If your looking to restore HPZ in Sonic 2 final, you will need to know how to restore collision, among other things. Many people get confused and think that HPZ uses the same collision as OOZ, but this is not true. Thus making it hard to find the correct pointer. So to restore the collision data you will need to know where the pointer is, and you must change it to the correct location in the ROM. The pointer is located at offset 004A0C, and it points to offset 045A80. This offset that it points to is where the Offset index of level layouts is located. I hope this clears everything up.
If anyone needs to restore the wave effects, the waterfalls, and the glowing orbs. Go to $425F4 change 140A 3364 150A 3364 0C0A 3364 to 1E0A 3364 1F0A 336A 0C0A 336A If have already got the tiles from beta to your hack. Just change 14 to 1E and 15 to 1F. Some of the Orbs will still look like crap, so you have to Sonic Sprite to change them. To make it easier for you I exported my version of them from Omega. Warning using this will mess up the looks of the rotating diamonds in Oil Ocean Zone.
Here is HPZ's primary 16x16 collision index data. I would have put this on the last post, but I didn't make that version. Rika Chou got it for me. This is my version. *thinking* I should have known by the size of the HPZ beta's primary 16x16 collision index data was uncompressed by the size of it. Dirctions Open the rom. Goto $4A09-4A0B Type in 0004 3C10. Goto 43C10. Open HPZ_collision_com. Copy everything in it, and paste.
Well, I have managed to almost completely restore HPZ. I have all the tiles & the glowing balls working. But I am having trouble with the sprites. I cannot seem to find the pointers for any of them. I am trying not to mess up OOZ either. I tried making a backup copy and then trying ZV's method to restore the waterfalls and glowballs but those bytes don't exist in the rom. I am so close. Any ideas? (Additional: If anyone wants a copy of my rom thus far then I'll post it.) [EDIT] Collision is working perfectly too. [/EDIT]
Just do this, and it should work. If this doen't work. Then post the rom. Go to $425F4 change 14 to 1E Go $425F8 change 15 to 1F You can change 15 to 23 if you want the enemies from ARZ.
Thanks alot. HPZ is 100% restored and OOZ is totally unaffected. Now a few enemies portations and a slight sprite edit and I'm ready to realease my next version. Thanks again.
Okay, there is a mistake here. This pointer is for a Sonic 2 ROM that has been edited with ESE. Here are the correct locations for the pointer: Unedited S2 ROM: 004A09 Edited with ESE ROM: 004A0C
Im Writing a Guide on how to exactly do it easier then the way listed here. I will include the files for the art, and if the code for the hpz badniks doesn't exist I will include them too. This guide will be public in about a week.
So with this code we can actally complete HPZ ?Can you post a pic of what it looks like with the code enabled?
One code isn't going to insert all the HPZ art, layout and enemies. This just replaces the collision since normally it is set to the OOZ collision.
*Sign* Whatc Quickman Said is correct and its the code for badniks SSX. So when the code is inserted the art must be too. Also the tiles and the other object art would need implementing too. Once you understand hacking at a good level it gets Easy to restore levels from beta into Final.
I would like to see it with it completely restored becuase I can't hack a game to save my life.If someone has managed to restore HPZ to final, was there a boss in that data?
I highly doubt it. Since there was nothing in the final version of Hidden Palace, there is probably no boss as well.
How would a boss magically appear just from adding art, collision, layout and sprites? Things aren't just created magically by ROM fairies.
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.