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

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Revision as of 16:55, 10 November 2006 by Scarred Sun (talk | contribs)

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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)
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
Sonic Community Hacking Guide
General
SonED2 Manual | Subroutine Equivalency List
Game-Specific
Sonic the Hedgehog (16-bit) | Sonic the Hedgehog (8-bit) | Sonic CD (prototype 510) | Sonic CD | Sonic CD (PC) | Sonic CD (2011) | Sonic 2 (Simon Wai prototype) | Sonic 2 (16-bit) | Sonic 2 (Master System) | Sonic 3 | Sonic 3 & Knuckles | Chaotix | Sonic Jam | Sonic Jam 6 | Sonic Adventure | Sonic Adventure DX: Director's Cut | Sonic Adventure DX: PC | Sonic Adventure (2010) | Sonic Adventure 2 | Sonic Adventure 2: Battle | Sonic Adventure 2 (PC) | Sonic Heroes | Sonic Riders | Sonic the Hedgehog (2006) | Sonic & Sega All-Stars Racing | Sonic Unleashed (Xbox 360/PS3) | Sonic Colours | Sonic Generations | Sonic Forces
Technical information
Sonic Eraser | Sonic 2 (Nick Arcade prototype) | Sonic CD (prototype; 1992-12-04) | Dr. Robotnik's Mean Bean Machine | Sonic Triple Trouble | Tails Adventures | Sonic Crackers | Sonic 3D: Flickies' Island | Sonic & Knuckles Collection | Sonic R | Sonic Shuffle | Sonic Advance | Sonic Advance 3 | Sonic Battle | Shadow the Hedgehog | Sonic Rush | Sonic Classic Collection | Sonic Free Riders | Sonic Lost World
Legacy Guides
The Nemesis Hacking Guides The Esrael Hacking Guides
ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3

Savestate: Sonic 1 | Sonic 2 Beta/Final | Sonic 3

Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)
Move to Sega Retro
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