 | Labyrinth |
75194 | Marble |
755F2 | Star Light |
75A60 | Spring Yard |
75EAC | Scrap Brain |
763FC | Invincibility |
766D0 | Special Stage |
76E42 | Zone Boss |
7705E | Final |
Where 71A9C is an offset index, it is, the bytes are put like offset addresses.
The order of the playlist is:
80-NONE | 81-Green Hill | 82-Labyrinth | 83-Marble | 84-Star Light | 85-Spring Yard | 86-Scrap Brain | 89-Special Stage |
Location | 71A9C | 71AA0 | 71AA4 | 71AA8 | 71AAC | 71AB0 | 71ABC |
8C-Zone Boss | 8D-Final | ||||||
71AC8 | 71ACC |
So, only put one of the addresses above, except 71A9C, and then see the music working.
If I have anything about the game to say, I'll put it starting by there.
Translation to U.S. English did and published by Sanderson Hk.