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Difference between revisions of "Sonic the Hedgehog 2 (Nick Arcade prototype)/Technical information"

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m
(Pattern load cues added)
Line 113: Line 113:
 
|Sonic - Ending (S1)
 
|Sonic - Ending (S1)
 
|}
 
|}
===Compressed Art, [[Nemesis Format]]===
+
==Compressed Art, [[Nemesis Format]]==
 
Documented by [[ICEknight]] and [[Quickman]].
 
Documented by [[ICEknight]] and [[Quickman]].
 
{| border="1"
 
{| border="1"
Line 445: Line 445:
 
|SONIC THE HEDGEHOG ending text (S1)
 
|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:
 +
 +
{|align=center border=1
 +
|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)||(1)
 +
|-
 +
|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||??? ||(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)
 +
|}
 +
 
<pre>
 
<pre>
 
level layout
 
level layout

Revision as of 21:58, 10 November 2006

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)

Compressed Art, Nemesis Format

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) (1)
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 ??? (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
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