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Sonic 1 REV01 BG effects Ported

#16 User is offline ICEknight 

Posted 24 June 2006 - 01:49 PM

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Shadow Fire, on Jun 23 2006, 11:10 PM, said:

USE THE JAPANESE REV01A (02) ROM!

That might be the wierdest way to call v.1 ever.

#17 User is offline Shadow Fire 

Posted 25 June 2006 - 09:01 PM

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ICEknight, on Jun 24 2006, 01:49 PM, said:

Shadow Fire, on Jun 23 2006, 11:10 PM, said:

USE THE JAPANESE REV01A (02) ROM!

That might be the wierdest way to call v.1 ever.

Ordos and I were discussing the different Japanese Rev's.

Rev 00 is the original.

Rev 01 includes the cloud scrolling and water ripple effects, but not the spike bug fix.

Rev 01a (AKA Rev 02) has the same effects as above, but also includes the spike bug fix. This ROM is the release ripped from Sonic Mega Collection, IIRC.

#18 User is offline Hivebrain 

Posted 25 June 2006 - 09:49 PM

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Shadow Fire, on Jun 26 2006, 02:01 AM, said:

Rev 01a (AKA Rev 02) has the same effects as above, but also includes the spike bug fix. This ROM is the release ripped from Sonic Mega Collection, IIRC.

It's JAP02, not "Rev 01a". And there's no point hacking the JAP02 ROM, because it's just a hacked JAP01 ROM.

#19 User is offline LocalH 

Posted 25 June 2006 - 09:51 PM

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Technically, I consider them to be just revision 0, 1, and 2, since the region code within each ROM is JUE.

#20 User is offline ICEknight 

Posted 26 June 2006 - 10:09 AM

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And also, both versions were released in Japan. These are just v.0, v.1 and a modded v.1.


By the way, wasn't the term "revision" just made up (and recently discarded) by Cowering for his "goodx" programs? That byte is just a version code, like in the SMS and GG games.
This post has been edited by ICEknight: 26 June 2006 - 10:11 AM

#21 User is offline LocalH 

Posted 26 June 2006 - 11:05 AM

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I believe revision is the correct term for us to use, even if Sega used the "version" terminology. Revision is usually used for lesser changes that don't warrant being called a major overhaul, and version is used for major changes. For example, I would consider the engines found in each successive game to be new versions, as there were major changes and rewrites. But, within each game, there are the different revisions, which aren't enough to denote a major version.

But, that's just my opinion. I'll still be calling it revision no matter what you guys do - it's not too hard to tell what someone's talking about.
This post has been edited by LocalH: 26 June 2006 - 11:06 AM

#22 User is offline Hivebrain 

Posted 26 June 2006 - 04:09 PM

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According to Sonic Mega Collection, they're called JP1 and JP2 (not JAP01/02 as I mistakenly said before).

http://sonic-cult.org/dispart.php?catid=3&...subid=1&artid=4

#23 User is offline Shadow Fire 

Posted 25 August 2006 - 03:54 AM

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I apologize for the huge bump, but further information has come to my attention when porting the effects.

When porting the effects of the Japanese ROM into the World ROM, SYZ has a background error, and doesn't repeat right. Ordos suggested it, and after he found locations in the Japanese ROM for the backgrounds, I ported it to the US ROM, and viola! It works.

So... here's the list of layout locations in the Japanese ROM.

Sonic the Hedgehog (J) Level layout Locations

0x68C3E-0x68D33 - Green Hill Zone act 1 FG
0x68D34-0x68DFF - Green Hill Zone act 2 FG
0x68E00-0x68F21 - Green Hill Zone act 3 FG
0x68F22-0x68F4B - Green Hill Zone (including Ending) BG
0x68F4C-0x6904D - Labyrinth Zone act 1 FG
0x6904E-0x69153 - Labyrinth Zone & Scrap Brain Zone act 3 BG
0x69154-0x691F1 - Labyrinth Zone act 2 FG
0x691F2-0x6930F - Labyrinth Zone act 3 FG
0x69310-0x693CD - Scrap Brain Zone act 3 FG
0x693CE-0x6946B - Marble Zone act 1 FG
0x6946C-0x694E5 - Marble Zone act 1 BG
0x694E6-0x69589 - Marble Zone act 2 FG
0x6958A-0x6961F - Marble Zone act 2 BG
0x69620-0x69701 - Marble Zone act 3 FG
0x69702-0x697AD - Marble Zone act 3 BG
0x697AE-0x698BF - Star Light Zone act 1 FG
0x698C0-0x69939 - Star Light Zone BG
0x6993A-0x69A29 - Star Light Zone act 2 FG
0x69A2A-0x69B47 - Star Light Zone act 3 FG
0x69B48-0x69C03 - Spring Yard Zone act 1 FG
0x69C04-0x69C41 - Spring Yard Zone BG
0x69C42-0x69D49 - Spring Yard Zone act 2 FG
0x69D4A-0x69EAB - Spring Yard Zone act 3 FG
0x69EAC-0x69FCD - Scrap Brain Zone act 1 FG
0x69FCE-0x6A00B - Scrap Brain Zone act 1 BG
0x6A00C-0x6A14D - Scrap Brain Zone act 2 and Final Zone FG
0x6A14E-0x6A2BF - Scrap Brain Zone act 2 and Final Zone FG
0x6A2C0-0x6A2DF - Ending FG


When copying, include the end offset. Example... when copying 0x68C3E-0x68D33, include 0x68D33. Copy it and overwrite the data in the file you're changing. The files are located in the "levels" folder.

Credit to this guide goes to OrdosAlpha.

EDIT: Fuckin' bad English. I hate the language.
This post has been edited by Shadow Fire: 25 August 2006 - 03:58 AM

#24 User is offline Tweaker 

Posted 25 August 2006 - 10:07 AM

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Yup, you're right! The Japanese ROM has some background layout bug fixes... The affected levels are SYZ, MZ, and SBZ, if I remember right from talking to Stealth about it. MZ's fixes the clouds, SYZ's fixes that mountain bug, and SBZ's fixes something that I don't remember (but I know there was need for it at one point :P).

Thanks for the locations, by the way. I'll be sure to apply the bugfix right away. :(

#25 User is offline Caitlin 

Posted 25 August 2006 - 12:38 PM

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I might actually port the effects over now. =P

EDIT: scratch that, it screws up my background for Carnie Night Zone, and kills LZ. =P
This post has been edited by ThunderSpeed: 25 August 2006 - 01:00 PM

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