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Sonic the Hedgehog 2 (Nick Arcade prototype)/Technical information

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Revision as of 03:58, 9 November 2006 by Scarred Sun (talk | contribs)
Level order information - 35A8
Sprite location mapping - 40090

Sonic The Hedgehog 2 (Early prototype)
COMPRESSED GRAPHICS LIST
========================
Documented by ICEknigh7, except where stated.

0009DF8E - Shield
0009E114 - Invincibility stars
000A0960 - SEGA logo
000A1520 - Title Screen graphics
000A2E82 - Sonic & Tails at the Title Screen
000A39C6 - GHZ Bit of flower (S1)
000A3A10 - GHZ & MZ Platform with chain (S1)
000A3B2A - EHZ Log bridge
000A3C16 - Unused 16x16 block (S1)
000A3C5E - GHZ Rolling ball (S1)
000A3DFC - GHZ rolling log with spikes (S1)
000A4010 - GHZ Unused spikes around the rolling log (S1)
000A413C - GHZ Rock (S1)
000A426A - GHZ Breakable wall (S1)
000A4308 - Some GHZ wall (S1)
000A4368 - Unknown fire    [Quickman]
000A44A0 - Unused, possible burning log
000A45AE - Waterfall
000A46B4 - Unused HTZ fireballs    [Quickman]
000A4802 - GHZ Log brigde (S1)
000A48DA - HTZ crossing platform thingy
000A4BCE - HTZ Automatic door
000A4C46 - HTZ Seesaw with green ball
000A4DDE - HPZ bridge
000A4F56 - HPZ Waterfalls
000A52B8 - HPZ Big Emerald
000A552A - Unknown blocks    [Quickman]
000A55EA - HPZ Glowing orb
000A5826 - Some platform
000A59C0 - UNKNOWN unused dust
000A5AE0 - CPZ floating platform    [Quickman]
000A5C2E - Water surface
000A5D9E - Button    [Quickman]
000A5E76 - Vertical spring
000A5F92 - Horizontal spring
000A605C - Diagonal springs
000A6230 - SCORE RINGS TIME
000A6338 - Lives HUD
000A644E - Rings
000A6542 - Monitors
000A696C - Vertical spikes
000A69BC - Gathered points
000A6A96 - Prototype checkpoint
000A6B3C - Prototype end of level sign
000A6F8A - Crocodile
000A732C - EHZ Buzz Bomber
000A7512 - HPZ Bat
000A7868 - OOZ Octopus
000A7B88 - Triceratops
000A7F84 - HPZ Dinobot
000A835A - Unused sideways piranha
000A8852 - OOZ Prototype seahorses
000A8CA0 - Unused rolling ball
000A8F36 - Unused Mother Bubbler
000A9162 - Unused Bubbler
000A9384 - EHZ Snail
000A9580 - Prototype Crawler
000A9902 - EHZ Piranha
000A9B0E - Boss ship
000AA24A - CPZ Prototype boss
000AA7A8 - Big explosion
000AAE30 - Robotnik's ship boost
000AAEAE - Puff of smoke    [Quickman]
000AAF94 - EHZ Boss
000AB780 - EHZ Boss helicopter blades
000AB874 - SBZ Ball Hog (S1)
000ABC34 - Crabmeat
000AC122 - GHZ Buzz Bomber (S1)
000AC4C8 - Possible unknown explosion from the ground
000AC6B0 - LZ Burrobot (S1)
000ACD9A - GHZ Piranha (S1)
000AD002 - LZ Jaws (S1)
000AD28C - SYZ Roller (S1)
000AD7B0 - GHZ Motobug (S1)
000ADA3A - GHZ Newtron (S1)
000AE058 - SYZ Snail (S1)
000AE440 - MZ Bat (S1)
000AE73C - Splats (S1)
000AE984 - SLZ Bomb (S1)
000AEC1C - LZ Orbinaut (S1)
000AEDFA - MZ Catakiller (S1)    [Quickman]
000AEF88 - Title card (S1)
000AF596 - Explosions
000AFBFC - GAME OVER, TIME OVER
000AFD8E - Vertical spring    [Quickman]
000AFE90 - Sideways spring
000AFF6C - Big ring flash
000B00E0 - End of level hidden bonuses (S1)
000B03E2 - Sonic at Continue screen + Continue star (S1)
000B0692 - CONTINUE + Minisonic (S1)
000B08CC - Bunny
000B0A24 - Chicken
000B0B80 - Penguin
000B0CFC - Seal
000B0E18 - Pig
000B0F4E - Flicky
000B1088 - Squirrel
000B2184 - EHZ graphics
000B5784 - HTZ graphics
000B6BAA - HTZ placeholders for animated tiles
000C0492 - HPZ graphics
000C31A0 - HPZ glowing orbs
000CC8F4 - CPZ graphics
000CFDC0 - UNKNOWN
000D8C34 - GHZ graphics (S1)
000DC1F0 - GHZ graphics (S1)
000E0B62 - Ending scene additional graphics (S1)
000E0DEA - Credits font (S1)
000E13E8 - SONIC THE HEDGEHOG ending text (S1)

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


10AF8 - Animation script (Sonic)
=============================================================
level select level order: 35A8

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
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Technical information
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