Actions

SCHG How-to

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

From Sonic Retro

(Blanked the page)
Line 1: Line 1:
==Authoring Notes==
 
''(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.)''
 
 
''(Some implementations by [[silent.creature]]. More fixes about level crashes)''
 
 
==Introduction==
 
'''WARNING''': Unless you are working with Xenowhirl's 2007 Sonic 2 disassembly, I [b]strongly[/b] recommend you [[SCHG_How-to:Port_Sonic_1's_Sound_Driver_to_Sonic_2|port the Sonic 1 sound driver]] first before proceeding. There will be a lot of shifting data and data addition here, and this may even break any array built under Sonic 2 or Sonic 2 Beta sound driver. In Xenowhirl's disassembly, the Sound Driver is assembled within the ROM, so it can handle a massive data shift.
 
This time, I will leave for the reader the option to add data as long as necessary, instead of labeling and inserting all data (maybe not everyone has all the data done, right?)
 
 
You probably noticed that all the indexes in the game stop at $10 and when you try to extend it, by extending the MLLB (Main Level Load Blocks), you get weird glitches or even crashes, that is because you haven't extended all the indexes that need to be extended.
 
 
==Extending the Titlecard index==
 
First 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 it 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,  $21, $40, $1C ; "ZONE" string index number and placement
 
    dc.w  $28, $148, $D0
 
 
    dc.b  $C,  $22, $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,  $25, $48,  8 ; red strip edge index and placement
 
    dc.w $2A8, $168,$120
 
 
    dc.b    6,  $26,  8, $15 ; red "Sonic The Hedgehog" string and placement
 
    dc.w  $80,  $F0, $F0
 
</asm>
 
 
next, 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
 
 
loc_13E18:
 
    (...)
 
</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
 
    cmpi.b    #5,d0
 
    beq.s    loc_13E17
 
    move.b    (Current_Act).w,d1
 
    addi.b    #$22,d1                  ; Act number mappings (Act 1)
 
    bra.w    loc_13E18
 
 
loc_13E17:
 
    moveq    #$24,d1                  ; Act number mappings (Act 3).  Used for drawing MTZ (0x05) titlecard only
 
 
loc_13E18:
 
    (...)
 
</asm>
 
 
In order to easily fix title cards of added 3-acted zones, we inverted the data using the label loc_13E17.
 
 
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 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.
 
The original pointer format posted here doesn't fit correctly. We need to adjust the pointers to fit data as it was before. The routine itself works, but its data references, not. Let's work on this.
 
 
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_LZ-Off_Titlecardtext  ;  LZ Titlecard 01
 
    dc.w  Text_WZ-Off_Titlecardtext  ;  WZ Titlecard 02
 
    dc.w  Text_DHZ-Off_Titlecardtext ; DHZ 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 ; HPZ Titlecard 08
 
    dc.w  Text_GCZ-Off_Titlecardtext ; GCZ 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_NZ-Off_Titlecardtext  ;  NZ Titlecard 11
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 12
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 13
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 14
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 15
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 16
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 17
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 18
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 19
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 1A
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 1B
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 1C
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 1D
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 1E
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 1F
 
    dc.w  Text_NZ-Off_Titlecardtext  ;  NZ Titlecard 20
 
 
;word_15832
 
Text_EHZ:
 
    dc.w    $2A06,$3804,    4,$2604, $C04,$1804,$1C02    ;'MRALDHI'
 
    dc.w    $FFFF
 
 
Text_MTZ:
 
    dc.w    $2A06,$4004,$3804,$3004,$2604,$1C02,$3C04    ;'MTRPLIS'
 
    dc.w    $FFFF
 
 
Text_HTZ:
 
    dc.w    $1804,$1C02,$2604,$4004,$3004    ;'HILTP'
 
    dc.w    $FFFF
 
   
 
Text_HPZ:   
 
    dc.w    $1804,$1C02, $C04,$3004,    4,$2604, $804    ;'HIDPALC'
 
    dc.w    $FFFF
 
 
Text_OOZ:   
 
    dc.w    $1C02,$2604, $804,    4    ;'ILCA'
 
    dc.w    $FFFF
 
   
 
Text_MCZ:
 
    dc.w    $2A06,$5604,$3C04,$4004,$1C02, $804,    4,$4804    ;'MYSTICAV'
 
    dc.w    $FFFF
 
 
Text_CNZ:
 
    dc.w    $804,    4,$3C04,$1C02,$1404,$1804,$4004    ;'CASIGHT'
 
    dc.w    $FFFF
 
   
 
Text_CPZ:
 
    dc.w    $804,$1804,$2A06,$1C02,    4,$2604,$3004,$4004    ;'CHMIALPT'
 
    dc.w    $FFFF
 
 
Text_ARZ:
 
    dc.w        4,$3404,$4404,$4004,$1C02, $804,$3804    ;'AQUTICR'
 
    dc.w    $FFFF
 
 
Text_SCZ:   
 
    dc.w    $3C04,$2204,$5604, $804,$1804,    4    ;'SKYCHA'
 
    dc.w    $FFFF
 
 
Text_WFZ:
 
    dc.w    $4C06,$1C02,$1404,$1004,$3804,$4004,$3C04    ;'WIGFRTS'
 
    dc.w    $FFFF
 
 
Text_DEZ:
 
    dc.w    $C04,    4,$4004,$1804,$1404    ;'DATHG'
 
    dc.w    $FFFF
 
 
Text_NZ:  dc.b $4C06 ; 'W'
 
      dc.w $FFFF ; '<EOF>'
 
</asm>
 
 
This extends the title card index to $20, adds titlecards for Wood Zone, Labyrinth Zone, Dust Hill Zone, Genocide City Zone, and an empty New Zone titlecard for every single level above SCZ, compacts the titlecard text data for all titlecards, and makes it more easier to manage.  you will be wondering probably what to do with the mappings.  Well that is what is next.
 
find:
 
<asm>
 
; -------------------------------------------------------------------------------
 
; sprite mappings
 
; -------------------------------------------------------------------------------
 
Obj34_MapUnc_147BA:    BINCLUDE "mappings/sprite/obj34.bin"
 
; -------------------------------------------------------------------------------
 
</asm>
 
 
This label is dynamically called. It means we can move this pointer everywhere in the disassembly. So, we will put this in the disassembly's end. Replace it with this:
 
<asm>
 
; -------------------------------------------------------------------------------
 
; sprite mappings
 
; -------------------------------------------------------------------------------
 
Obj34_MapUnc_147BA: dc.w Titlecard_EHZ-Obj34_MapUnc_147BA ; EHZ 00
 
            dc.w Titlecard_LZ-Obj34_MapUnc_147BA  ; LZ  01
 
            dc.w Titlecard_WZ-Obj34_MapUnc_147BA  ; WZ  02
 
            dc.w Titlecard_DHZ-Obj34_MapUnc_147BA ; DHZ 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_HPZ-Obj34_MapUnc_147BA ; HPZ 08
 
            dc.w Titlecard_GCZ-Obj34_MapUnc_147BA ; GCZ 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_NZ-Obj34_MapUnc_147BA  ; NZ  11
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  12
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  13
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  14
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  15
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  16
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  17
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  18
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  19
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  1A
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  1B
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  1C
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  1D
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  1E
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  1F
 
            dc.w Titlecard_NZ-Obj34_MapUnc_147BA  ; NZ  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_LZ:        dc.w $9 ; number of letters
 
            dc.w $0005, $85DE, $82EF, $FFE8 ;L
 
            dc.w $0005, $85E2, $82F1, $FFF8 ;A
 
            dc.w $0005, $85E6, $82F3, $0008 ;B
 
            dc.w $0005, $85EA, $82F5, $0018 ;Y
 
            dc.w $0005, $85EE, $82F7, $0028 ;R
 
            dc.w $0001, $85F2, $82F9, $0038 ;I
 
            dc.w $0005, $8584, $82C2, $0040 ;N
 
            dc.w $0005, $85F4, $82FA, $0050 ;T
 
            dc.w $0005, $85F8, $82FC, $0060 ;H
 
 
Titlecard_WZ:        dc.w $4 ; number of letters
 
            dc.w $0009, $85DE, $82EF, $0008 ;W
 
            dc.w $0005, $8588, $82C4, $0010 ;O
 
            dc.w $0005, $8588, $82C4, $0020 ;O
 
            dc.w $0005, $85E4, $82F2, $0030 ;D
 
 
 
Titlecard_DHZ:        dc.w $8 ; number of letters
 
            dc.w $0005, $85DE, $82EF, $FFE8 ;D
 
            dc.w $0005, $85E2, $82F1, $FFF8 ;U
 
            dc.w $0005, $85E6, $82F3, $0008 ;S
 
            dc.w $0005, $85EA, $82F5, $0018 ;T
 
 
            dc.w $0005, $85EE, $82F7, $0038 ;H
 
            dc.w $0001, $85F2, $82F9, $0048 ;I
 
            dc.w $0005, $85F4, $82FA, $0050 ;L
 
            dc.w $0005, $85F4, $82FA, $0060 ;L
 
 
Titlecard_MTZ:        dc.w $a ; number of letters
 
            dc.w $0009, $85DE, $82EF, $FFE8 ;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_GCZ:        dc.w $c ; number of letters
 
            dc.w $0005, $85DE, $82EF, $FFB8 ;G
 
            dc.w $0005, $8580, $82C0, $FFC8 ;E
 
            dc.w $0005, $8584, $82C2, $FFD8 ;N
 
            dc.w $0005, $8588, $82C4, $FFE8 ;O
 
            dc.w $0005, $85E2, $82F1, $FFF8 ;C
 
            dc.w $0001, $85E6, $82F3, $0008 ;I
 
            dc.w $0005, $85E8, $82F4, $0010 ;D
 
            dc.w $0005, $8580, $82C0, $0020 ;E
 
 
            dc.w $0005, $85E2, $82F1, $0040 ;C
 
            dc.w $0001, $85E6, $82F3, $0050 ;I
 
            dc.w $0005, $85EC, $82F6, $0058 ;T
 
            dc.w $0005, $85F0, $82F8, $0068 ;Y
 
 
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 $c ; 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
 
 
Titlecard_NZ:        dc.w $3 ; number of letters
 
            dc.w $0005, $8584, $82C2, $0048 ;N
 
            dc.w $0005, $8580, $82C0, $0058 ;E
 
            dc.w $0009, $85DE, $82EF, $0068 ;W
 
 
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>
 
==Extending the cycling palette 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==
 
The [b]PalPointers[/b] coordinate is dynamically called, so we can move this table to the end of the disassembly. We can also move the palette data below it.
 
<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
 
 
; ----------------------------------------------------------------------------
 
Pal_SEGA:  BINCLUDE "art/palettes/Sega screen.bin" ; SEGA screen palette (Sonic and initial background)
 
Pal_Title: BINCLUDE "art/palettes/Title screen.bin" ; Title screen Palette
 
Pal_UNK1:  BINCLUDE "art/palettes/Unknown 1.bin" ; Unknown palette 1 (leftover S1 level select palette?)
 
Pal_BGND:  BINCLUDE "art/palettes/SonicAndTails.bin" ; "Sonic and Miles" background palette (also usually the primary palette line)
 
Pal_EHZ:  BINCLUDE "art/palettes/EHZ.bin" ; Emerald Hill Zone palette
 
Pal_WZ:    BINCLUDE "art/palettes/Wood Zone.bin" ; Wood Zone palette
 
Pal_MTZ:  BINCLUDE "art/palettes/MTZ.bin" ; Metropolis Zone palette
 
Pal_WFZ:  BINCLUDE "art/palettes/WFZ.bin" ; Wing Fortress Zone palette
 
Pal_HTZ:  BINCLUDE "art/palettes/HTZ.bin" ; Hill Top Zone palette
 
Pal_HPZ:  BINCLUDE "art/palettes/HPZ.bin" ; Hidden Palace Zone palette
 
Pal_HPZ_U: BINCLUDE "art/palettes/HPZ underwater.bin" ; Hidden Palace Zone underwater palette
 
Pal_OOZ:  BINCLUDE "art/palettes/OOZ.bin" ; Oil Ocean Zone palette
 
Pal_MCZ:  BINCLUDE "art/palettes/MCZ.bin" ; Mystic Cave Zone palette
 
Pal_CNZ:  BINCLUDE "art/palettes/CNZ.bin" ; Casino Night Zone palette
 
Pal_CPZ:  BINCLUDE "art/palettes/CPZ.bin" ; Chemical Plant Zone palette
 
Pal_CPZ_U: BINCLUDE "art/palettes/CPZ underwater.bin" ; Chemical Plant Zone underwater palette
 
Pal_DEZ:  BINCLUDE "art/palettes/DEZ.bin" ; Death Egg Zone palette
 
Pal_ARZ:  BINCLUDE "art/palettes/ARZ.bin" ; Aquatic Ruin Zone palette
 
Pal_ARZ_U: BINCLUDE "art/palettes/ARZ underwater.bin" ; Aquatic Ruin Zone underwater palette
 
Pal_SCZ:  BINCLUDE "art/palettes/SCZ.bin" ; Sky Chase Zone palette
 
Pal_UNK2:  BINCLUDE "art/palettes/Unknown 2.bin" ; Unknown palette 2
 
Pal_UNK3:  BINCLUDE "art/palettes/Unknown 3.bin" ; Unknown palette 3
 
Pal_OOZ_B: BINCLUDE "art/palettes/OOZ Boss.bin" ; Oil Ocean Zone boss palette
 
Pal_Menu:  BINCLUDE "art/palettes/Menu.bin" ; Menu palette
 
Pal_SS:    BINCLUDE "art/palettes/Special Stage Main.bin" ; Special Stage palette
 
Pal_SS1:  BINCLUDE "art/palettes/Special Stage 1.bin" ; Special Stage 1 palette
 
Pal_SS2:  BINCLUDE "art/palettes/Special Stage 2.bin" ; Special Stage 2 palette
 
Pal_SS3:  BINCLUDE "art/palettes/Special Stage 3.bin" ; Special Stage 3 palette
 
Pal_SS4:  BINCLUDE "art/palettes/Special Stage 4.bin" ; Special Stage 4 palette
 
Pal_SS5:  BINCLUDE "art/palettes/Special Stage 5.bin" ; Special Stage 5 palette
 
Pal_SS6:  BINCLUDE "art/palettes/Special Stage 6.bin" ; Special Stage 6 palette
 
Pal_SS7:  BINCLUDE "art/palettes/Special Stage 7.bin" ; Special Stage 7 palette
 
Pal_UNK4:  BINCLUDE "art/palettes/Special Stage 1 2p.bin" ; Special Stage 1 2p palette
 
Pal_UNK5:  BINCLUDE "art/palettes/Special Stage 2 2p.bin" ; Special Stage 2 2p palette
 
Pal_UNK6:  BINCLUDE "art/palettes/Special Stage 3 2p.bin" ; Special Stage 3 2p palette
 
Pal_UNK7:  BINCLUDE "art/palettes/Special Stage Results Screen.bin" ; Special Stage Results Screen palette
 
</asm>
 
 
Once moved, you can simply attach new indexes to it. An example is shown below:
 
<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
 
 
;index $28 to... >>>
 
    palptr Pal_Lev11,  Normal_palette_line2, $17
 
    palptr Pal_Lev12,  Normal_palette_line2, $17
 
    palptr Pal_Lev13,  Normal_palette_line2, $17
 
    palptr Pal_Lev14,  Normal_palette_line2, $17
 
    palptr Pal_Lev15,  Normal_palette_line2, $17
 
    palptr Pal_Lev16,  Normal_palette_line2, $17
 
    palptr Pal_Lev17,  Normal_palette_line2, $17
 
    palptr Pal_Lev18,  Normal_palette_line2, $17
 
    palptr Pal_Lev19,  Normal_palette_line2, $17
 
    palptr Pal_Lev1A,  Normal_palette_line2, $17
 
    palptr Pal_Lev1B,  Normal_palette_line2, $17
 
    palptr Pal_Lev1C,  Normal_palette_line2, $17
 
    palptr Pal_Lev1D,  Normal_palette_line2, $17
 
    palptr Pal_Lev1E,  Normal_palette_line2, $17
 
    palptr Pal_Lev1F,  Normal_palette_line2, $17
 
    palptr Pal_Lev20,  Normal_palette_line2, $17
 
 
; ----------------------------------------------------------------------------
 
Pal_SEGA:  BINCLUDE "art/palettes/Sega screen.bin" ; SEGA screen palette (Sonic and initial background)
 
Pal_Title: BINCLUDE "art/palettes/Title screen.bin" ; Title screen Palette
 
Pal_UNK1:  BINCLUDE "art/palettes/Unknown 1.bin" ; Unknown palette 1 (leftover S1 level select palette?)
 
Pal_BGND:  BINCLUDE "art/palettes/SonicAndTails.bin" ; "Sonic and Miles" background palette (also usually the primary palette line)
 
Pal_EHZ:  BINCLUDE "art/palettes/EHZ.bin" ; Emerald Hill Zone palette
 
Pal_WZ:    BINCLUDE "art/palettes/Wood Zone.bin" ; Wood Zone palette
 
Pal_MTZ:  BINCLUDE "art/palettes/MTZ.bin" ; Metropolis Zone palette
 
Pal_WFZ:  BINCLUDE "art/palettes/WFZ.bin" ; Wing Fortress Zone palette
 
Pal_HTZ:  BINCLUDE "art/palettes/HTZ.bin" ; Hill Top Zone palette
 
Pal_HPZ:  BINCLUDE "art/palettes/HPZ.bin" ; Hidden Palace Zone palette
 
Pal_HPZ_U: BINCLUDE "art/palettes/HPZ underwater.bin" ; Hidden Palace Zone underwater palette
 
Pal_OOZ:  BINCLUDE "art/palettes/OOZ.bin" ; Oil Ocean Zone palette
 
Pal_MCZ:  BINCLUDE "art/palettes/MCZ.bin" ; Mystic Cave Zone palette
 
Pal_CNZ:  BINCLUDE "art/palettes/CNZ.bin" ; Casino Night Zone palette
 
Pal_CPZ:  BINCLUDE "art/palettes/CPZ.bin" ; Chemical Plant Zone palette
 
Pal_CPZ_U: BINCLUDE "art/palettes/CPZ underwater.bin" ; Chemical Plant Zone underwater palette
 
Pal_DEZ:  BINCLUDE "art/palettes/DEZ.bin" ; Death Egg Zone palette
 
Pal_ARZ:  BINCLUDE "art/palettes/ARZ.bin" ; Aquatic Ruin Zone palette
 
Pal_ARZ_U: BINCLUDE "art/palettes/ARZ underwater.bin" ; Aquatic Ruin Zone underwater palette
 
Pal_SCZ:  BINCLUDE "art/palettes/SCZ.bin" ; Sky Chase Zone palette
 
 
Pal_Lev11:  BINCLUDE "art/palettes/Lev11.bin" ; New Level palette
 
Pal_Lev12:  BINCLUDE "art/palettes/Lev12.bin" ; New Level palette
 
Pal_Lev13:  BINCLUDE "art/palettes/Lev13.bin" ; New Level palette
 
Pal_Lev14:  BINCLUDE "art/palettes/Lev14.bin" ; New Level palette
 
Pal_Lev15:  BINCLUDE "art/palettes/Lev15.bin" ; New Level palette
 
Pal_Lev16:  BINCLUDE "art/palettes/Lev16.bin" ; New Level palette
 
Pal_Lev17:  BINCLUDE "art/palettes/Lev17.bin" ; New Level palette
 
Pal_Lev18:  BINCLUDE "art/palettes/Lev18.bin" ; New Level palette
 
Pal_Lev19:  BINCLUDE "art/palettes/Lev19.bin" ; New Level palette
 
Pal_Lev1A:  BINCLUDE "art/palettes/Lev1A.bin" ; New Level palette
 
Pal_Lev1B:  BINCLUDE "art/palettes/Lev1B.bin" ; New Level palette
 
Pal_Lev1C:  BINCLUDE "art/palettes/Lev1C.bin" ; New Level palette
 
Pal_Lev1D:  BINCLUDE "art/palettes/Lev1D.bin" ; New Level palette
 
Pal_Lev1E:  BINCLUDE "art/palettes/Lev1E.bin" ; New Level palette
 
Pal_Lev1F:  BINCLUDE "art/palettes/Lev1F.bin" ; New Level palette
 
Pal_Lev20:  BINCLUDE "art/palettes/Lev20.bin" ; New Level palette
 
Pal_UNK2:  BINCLUDE "art/palettes/Unknown 2.bin" ; Unknown palette 2
 
Pal_UNK3:  BINCLUDE "art/palettes/Unknown 3.bin" ; Unknown palette 3
 
Pal_OOZ_B: BINCLUDE "art/palettes/OOZ Boss.bin" ; Oil Ocean Zone boss palette
 
Pal_Menu:  BINCLUDE "art/palettes/Menu.bin" ; Menu palette
 
Pal_SS:    BINCLUDE "art/palettes/Special Stage Main.bin" ; Special Stage palette
 
Pal_SS1:  BINCLUDE "art/palettes/Special Stage 1.bin" ; Special Stage 1 palette
 
Pal_SS2:  BINCLUDE "art/palettes/Special Stage 2.bin" ; Special Stage 2 palette
 
Pal_SS3:  BINCLUDE "art/palettes/Special Stage 3.bin" ; Special Stage 3 palette
 
Pal_SS4:  BINCLUDE "art/palettes/Special Stage 4.bin" ; Special Stage 4 palette
 
Pal_SS5:  BINCLUDE "art/palettes/Special Stage 5.bin" ; Special Stage 5 palette
 
Pal_SS6:  BINCLUDE "art/palettes/Special Stage 6.bin" ; Special Stage 6 palette
 
Pal_SS7:  BINCLUDE "art/palettes/Special Stage 7.bin" ; Special Stage 7 palette
 
Pal_UNK4:  BINCLUDE "art/palettes/Special Stage 1 2p.bin" ; Special Stage 1 2p palette
 
Pal_UNK5:  BINCLUDE "art/palettes/Special Stage 2 2p.bin" ; Special Stage 2 2p palette
 
Pal_UNK6:  BINCLUDE "art/palettes/Special Stage 3 2p.bin" ; Special Stage 3 2p palette
 
Pal_UNK7:  BINCLUDE "art/palettes/Special Stage Results Screen.bin" ; Special Stage Results Screen palette
 
</asm>
 
 
That inserts our new palettes, which we will be using when we start on the main level load block.
 
==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>
 
 
Since this may be confusing, and to better organize our data, change this to:
 
<asm>
 
PLC_DYNANM:                ; Zone ID
 
    dc.w    Dynamic_Normal - PLC_DYNANM,    Animated_EHZ  - PLC_DYNANM    ;00
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;01
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;02
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;03
 
    dc.w    Dynamic_Normal - PLC_DYNANM,    Animated_MTZ  - PLC_DYNANM    ;04
 
    dc.w    Dynamic_Normal - PLC_DYNANM,    Animated_MTZ  - PLC_DYNANM    ;05
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;06
 
    dc.w    Dynamic_HTZ    - PLC_DYNANM,    Animated_HTZ  - PLC_DYNANM    ;07
 
    dc.w    Dynamic_Normal - PLC_DYNANM,    Animated_OOZ  - PLC_DYNANM    ;08
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;09
 
    dc.w    Dynamic_Normal - PLC_DYNANM,    Animated_OOZ2 - PLC_DYNANM    ;0A
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;0B
 
    dc.w    Dynamic_CNZ    - PLC_DYNANM,    Animated_CNZ  - PLC_DYNANM    ;0C
 
    dc.w    Dynamic_Normal - PLC_DYNANM,    Animated_CPZ  - PLC_DYNANM    ;0D
 
    dc.w    Dynamic_Normal - PLC_DYNANM,    Animated_DEZ  - PLC_DYNANM    ;0E
 
    dc.w    Dynamic_ARZ    - PLC_DYNANM,    Animated_ARZ  - PLC_DYNANM    ;0F
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;10
 
   
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;11
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;12
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;13
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;14
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;15
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;16
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;17
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;18
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;19
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;1A
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;1B
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;1C
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;1D
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;1E
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;1F
 
    dc.w    Dynamic_Null  - PLC_DYNANM,    Animated_Null - PLC_DYNANM    ;20
 
</asm>
 
 
This calls 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>
 
 
And change it to:
 
<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
 
   
 
    dc.w APM_Null  - AnimPatMaps    ;$11
 
    dc.w APM_Null  - AnimPatMaps    ;$12
 
    dc.w APM_Null  - AnimPatMaps    ;$13
 
    dc.w APM_Null  - AnimPatMaps    ;$14
 
    dc.w APM_Null  - AnimPatMaps    ;$15
 
    dc.w APM_Null  - AnimPatMaps    ;$16
 
    dc.w APM_Null  - AnimPatMaps    ;$17
 
    dc.w APM_Null  - AnimPatMaps    ;$18
 
    dc.w APM_Null  - AnimPatMaps    ;$19
 
    dc.w APM_Null  - AnimPatMaps    ;$1A
 
    dc.w APM_Null  - AnimPatMaps    ;$1B
 
    dc.w APM_Null  - AnimPatMaps    ;$1C
 
    dc.w APM_Null  - AnimPatMaps    ;$1D
 
    dc.w APM_Null  - AnimPatMaps    ;$1E
 
    dc.w APM_Null  - AnimPatMaps    ;$1F
 
    dc.w APM_Null  - AnimPatMaps    ;$20
 
</asm>
 
 
then edit and change as needed.
 
 
==Extending the 1 Player and 2 Player music playlists==
 
Instead of doing this here, we should take this procedure to a better place, since any table data addition here will cause a crash during building.
 
Find 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    BuscarMusica
 
    rts
 
</asm>
 
 
Then, add this to the end of the disassembly:
 
<asm>
 
    align    $10
 
 
BuscarMusica:
 
    moveq    #0,d0
 
    move.w    (Current_Zone).w,d0
 
    ror.b    #1,d0
 
    lsr.w    #6,d0
 
    lea    (NormalGameMusic).l,a1
 
    move.w    (a1,d0.w),d0
 
    tst.b    (Two_Player_Mode).w
 
    beq.s    Level_Music_Done
 
 
    lea    (GameMusic2P).l,a1
 
    move.w    (a1,d0.w),d0
 
 
Level_Music_Done:
 
    move.w    d0,(Level_Music).w    ; store level music
 
    bsr.w    J_F100_PlayMusic    ; play level music
 
    move.b    #$34,(Object_RAM+$80).w ; load Obj34 (level title card) at $FFFFB080
 
    jmp    Level_TtlCard
 
    rts
 
   
 
J_F100_PlayMusic:
 
    jmp    PlayMusic
 
    rts
 
   
 
NormalGameMusic:
 
    dc.w    $82, $82    ;00
 
    dc.w    $82, $82    ;01
 
    dc.w    $82, $82    ;02
 
    dc.w    $82, $82    ;03
 
    dc.w    $85, $85    ;04
 
    dc.w    $85, $85    ;05
 
    dc.w    $8F, $8F    ;06
 
    dc.w    $86, $86    ;07
 
    dc.w    $82, $82    ;08
 
    dc.w    $82, $82    ;09
 
    dc.w    $84, $84    ;0A
 
    dc.w    $8B, $8B    ;0B
 
    dc.w    $89, $89    ;0C
 
    dc.w    $8E, $8E    ;0D
 
    dc.w    $8A, $8A    ;0E
 
    dc.w    $87, $87    ;0F
 
    dc.w    $8D, $8D    ;10
 
    dc.w    $01, $02    ;11
 
    dc.w    $03, $03    ;12
 
    dc.w    $87, $87    ;13
 
    dc.w    $82, $82    ;14
 
    dc.w    $82, $82    ;15
 
    dc.w    $82, $82    ;16
 
    dc.w    $82, $82    ;17
 
    dc.w    $82, $82    ;18
 
    dc.w    $82, $82    ;19
 
    dc.w    $82, $82    ;1A
 
    dc.w    $82, $82    ;1B
 
    dc.w    $82, $82    ;1C
 
    dc.w    $82, $82    ;1D
 
    dc.w    $82, $82    ;1E
 
    dc.w    $82, $82    ;1F
 
    dc.w    $82, $82    ;20
 
 
GameMusic2P:
 
    dc.w    $8C, $8C    ;00
 
    dc.w    $8C, $8C    ;01
 
    dc.w    $8C, $8C    ;02
 
    dc.w    $8C, $8C    ;03
 
    dc.w    $85, $85    ;04
 
    dc.w    $85, $85    ;05
 
    dc.w    $8F, $8F    ;06
 
    dc.w    $86, $86    ;07
 
    dc.w    $8C, $8C    ;08
 
    dc.w    $8C, $8C    ;09
 
    dc.w    $84, $84    ;0A
 
    dc.w    $83, $83    ;0B
 
    dc.w    $88, $88    ;0C
 
    dc.w    $8E, $8E    ;0D
 
    dc.w    $8A, $8A    ;0E
 
    dc.w    $87, $87    ;0F
 
    dc.w    $8D, $8D    ;10
 
    dc.w    $8C, $8C    ;11
 
    dc.w    $8C, $8C    ;12
 
    dc.w    $8C, $8C    ;13
 
    dc.w    $8C, $8C    ;14
 
    dc.w    $8C, $8C    ;15
 
    dc.w    $8C, $8C    ;16
 
    dc.w    $8C, $8C    ;17
 
    dc.w    $8C, $8C    ;18
 
    dc.w    $8C, $8C    ;19
 
    dc.w    $8C, $8C    ;1A
 
    dc.w    $8C, $8C    ;1B
 
    dc.w    $8C, $8C    ;1C
 
    dc.w    $8C, $8C    ;1D
 
    dc.w    $8C, $8C    ;1E
 
    dc.w    $8C, $8C    ;1F
 
    dc.w    $8C, $8C    ;20
 
</asm>
 
 
If you noticed, we changed the data table, allowing it to load a music per act, although its main identifier is "Current_Zone".
 
That updates our music list for both 2 player and 1 player modes, and fixes an error that sometimes occurs during the build process relating to somwthing not fitting in a signed byte, which can easily happen when you have a lot of added zones.
 
==Branch fixes==
 
We should not have any kind of build errors here, since we moved most of our routines to the end of the disassembly. Anyway, if you got some "jump distance too big" errors, fix them:.
 
 
==Fixing Addressing==
 
Because of our work being put mostly at the end of the disassembly, I really don't know what routines could claim for an addressing issue. You should look for the errors shown in your disassembly after all the work already done.
 
 
==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.
 
We will develop here another way of loading those collisions. 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
 
; End of function LoadCollisionIndexes
 
</asm>
 
 
And change this to:
 
<asm>
 
LoadCollisionIndexes:
 
    jmp    CarregarColisoes
 
    rts
 
</asm>
 
 
Then, add this routine to the end of your disassembly (or everywhere you think this won't give trouble):
 
<asm>
 
    align    $10
 
   
 
CarregarColisoes:
 
    move.w  (Current_ZoneAndAct).w,d0
 
    ror.b  #1,d0
 
    lsr.w  #4,d0
 
    move.l    #Primary_Collision,(Collision_addr).w
 
 
LoadPrimaryCollisionData:
 
    movea.l CollisionData(pc,d0.w),a0
 
    lea    (Primary_Collision).w,a1
 
    bsr.w    Jump_KosDec_X0
 
   
 
LoadSecondaryCollisionData:
 
    movea.l CollisionData+4(pc,d0.w),a0
 
    lea    (Secondary_Collision).w,a1
 
    bsr.w    Jump_KosDec_X0
 
       
 
    rts
 
 
    align 4
 
 
Jump_KosDec_X0:
 
    jmp    KosDec
 
    rts
 
 
   
 
CollisionData:
 
    ; FORMAT: dc.l PrimaryCollision, SecondaryCollision
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;00-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;00-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;01-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;01-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;02-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;02-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;03-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;03-01
 
    dc.l    ColP_MTZ, ColP_MTZ    ;04-00
 
    dc.l    ColP_MTZ, ColP_MTZ    ;04-01
 
    dc.l    ColP_MTZ, ColP_MTZ    ;05-00
 
    dc.l    ColP_MTZ, ColP_MTZ    ;05-01
 
    dc.l    ColP_WFZSCZ, ColS_WFZSCZ    ;06-00
 
    dc.l    ColP_WFZSCZ, ColS_WFZSCZ    ;06-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;07-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;07-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;08-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;08-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;09-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;09-01
 
    dc.l    ColP_OOZ, ColP_OOZ    ;0A-00
 
    dc.l    ColP_OOZ, ColP_OOZ    ;0A-01
 
    dc.l    ColP_MCZ, ColP_MCZ    ;0B-00
 
    dc.l    ColP_MCZ, ColP_MCZ    ;0B-01
 
    dc.l    ColP_CNZ, ColS_CNZ    ;0C-00
 
    dc.l    ColP_CNZ, ColS_CNZ    ;0C-01
 
    dc.l    ColP_CPZDEZ, ColS_CPZDEZ    ;0D-00
 
    dc.l    ColP_CPZDEZ, ColS_CPZDEZ    ;0D-01
 
    dc.l    ColP_CPZDEZ, ColS_CPZDEZ    ;0E-00
 
    dc.l    ColP_CPZDEZ, ColS_CPZDEZ    ;0E-01
 
    dc.l    ColP_ARZ, ColS_ARZ    ;0F-00
 
    dc.l    ColP_ARZ, ColS_ARZ    ;0F-01
 
    dc.l    ColP_WFZSCZ, ColS_WFZSCZ    ;10-00
 
    dc.l    ColP_WFZSCZ, ColS_WFZSCZ    ;10-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;11-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;11-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;12-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;12-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;13-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;13-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;14-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;14-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;15-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;15-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;16-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;16-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;17-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;17-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;18-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;18-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;19-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;19-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1A-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1A-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1B-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1B-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1C-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1C-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1D-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1D-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1E-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1E-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1F-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;1F-01
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;20-00
 
    dc.l    ColP_EHZHTZ, ColS_EHZHTZ    ;20-01
 
</asm>
 
 
This way, we can simply fix the indexes to suit our needs. If you want to work with decompressed collision indexes, you can change the lines
 
<asm>
 
    bsr.w    Jump_KosDec_X0
 
</asm>
 
 
to
 
<asm>
 
    move.w  #$180,d7
 
-
 
    move.w  (a0)+,(a1)+
 
    dbf    d7,-
 
</asm>
 
 
And get rid of that KosDec jump.
 
==Extending Ring Placement Index==
 
Now we add rings to our new levels. We will give some flexibility here. If you see, this word-pointer addressing may give an array break (may? It gives!) while adding more data. Instead of doing this, we will make the ring placement data to be dynamically called, like the collision indexes.
 
 
Find:
 
<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 this to:
 
<asm>
 
loc_172A4:
 
    jmp    CarregarAneis
 
    rts
 
 
loc_172E0:
 
</asm>
 
 
At the end of your disassembly, insert this:
 
<asm>
 
    align    $10
 
   
 
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
 
</asm>
 
 
We can now load rings from [b]everywhere[/b] in the ROM.
 
 
==Extending object placement index==
 
We will make here a similar thing we've done for rings. Now, find:
 
<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 this to:
 
<asm>
 
loc_17AB8:
 
    jmp    CarregarObjetos
 
    rts
 
 
loc_17AF0:
 
</asm>
 
 
At the end of your disassembly, add:
 
<asm>
 
    align $10
 
   
 
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
 
</asm>
 
 
We can now load object placement from everywhere in the ROM.
 
 
==Extending tiles and patterns index==
 
We will extend the graphical pattern index here. Since LevelArtPointers is dynamically called, you can move it to the end of your disassembly, and, there, make the fixes needed.
 
<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  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $11 ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $12 ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $13 ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $14 ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $15 ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $16 ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $17 ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $18 ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $19 ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $1A ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $1B ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $1C ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $1D ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $1E ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $1F ; NEW ZONE HERE
 
    levartptrs  4,  5,  4, ArtKos_EHZ, BM16_EHZ, BM128_EHZ ; $20 ; NEW ZONE HERE
 
</asm>
 
 
If needed, you must create PLC indexes to suit your needs. You must place them at the end of the original table. Just remember that your new indexes start from $43.
 

Revision as of 13:02, 15 December 2010