Sonic the Hedgehog 2 (Nick Arcade prototype)/Technical information
From Sonic Retro
Revision as of 03:58, 9 November 2006 by Scarred Sun (talk | contribs)
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