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For anyone looking to restore HPZ in Sonic 2. Collision pointer.

#16 User is offline Quickman 

Posted 28 March 2004 - 06:27 AM

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SupersonicX, on Mar 28 2004, 06:56 AM, said:

If someone has managed to restore HPZ to final, was there a boss in that data?

How would a boss magically appear just from adding art, collision, layout and sprites? Things aren't just created magically by ROM fairies.

#17 User is offline Drakmyth 

Posted 28 March 2004 - 09:07 AM

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<baby voice> But I like Rom faries. </baby voice?

#18 User is offline Sky Shark 

Posted 02 April 2004 - 03:29 PM

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Can someone show me a pic that shows the ruoogh area that the codes that I neede to change are?

#19 User is offline Quickman 

Posted 02 April 2004 - 08:25 PM

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You already have the exact area you need to change; why do you need a picture?

#20 User is offline The Mighty Boosh 

Posted 02 August 2004 - 06:51 PM

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Could anyone tell me, in simple "this guy's never used hex in his life before" terms, how I would go about sorting the collision. I find this all so confusing.

#21 User is offline Mester Keel98 

Posted 02 August 2004 - 07:16 PM

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restoring collision:

Open a hex editor.

Go to 004A09.

Type 04, move to next byte, type 3C, move to next byte, type 10.

Open a second hex editor, and look on dot hacks post for hiddenpalace_collision_com.dat (or something).

Open up that file in the second hex editor. Copy everything in it.

Close the second editor unless you may need to copy it again.

Go to the one with your ROM opened in it.

Go to 043C10.

Paste the copied collision data at that exact address, overwriting, not inserting.

And to get tiles, here's a "lazy way" to do it in SonEd.

Open the ROM you are hacking Hidden Palace back to.

Read data>ROM>all>Hidden Palace act 1.

Now, get a savestate of you playing the Beta Hidden Palace.

Load the savestate in SonEd.

Read data>Savestate>All

Write data>ROM>all>Hidden Palace act1

Save>ROM

Edit: Er, why does the background scroll up a bit after entering the level? :blink:
This post has been edited by GenoFox//.Hack: 14 March 2005 - 11:43 PM

#22 User is offline The Mighty Boosh 

Posted 02 August 2004 - 09:05 PM

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Thank you, you've been a big help.

#23 User is offline Skaarg 

Posted 03 August 2004 - 08:06 PM

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GenoFox//.Hack, on Aug 2 2004, 07:16 PM, said:

And to get tiles, here's a "lazy way" to do it in SonEd.

Open the ROM you are hacking Hidden Palace back to.

Read data>ROM>all>Hidden Palace act 1.

Now, get a savestate of you playing the Beta Hidden Palace.

Load the savestate in SonEd.

Read data>Savestate>All

Write data>ROM>all>Hidden Palace act1

Save>ROM

For some reason when I did that I did exactly what you said, and when I got to the last step I get one of those errors where the program must close, it doesn't give a reason.

Edit: I tried this in 2 different versions of Soned.
This post has been edited by SKAARG: 03 August 2004 - 08:07 PM

#24 User is offline Mester Keel98 

Posted 03 August 2004 - 08:12 PM

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Trying in 2 versions means what when you said that in the edit? That it won't work in both or it worked in the second one you tried?

EDIT: Nevermind, I think I may know what hit it... check back in these instructions again to see what I said wrong. <_<

Quote

And to get tiles, here's a "lazy way" to do it in SonEd.

Open the ROM you are hacking Hidden Palace back to.

Read data>ROM>all>Hidden Palace act 1.

Now, get a savestate of you playing the Beta Hidden Palace.

Load the savestate in SonEd.

Read data>Savestate>All

Write data>ROM>all>Hidden Palace act1

Save>ROM


Change the underlined to:

Read Data>Savestate>8x8 tiles

Read Data>Savestate>16x16 tiles

Read Data>Savestate>128x128 tiles.


[crappy theory]That's why it crashed, but I'd expect it to say something about not yet implemented if the computer is good enough.[/crappy theory]

But it should work then.
This post has been edited by GenoFox//.Hack: 29 August 2004 - 12:13 PM

#25 User is offline Syren 

Posted 04 August 2004 - 08:38 AM

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When I was half way through copying and pasting the .dat file I got the error too. I was using Hex Workshop, latest version. It also closed when I was trying to restore collision.
This post has been edited by Soil: 04 August 2004 - 03:58 PM

#26 User is offline Skaarg 

Posted 04 August 2004 - 08:41 AM

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GenoFox//.Hack, on Aug 3 2004, 08:12 PM, said:

Trying in 2 versions means what when you said that in the edit? That it won't work in both or it worked in the second one you tried?

I tried it in the newest and the version of soned before that. None of them worked. :blink:

#27 User is offline Syren 

Posted 04 August 2004 - 03:59 PM

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New problem. I did everything in this pinned topic, but I think the collision data's still a bit wonky as Sonic is falling through the floor. Could anyone post the offsets and data I need to change, or what they think I've done wrong? This would be very helpfull indeed.

#28 User is offline Mester Keel98 

Posted 04 August 2004 - 04:06 PM

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Weird...

You already have the bloody offsets given, why should we type it all again? I made it as easy as typing text could get it. =P But anyways, the offset for where collision needs to point to is 043C10. Paste the copied collision data at that offset. And at the pointer for the collision (004A09) is simpler to change than my lightbulbs, just type 04 in 004A00, type 3C in 004A01, and you should know what the next byte is, and what to type. (byte 004A02 and type 10).

Oh, and the SonEd part, I have no idea what make it crash other than it being a hell.
This post has been edited by GenoFox//.Hack: 14 March 2005 - 11:46 PM

#29 User is offline Syren 

Posted 04 August 2004 - 04:10 PM

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I've done all that three times. Methinks I'll download a new S2 Rom. Thanks for the help anyway.

EDIT (in responce to GenoFox//.hack's post below): I did not use ESE and I tried both offsets. I only used ESE after I was sure the level was there to change the level select screen.

Another Reply Edit (Even though he prolly won't see this):

No.
This post has been edited by Soil: 08 October 2004 - 12:00 PM

#30 User is offline Mester Keel98 

Posted 04 August 2004 - 04:15 PM

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Don't mess it up the least bit though, you might program the all-new hang at title card feature that's 75% off original price. I can make a mostly clean one for you but the in-tile orbs will still be crap (I don't know how to make new ones, I suck at level arting anyway) and the background will scroll up a bit.

EDIT: Wait, did you ever use Esrael Sonic Editor? That can move the collision pointer to, uh, I don't remember really, but check Rika's first post in the topic to see which one is the pointer. Silly me.

:Reply to editreply (what?): Using the editor without using the editor isn't possible, look: "I did not use ESE <snip> I only used ESE <insert scissors here>"... But anyway, did you migrate the levels with ese which "you didn't use"?
This post has been edited by GenoFox//.Hack: 04 August 2004 - 04:51 PM

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