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How to restore Wood Zone

Discussion in 'Engineering & Reverse Engineering' started by Mikel, Oct 25, 2008.

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  1. Mikel

    Mikel

    Member
    Note: This guide is ment for the Sonic 2 2007 Disassembly, follow all the instructions below on how to restore Wood Zone to Sonic 2.

    If you need the files for restoring wood zone, here's the link to the files:
    The files for restoring Wood Zone

    Ok, when you go to Wood Zone to Sonic 2 Final, you'll see that it shares the same tiles as Emerald Hill zone, but with a different pallete, so to fix that through disassembly, you need to follow these steps:

    First, go to LevelArtPointers and change:

    Code (ASM):
    1.     levartptrs   8,  9,  6, ArtKoz_95C24, BM16_EHZ, BM128_EHZ ;   2 ; LEV2 ; LEVEL 2 (UNUSED)
    To:

    Code (ASM):
    1.     levartptrs   8,  $D,  6, ArtKoz_WZ, BM16_WZ, BM128_WZ ;   2 ; LEV2 ; LEVEL 2 (UNUSED)
    Then, go to Off_ColP, and Off_ColS and change:

    Code (ASM):
    1.     dc.l ColP_MTZ       ; 2
    To:

    Code (ASM):
    1.     dc.l ColP_WZ        ; 2
    Then, add the following lines under ArtKoz_95C24:

    Code (ASM):
    1. ;-----------------------------------------------------------------------------------
    2. ; WZ 16x16 block mappings (Kozinski compression)
    3. BM16_WZ:    BINCLUDE    "mappings/16x16/WZ.bin"
    4. ;-----------------------------------------------------------------------------------
    5. ; WZ main level patterns (Kozinski compression)
    6. ArtKoz_WZ:  BINCLUDE    "art/kozinski/WZ.bin"
    7. ;-----------------------------------------------------------------------------------
    8. ; WZ 128x128 block mappings (Kozinski compression)
    9. BM128_WZ:   BINCLUDE    "mappings/128x128/WZ.bin"
    10. ;-----------------------------------------------------------------------------------
    Then, we are going to port the level layout, to do that, go to Off_level, and change:

    Code (ASM):
    1.     dc.w Level_EHZ1-Off_Level; 4
    2.     dc.w Level_EHZ1-Off_Level; 5
    To:

    Code (ASM):
    1.     dc.w Level_WZ-Off_Level; 4
    2.     dc.w Level_WZ-Off_Level; 5
    We are going to have act one and two share the same layout, because, in the beta, act 2 has no layout.

    Then, we are going to add the layout to the rom, to do that, add this line under Level_EHZ2:

    Code (ASM):
    1. ;---------------------------------------------------------------------------------------
    2. ; Wood Zone level layout (Kozinski compression)
    3. Level_WZ:   BINCLUDE    "level/layout/WZ.bin"
    4. ;---------------------------------------------------------------------------------------
    Then, we are going to add the collision to the rom, to do that, add this line under ColS_EHZHTZ:

    Code (ASM):
    1. ;---------------------------------------------------------------------------------------
    2. ; WZ primary 16x16 collision index (Kozinski compression)
    3. ColP_WZ:    BINCLUDE    "collision/WZ primary 16x16 collision index.bin"
    4. ;---------------------------------------------------------------------------------------
    Lastly, go to Misc_9454, and change:

    Code (ASM):
    1.     dc.w  $FFFF ; 21
    To:

    Code (ASM):
    1.     dc.w  $200  ; 21
    This changes the level you go to when you highlight Sound Test.

    Then, build the rom and check out Wood Zone.

    That's all, if you have any questions, PM me, or contact me on #retro.
     
  2. The Moogs

    The Moogs

    Oldbie
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    How about take a video of it?
     
  3. Spanner

    Spanner

    The Tool Member
    Nice work.
    I restored Wood Zone months ago, but the shit's lost, so yeah, thanks.
    EDIT:
    It's kosinski not kozinski.
     
  4. Evil Hedgehog

    Evil Hedgehog

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    It worked, Yay!
    I took some screenshots:

    [​IMG][​IMG]

    I have a question, How do I edit the layout in SonED2?

    (Sorry, but I don't know how to do it, I'm new in this.)
     
  5. Mikel

    Mikel

    Member
    <!--quoteo(post=238056:date=Oct 25 2008, 06:28 PM:name=Evil Hedgehog)--><div class='quotetop'>QUOTE (Evil Hedgehog @ Oct 25 2008, 06:28 PM) [​IMG][​IMG]

    I have a question, How do I edit the layout in SonED2?

    (Sorry, but I don't know how to do it, I'm new in this.)[/quote]

    Download This, this comes with the project file for editing Wood Zone in SonED 2.

    Note: I've yet to make a an object Placement file for Wood Zone, so, you can only edit the layout, and add rings, to add rings, right click the SonED 2 screen when you are editing wz.sep.
     
  6. Twilight

    Twilight

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    A Sonic the Hedgehog hack
    How exactly did you make the collision and layout files?
     
  7. Polygon Jim

    Polygon Jim

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    Cool, worked for me. Though the art for the Hud got messed up =P

    [​IMG]
     
  8. Twilight

    Twilight

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    You must be using Fusion. That emulator does that when too many tiles are loaded. Use gens.
     
  9. Puto

    Puto

    Shin'ichi Kudō, detective. Tech Member
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    Part of Team Megamix, but haven't done any actual work in ages.
    Umm, I think it'd be better to offer a solution to fix the bug instead of telling him to use a broken emulator =P
     
  10. Twilight

    Twilight

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    You know how to fix it? I don't. Please tell me how Puto because I would like to know.
     
  11. amphobius

    amphobius

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    lol it does that on the real thing

    Seriously, good work! Now all we need are those other slots ready to use... *cackles*
     
  12. Spanner

    Spanner

    The Tool Member
     
  13. Polygon Jim

    Polygon Jim

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    Thanks SOTI, worked.

    [​IMG]

    Also, would you happen to have those files from that HPZ thread? I'd like to get HPZ working too. If not, I'll just grab the beta disassembly.
     
  14. Spanner

    Spanner

    The Tool Member
    Polygon Jim: You're welcome.
    Also, WZ's project file shows garbled art.
    [​IMG]
    EDIT: Fixed.
     
  15. Polygon Jim

    Polygon Jim

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    Hmmm.. That's odd, it works or me.
     
  16. Twilight

    Twilight

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    Thanks for that SOTI! Now I can keep using Fusion. Polygon Jim, you are correct: all of the files you need for restoring Hidden Palace are located in the hpz folder of the Sonic 2 Beta Disassembly. However, there's a catch: you need to decompress the Orbs.dat file and put it in the artunc/artunk folder of the 2007 Disassembly. You must also put the original file in the Art_nem folder. Make sure you rename them as Orbs.bin. To get the level layout, make a save state of Hidden Palace from the Simon Wai prototype. Check Nemesis' Sonic 2 save state guide. Look up the address where the level layout begins and ends. Copy that hex data into a new file named HPZ.bin. Compress that file with Kosinski Compression and place it in the level layout folder in the 2007 Disassembly. The other thing is that you need to compress the Hpz_Col1 and Hpz_Col2 files from the beta disassembly in Kosinski Compression. Rename them as Hpz primary 16x16 collision index.bin and Hpz secondary 16x16 collision index.bin. Put them in the collision folder in the 2007 Disassembly. Phew! That was a lot of typing! =P
     
  17. Tongara

    Tongara

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    Great guide. Is there a topic on restoring HPZ using asm? I've seen them using hex, but would be nice to see a HPZ one. :)
     
  18. Polygon Jim

    Polygon Jim

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    All the bitches.
  19. Spanner

    Spanner

    The Tool Member
    The Guide.
    Unfortunately the files don't exist any more but you can use Esrael's pack & for the objects use the Sonic 2 Beta Disassembly or The Sega Data Compresssor.
     
  20. Tongara

    Tongara

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    Nice one, lads. <3
     
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