General Navigation
Offset |
Description
|
$035A8
|
Level order information
|
$02502
|
Pallete pointers
|
$035A8
|
Level select level order
|
$04620
|
Pointer to collision indexes
|
$0579A
|
Level size array
|
$10AF8
|
Animation script (Sonic)
|
$1BFEC
|
Main level load block
|
$1C05C
|
Pattern load cues offset index
|
$1C09C
|
Pattern load cues
|
$20000
|
Curve and resistance mapping (identical to S1..)
|
$20100
|
Curve and resistance mapping
|
$20200
|
Collision Array (identical to S1..)
|
$22200
|
Collision Array
|
$40090
|
Sprite location mapping
|
Palettes
Offset |
Description
|
$245A
|
SEGA Foreground
|
$25A2
|
SEGA Background
|
$2622
|
Title Screen
|
$26A2
|
Level Select
|
$2722
|
Sonic and Tails
|
$2742
|
Green Hill Zone
|
$27A2
|
???
|
$2822
|
???
|
$2840
|
Chemical Plant Zone?
|
$2882
|
Emerald Hill Zone
|
$28E2
|
Hidden Palace Zone
|
$2942
|
Hill Top Zone
|
$29A2
|
(Sonic again?)
|
$2A22
|
Labyrinth Zone
|
$2A82
|
Scrap Brain Zone Act 3
|
$2B02
|
Labyrinth Zone Sonic Underwater
|
$2B22
|
Scrap Brain Zone Act 3 Sonic Underwater
|
$2B42
|
Special Stage Title Card (S1)
|
$2BC2
|
Continue - Sonic (S1)
|
$2BE2
|
Continue (S1)
|
$2C02
|
Sonic - Ending (S1)
|
Documented by ICEknight and Quickman.
Offset |
Description
|
$9DF8E
|
Shield
|
$9E114
|
Invincibility stars
|
$A0960
|
SEGA logo
|
$A1520
|
Title Screen graphics
|
$A2E82
|
Sonic & Tails at the Title Screen
|
$A39C6
|
GHZ bit of flower (S1)
|
$A3A10
|
GHZ & MZ platform with chain (S1)
|
$A3B2A
|
EHZ Log bridge
|
$A3C16
|
Unused 16x16 block (S1)
|
$A3C5E
|
GHZ rolling ball (S1)
|
$A3DFC
|
GHZ rolling log with spikes (S1)
|
$A4010
|
GHZ unused spikes around the rolling log (S1)
|
$A413C
|
GHZ rock (S1)
|
$A426A
|
GHZ breakable wall (S1)
|
$A4308
|
Some GHZ wall (S1)
|
$A4368
|
Unknown fire
|
$A44A0
|
Unused, possible burning log
|
$A45AE
|
Waterfall
|
$A46B4
|
Unused HTZ fireballs
|
$A4802
|
GHZ Log bridge (S1)
|
$A48DA
|
HTZ crossing platform
|
$A4BCE
|
HTZ automatic door
|
$A4C46
|
HTZ seesaw with green ball
|
$A4DDE
|
HPZ bridge
|
$A4F56
|
HPZ waterfalls
|
$A52B8
|
HPZ big emerald
|
$A552A
|
Unknown blocks
|
$A55EA
|
HPZ glowing orb
|
$A5826
|
Some platform
|
$A59C0
|
UNKNOWN unused dust
|
$A5AE0
|
CPZ floating platform
|
$A5C2E
|
Water surface
|
$A5D9E
|
Button
|
$A5E76
|
Vertical spring
|
$A5F92
|
Horizontal spring
|
$A605C
|
Diagonal springs
|
$A6230
|
Score/Rings/Time HUD
|
$A6338
|
Lives HUD
|
$A644E
|
Rings
|
$A6542
|
Monitors
|
$A696C
|
Vertical spikes
|
$A69BC
|
Gathered points
|
$A6A96
|
Prototype checkpoint
|
$A6B3C
|
Prototype end of level sign
|
$A6F8A
|
Crocodile
|
$A732C
|
EHZ Buzz Bomber
|
$A7512
|
HPZ Bat
|
$A7868
|
OOZ Octopus
|
$A7B88
|
Triceratops
|
$A7F84
|
HPZ Dinobot
|
$A835A
|
Unused sideways piranha
|
$A8852
|
OOZ Prototype seahorses
|
$A8CA0
|
Unused rolling ball
|
$A8F36
|
Unused Mother Bubbler
|
$A9162
|
Unused Bubbler
|
$A9384
|
EHZ Snail
|
$A9580
|
Prototype Crawler
|
$A9902
|
EHZ Piranha
|
$A9B0E
|
Boss ship
|
$AA24A
|
CPZ Prototype boss
|
$AA7A8
|
Big explosion
|
$AAE30
|
Robotnik's ship boost
|
$AAEAE
|
Puff of smoke
|
$AAF94
|
EHZ Boss
|
$AB780
|
EHZ Boss helicopter blades
|
$AB874
|
SBZ Ball Hog (S1)
|
$ABC34
|
Crabmeat
|
$AC122
|
GHZ Buzz Bomber (S1)
|
$AC4C8
|
Possible unknown explosion from the ground
|
$AC6B0
|
LZ Burrobot (S1)
|
$ACD9A
|
GHZ Piranha (S1)
|
$AD002
|
LZ Jaws (S1)
|
$AD28C
|
SYZ Roller (S1)
|
$AD7B0
|
GHZ Motobug (S1)
|
$ADA3A
|
GHZ Newtron (S1)
|
$AE058
|
SYZ Snail (S1)
|
$AE440
|
MZ Bat (S1)
|
$AE73C
|
Splats (S1)
|
$AE984
|
SLZ Bomb (S1)
|
$AEC1C
|
LZ Orbinaut (S1)
|
$AEDFA
|
MZ Catakiller (S1)
|
$AEF88
|
Title card (S1)
|
$AF596
|
Explosions
|
$AFBFC
|
GAME OVER, TIME OVER
|
$AFD8E
|
Vertical spring
|
$AFE90
|
Sideways spring
|
$AFF6C
|
Big ring flash
|
$B00E0
|
End of level hidden bonuses (S1)
|
$B03E2
|
Sonic at Continue screen + Continue star (S1)
|
$B0692
|
CONTINUE + Minisonic (S1)
|
$B08CC
|
Bunny
|
$B0A24
|
Chicken
|
$B0B80
|
Penguin
|
$B0CFC
|
Seal
|
$B0E18
|
Pig
|
$B0F4E
|
Flicky
|
$B1088
|
Squirrel
|
$B2184
|
EHZ graphics
|
$B5784
|
HTZ graphics
|
$B6BAA
|
HTZ placeholders for animated tiles
|
$C0492
|
HPZ graphics
|
$C31A0
|
HPZ glowing orbs
|
$CC8F4
|
CPZ graphics
|
$CFDC0
|
UNKNOWN
|
$D8C34
|
GHZ graphics (S1)
|
$DC1F0
|
GHZ graphics (S1)
|
$E0B62
|
Ending scene additional graphics (S1)
|
$E0DEA
|
Credits font (S1)
|
$E13E8
|
SONIC THE HEDGEHOG ending text (S1)
|
Pattern load cue's
The pattern load cue's are what loads all the peices of art into the VRAM that are
not in the main level load block. Here's a breakdown of the pattern load cue's in
the S2 Alpha ROM:
00 |
1C09C |
Standard block 1 (checkpoint/HUD/life counter/ring/gathered points) |
(4)
|
01 |
1C0BC |
Standard block 2 (Monitor/Shield/Invincibility stars) |
(2)
|
02 |
1C0D0 |
Unknown (explosion) |
(0)
|
03 |
1C0D8 |
Game\time over (game\time over text) |
(0)
|
04 |
1C0E0 |
GHZ (GHZ patterns/GHZ Piranha/Vertical spikes/Vertical spring/Horrizontal spring/EHZ Log bridge/GHZ swinging platform/Motobug/GHZ Rock) |
(8)
|
05 |
1C118 |
GHZ (GHZ Piranha) |
(0)
|
06 |
1C120 |
LZ (CPZ DUPLICATE) |
(2)
|
07 |
1C134 |
LZ (CPZ DUPLICATE) |
(3)
|
08 |
1C120 |
CPZ (CPZ graphics/UNKNOWN/floating platform) |
(2)
|
09 |
1C134 |
CPZ (Vertical spikes/Diagonal springs/Vertical spring/Horizontal spring) |
(3)
|
0A |
1C14E |
EHZ (EHZ graphics/Fireball/Waterfall/GHZ bridge/HTZ seesaw/Vertical spikes/Diagonal springs/Vertical spring/Horizontal spring) |
(8)
|
0B |
1C186 |
EHZ (Shield/Gathered points/Buzz Bomber/EHZ Snail/EHZ Piranha) |
(4)
|
0C |
1C1A6 |
HPZ (HPZ graphics/HPZ bridge/waterfall/platform/pulsing ball/HPZ stuff/master emerald/Water surface) |
(7)
|
0D |
1C1D8 |
HPZ (HPZ Dinobot/HPZ Bat/Crocodile/Buzz Bomber/HPZ Bat/Triceratops/Dinobot/Sideways piranha |
(1)[7]
|
0E |
1C20A |
HTZ (EHZ graphics/HTZ graphics/HTZ placeholders for animated tiles/Fire/Fireballs/HTZ automatic door/GHZ Log bridge/HTZ seesaw/Vertical spikes/Diagonal springs/Vertical spring/Horizontal spring) |
(9)
|
0F |
1C254 |
HTZ (HTZ lift/Buzz Bomber/EHZ Snail/EHZ Piranha) |
(0) [4]
|
10 |
1C26E |
??? (Title card (S1)/) |
(0)
|
11 |
1C276 |
Boss (Boss ship/EHZ Boss/EHZ Boss helicopter blades/Boss ship/CPZ Prototype boss/Robotnik's ship boost/Puff of smoke/EHZ Boss/EHZ Boss helicopter blades) |
(2)[8]
|
12 |
1C2AE |
End of level (Signpost/End of level hidden bonuses (S1)/Big ring flash) |
(2)
|
13 |
1C2C2 |
??? (INVALID) |
(10)
|
14 |
1C2C2 |
??? (INVALID) |
(10)
|
15 |
1C2C4 |
GHZ Animals (Bunny/Flicky) |
(1)
|
16 |
1C2D2 |
LZ Animals (Penguin/Seal) |
(1)
|
17 |
1C2E0 |
CPZ Animals (Squirrel/Seal) |
(1)
|
18 |
1C2EE |
EHZ Animals (Pig/Flicky) |
(1)
|
19 |
1C2FC |
HPZ Animals (Pig/Chicken) |
(1)
|
1A |
1C30A |
HTZ Animals (Bunny/Chicken) |
(1)
|
1B |
1C318 |
??? (INVALID) |
(NA)
|
1C |
1C31A |
??? (INVALID) |
(NA)
|
1D |
1C31C |
??? (INVALID) |
(NA)
|
1E |
1C31E |
??? (INVALID) |
(NA)
|
1F |
1C320 |
??? (INVALID) |
(NA)
|
level layout
=-=-=-=-=-=-=-=
htz act2: 29DD0
final zone - 295CE
hpz - 2CDDE, 2ADDE
=-=-=-=-=-=-=-=
level begin
=-=-=-=-=-=-=-=
---------------------
Sonic Starting points
---------------------
GHZ Act 1 - 5948
First level loaded (EHZ act 1) - 33D2
Second level loaded (EHZ act 2) - BCE0
==Animation script==
===Sonic===
00 = GHZ
01 = lZ (loads CPZ art)
02 = CPZ (MZ Music)
03 = EHZ (SLZ music)
04 = HPZ (SYZ music)
05 = HTZ (SBZ music)
06 = FZ (HTZ art) (crashes)
07 = Special stage? (crashes)
08 = (crashes)
09 = (crashes)
0A = (crashes)
0B = (crashes)
0C = (illegal instuction error)
0D = (crashes)
0E = (crashes)
0F = (crashes)
10 = (crashes)
=============================================================
PATTERN LOAD CUES OFFSET INDEX: 1C05C [$40 BYTES LONG]
[00] STANDARD1: $1C09C
[01] STANDARD2: $1C0AC
[02] ???: $1C0D0
[03] GAME/TIME OVER: $1C0D8
[04] GHZ1: $1C0E0
[05] GHZ2: $1C118
[06] LZ1: $1C120 (CPZ DUPLICATE)
[07] LZ2: $1C134 (CPZ DUPLICATE)
[08] CPZ1: $1C120
[09] CPZ2: $1C134
[0A] EHZ1: $1C14E
[0B] EHZ2: $1C186
[0C] HPZ1: $1C1A6
[0D] HPZ2: $1C1D8
[0E] HTZ1: $1C20A
[0F] HTZ2: $1C254
[10] FZ1: $1C26E
[11] FZ2: $1C276
[12] ???: $1C2AE
[13] ???: $1C2C2
[14] ???: $1C2C2
[15] ???: $1C2C4
[16] ???: $1C2D2
[17] ???: $1C2E0
[18] ???: $1C2EE
[19] ???: $1C2FC
[1A] ???: $1C30A
[1B] ???: $1C318
[1C] ???: $1C31A
[1D] ???: $1C31C
[1E] ???: $1C31E
[1F] ???: $1C320
MAIN LEVEL LOAD BLOCK (IN SONIC 1 FORMAT!): $1BFEC
00: GREEN HILL ZONE
GHZ 8X8 ART: 0D8C34
GHZ 16X16 MAPPINGS: 0D7E34
GHZ 128X128 MAPPINGS: 0DD850
PALLET: $04
SONG: $81
PATTERN LOAD CUES USED: $04, $05
01: LABERYNTH PLANT ZONE
CPZ 8C8 ART: 0CC8F4
CPZ 16X16 MAPPINGS: 0CB314
CPZ 128X128 MAPPINGS: 0CFE34
PALLET: $05
SONG: $82
PATTERN LOAD CUES USED: $06, $07
02: CHEMICAL PLANT ZONE
CPZ 8C8 ART: 0CC8F4
CPZ 16X16 MAPPINGS: 0CB314
CPZ 128X128 MAPPINGS: 0CFE34
PALLET: $06
SONG: $83
PATTERN LOAD CUES USED: $08, $09
03: EMERALD HILL ZONE
EHZ 8X8 ART: 0B2184
EHZ 16X16 MAPPINGS: 0B11E4
EHZ 128X128 MAPPINGS: 0B6EB2
PALLET: $07
SONG: $84
PATTERN LOAD CUES USED: $0A, $0B
04: HIDDEN PALACE ZONE
HPZ 8X8 ART: 0C0492
HPZ 16X16 MAPPINGS: 0BEEB2
HPZ 128X128 MAPPINGS: 0C3314
PALLET: $08
SONG: $85
PATTERN LOAD CUES USED: $0C, $0D
05: HILL TOP ZONE
HTZ 8X8 ART: 0B2184
HTZ 16X16 MAPPINGS: 0B11E4
HTZ 128X128 MAPPINGS: 0B6EB2
PALLET: $09
SONG: $86
PATTERN LOAD CUES USED: $0E, $0F
00: ENDING?
GHZ 8X8 ART: 0D8C34
GHZ 16X16 MAPPINGS: 0D7E34
GHZ 128X128 MAPPINGS: 0DD850
PALLET: $13
SONG: $86
PATTERN LOAD CUES USED: NONE