Difference between revisions of "Emerald Hill Zone"
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|Level Value | |Level Value | ||
|- | |- | ||
− | |2A22 | + | |$2A22 |
|EHZ [[Palette]] (04, 05, 07, 0D) | |EHZ [[Palette]] (04, 05, 07, 0D) | ||
|- | |- | ||
− | |C57E | + | |$C57E |
|EHZ layer deformation info | |EHZ layer deformation info | ||
|- | |- | ||
− | |3FF94 | + | |$3FF94 |
|EHZ animated pattern load cue | |EHZ animated pattern load cue | ||
|- | |- | ||
− | |40372 | + | |$40372 |
|EHZ, [[Hill Top Zone|HTZ]] misc [[sprite mappings]] | |EHZ, [[Hill Top Zone|HTZ]] misc [[sprite mappings]] | ||
|- | |- | ||
− | |41D2E | + | |$41D2E |
|EHZ/01/02/03/DEZ object [[debug list]] | |EHZ/01/02/03/DEZ object [[debug list]] | ||
|- | |- | ||
− | |44E50 | + | |$44E50 |
|EHZ and [[Hill Top Zone|HTZ]] primary 16x16 [[collision index]] | |EHZ and [[Hill Top Zone|HTZ]] primary 16x16 [[collision index]] | ||
|- | |- | ||
− | |44F40 | + | |$44F40 |
|EHZ and [[Hill Top Zone|HTZ]] secondary 16x16 collision index | |EHZ and [[Hill Top Zone|HTZ]] secondary 16x16 collision index | ||
|- | |- | ||
− | |45AC4 | + | |$45AC4 |
|EHZ act 1 level layout | |EHZ act 1 level layout | ||
|- | |- | ||
− | |45C84 | + | |$45C84 |
|EHZ act 2 level layout | |EHZ act 2 level layout | ||
|- | |- | ||
− | |4E74 | + | |$4E74 |
|EHZ 16x16 [[block mappings]] | |EHZ 16x16 [[block mappings]] | ||
|- | |- | ||
− | |95C24 | + | |$95C24 |
|EHZ/[[Hill Top Zone|HTZ]] main level patterns | |EHZ/[[Hill Top Zone|HTZ]] main level patterns | ||
|- | |- | ||
− | |98AB4 | + | |$98AB4 |
|[[Hill Top Zone|HTZ]] pattern suppliment to EHZ level patterns | |[[Hill Top Zone|HTZ]] pattern suppliment to EHZ level patterns | ||
|- | |- | ||
− | |99D34 | + | |$99D34 |
|EHZ/[[Hill Top Zone|HTZ]] 128x128 block mappings | |EHZ/[[Hill Top Zone|HTZ]] 128x128 block mappings | ||
|- | |- | ||
− | |E4344 | + | |$E4344 |
|EHZ act 1 ring locations | |EHZ act 1 ring locations | ||
|- | |- | ||
− | |E456A | + | |$E456A |
|EHZ act 2 ring locations | |EHZ act 2 ring locations | ||
|- | |- | ||
− | |E684A | + | |$E684A |
|EHZ act 1 sprite locations | |EHZ act 1 sprite locations | ||
|- | |- | ||
− | |E6B7A | + | |$E6B7A |
|EHZ act 2 sprite locations | |EHZ act 2 sprite locations | ||
|} | |} |
Revision as of 16:19, 24 November 2006
Emerald Hill Zone |
---|
First level, Sonic the Hedgehog 2 |
Number of Acts: 2 |
Boss: Emerald Hill Zone Boss |
Emerald Hill Zone is the first zone in Sonic 2, and is the analogue of Green Hill Zone. It fills the tropical island cliche for the game.
The zone contains bridges, waterfalls, loops, and flowers like the standard Green Hill Zone. However, it doesn't have totem poles. It introduced a new corkscrew path feature, which became a token symbol for the game, and was later reused in Sonic Advance 2's Leaf Forest.
A slightly modified version of Emerald Hill Zone's art is also used in Hill Top Zone, with different coloration. No one knows why for sure, but Hill Top Zone and Emerald Hill Zone were developed during the same time which can be proven by playing Sonic 2 Beta where they are both completed.
Contents
Instruction Manual Description
Speed through this tropical bayside resort with palm trees, loop-de-loops and corkscrew speedways. Watch out for monkey business!
Villains
Enemies
- Coconuts - Monkey enemy, throws coconuts at you from up a tree.
- Buzzer - Wasp enemy, flies along and stops to fire a missile at you, then continues flying.
- Masher - Piranha enemy, jumps vertically from inside waterfalls.
Differences Between Beta and Final
- In the Beta, Emerald Hill Zone is referred to as Green Hill Zone.
- There is a snail badnik that did not make it to the final ROM. Its art offset is at 7C514 (Nemesis Format, 26 blocks).
- At one point, there is a hidden wall which is supposed to contain an extra life; it does not.
Technical Information
00 | Level Value |
$2A22 | EHZ Palette (04, 05, 07, 0D) |
$C57E | EHZ layer deformation info |
$3FF94 | EHZ animated pattern load cue |
$40372 | EHZ, HTZ misc sprite mappings |
$41D2E | EHZ/01/02/03/DEZ object debug list |
$44E50 | EHZ and HTZ primary 16x16 collision index |
$44F40 | EHZ and HTZ secondary 16x16 collision index |
$45AC4 | EHZ act 1 level layout |
$45C84 | EHZ act 2 level layout |
$4E74 | EHZ 16x16 block mappings |
$95C24 | EHZ/HTZ main level patterns |
$98AB4 | HTZ pattern suppliment to EHZ level patterns |
$99D34 | EHZ/HTZ 128x128 block mappings |
$E4344 | EHZ act 1 ring locations |
$E456A | EHZ act 2 ring locations |
$E684A | EHZ act 1 sprite locations |
$E6B7A | EHZ act 2 sprite locations |