Of course. It's just the ROM of the final Sonic 2, so everything that you know about is there. It's all about patching the right RAM address.
Well, is there any code I could use to access the non functional HPZ in SMC+? And no I don't have any cheat devices that work. And how would an emulator work on a PS2?
Without some sort of cheat device, no. It is impossible. Search on Google. There is a Mega Drive emu for the PS2. You will need a modified PS2.
*Sigh*If you wanna write to a savestate using SonEd, you have to load a savestate from that level, and the game(which might be helpful) first. Yes it will work too, trust me on this.
I'm not one for bumping year old topics, but I'm getting damn irratated over this. I've copied and pasted the collision and changed the pointer to 43C10 in three seperate roms (One altered in ESE, One with the tiles all ported and One totally untouched) and I keep getting the same damn result. A red screen (black screen if I disabled the checksum thing) Can anyone help me here?
Did you make sure to overwrite, compared to inserting? Inserting will shift the ROM, and invalidate all the pointers in the ROM. Also, make sure the pointer matches the offset at which you placed the data.
Through some careful observation, I can confirm that the problem stems from my porting of the collision. I'm using .hacks HPZ collision file and am merely copying everything from the file and pasteing it into the designated location, which is 43C10. It seems I might be doing something wrong. Can anyone make light of this situation? I would greatly appreciate it.
You don't paste it, you have to overwrite it. Just count how long it is, go to that offset, then delete that and insert the code.
Success! Thanks for the assistance guys. I have another matter at hand though. As seen from my uploaded image, it still has the glitchy Oil Ocean diamonds where the purple and green orbs should be. Any idea on how to correct this?
For this, you have to change the animated pattern load cue pointers for the orbs in the HPZ level slot. .hack//zero actually knows the exact addresses to change, if he wants to post on it.
I don't think told anybody about this before, but I've figured out how to do this without screwing up OOZ. 1st you gotta you gotta put the pulsing balls somewhere in the ROM. (This next sentence only works if you used sonED1 on the ROM.) The best place I can think of is where the old level data was in the ROM. Turn every thing from $AA359-$AA9EE from what ever it is to 0s. You will also have some extra room if you need to move anything else. I know that you take out more then that, but I'm sorta in a hurry. Then goto $4009F and change 04BF7E to XXXXXX. XXXXXX = the address that you pasted the Balls data. Do the same thing at $400AD and $400BB. This should give you a better idea on what this area should look like. 0002 08XX XXXX 5D00 0608 0000 0810 1008 08XX XXXX 5E00 0608 0810 1008 0000 08XX XXXX 5F00 0608 1008 0000 0810
Almost homefree. Managed to get it without a blackscreen on the first try. Perhaps I'm getting the hang of this eh? One minor problem. As you can see below my orbs appear to be a bit garbled up. Anyway to fix this?
The only thing I can think that would cause that would be you messing up the pointers or something. Oh, wait. I think I know what happened. It's partly my fault. I forgot mention that you have to set the pointers at the byte after the FFFF FFFF FFFF. It should work after that.
Dude, what is your probablem? Sorry, but you didn't have to go bump this, I already gave you the link to my mirror of the files you need. http://forums.sonicretro.org/index.php?s=&...st&p=143563 ^ read that post.
Hey, the files are not working, ie, I can't download them. Could anyone that haves the files re-upload them please?
I hate to ask this, but is it possible that the Collision data you posted is bad? I keep putting it at $43C10, and I put 00 04 3C 10 at $4A0C (I've used ESE II, so I'm assuming I put it there), but the collision is still wrong- I go through the floor a little bit sometimes, I can't go all the way through the auto-spin tube at the start (it pushes me through the wall near the end), and the collision is just wrong. I know it is possible that I'm placing the jump to $43C10 at the wrong spot ($4A09 doesn't work at all), but with the fact hat I'm using ESE II makes it complicated. Thank yuo in advance for any help you can offer me.