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:
To:
Then, go to Off_ColP, and Off_ColS and change:
To:
Then, add the following lines under ArtKoz_95C24:
Then, we are going to port the level layout, to do that, go to Off_level, and change:
To:
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:
Then, we are going to add the collision to the rom, to do that, add this line under ColS_EHZHTZ:
Lastly, go to Misc_9454, and change:
To:
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.
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:
Syntax Highlighted Code: ASM
levartptrs [color= #ff0000;]8[/color], [color= #ff0000;]9[/color], [color= #ff0000;]6[/color], ArtKoz_95C24, BM16_EHZ, BM128_EHZ [color= #adadad; font-style: italic;]; 2 ; LEV2 ; LEVEL 2 (UNUSED)[/color]
To:
Syntax Highlighted Code: ASM
levartptrs [color= #ff0000;]8[/color], [color= #ff0000;]$[/color][color= #ff0000;]D[/color], [color= #ff0000;]6[/color], ArtKoz_WZ, BM16_WZ, BM128_WZ [color= #adadad; font-style: italic;]; 2 ; LEV2 ; LEVEL 2 (UNUSED)[/color]
Then, go to Off_ColP, and Off_ColS and change:
Syntax Highlighted Code: ASM
[color= #00bfff;]dc[/color].[color= #00bfff;]l[/color] ColP_MTZ [color= #adadad; font-style: italic;]; 2[/color]
To:
Syntax Highlighted Code: ASM
[color= #00bfff;]dc[/color].[color= #00bfff;]l[/color] ColP_WZ [color= #adadad; font-style: italic;]; 2[/color]
Then, add the following lines under ArtKoz_95C24:
Syntax Highlighted Code: ASM
[color= #adadad; font-style: italic;];-----------------------------------------------------------------------------------[/color]
[color= #adadad; font-style: italic;]; WZ 16x16 block mappings (Kozinski compression)[/color]
BM16_WZ: BINCLUDE [color= #CC33CC;]"mappings/16x16/WZ.bin"[/color]
[color= #adadad; font-style: italic;];-----------------------------------------------------------------------------------[/color]
[color= #adadad; font-style: italic;]; WZ main level patterns (Kozinski compression)[/color]
ArtKoz_WZ: BINCLUDE [color= #CC33CC;]"art/kozinski/WZ.bin"[/color]
[color= #adadad; font-style: italic;];-----------------------------------------------------------------------------------[/color]
[color= #adadad; font-style: italic;]; WZ 128x128 block mappings (Kozinski compression)[/color]
BM128_WZ: BINCLUDE [color= #CC33CC;]"mappings/128x128/WZ.bin"[/color]
[color= #adadad; font-style: italic;];-----------------------------------------------------------------------------------[/color]
Then, we are going to port the level layout, to do that, go to Off_level, and change:
Syntax Highlighted Code: ASM
[color= #00bfff;]dc[/color].[color= #00bfff;]w[/color] Level_EHZ1-Off_Level[color= #adadad; font-style: italic;]; 4[/color]
[color= #00bfff;]dc[/color].[color= #00bfff;]w[/color] Level_EHZ1-Off_Level[color= #adadad; font-style: italic;]; 5[/color]
To:
Syntax Highlighted Code: ASM
[color= #00bfff;]dc[/color].[color= #00bfff;]w[/color] Level_WZ-Off_Level[color= #adadad; font-style: italic;]; 4[/color]
[color= #00bfff;]dc[/color].[color= #00bfff;]w[/color] Level_WZ-Off_Level[color= #adadad; font-style: italic;]; 5[/color]
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:
Syntax Highlighted Code: ASM
[color= #adadad; font-style: italic;];---------------------------------------------------------------------------------------[/color]
[color= #adadad; font-style: italic;]; Wood Zone level layout (Kozinski compression)[/color]
Level_WZ: BINCLUDE [color= #CC33CC;]"level/layout/WZ.bin"[/color]
[color= #adadad; font-style: italic;];---------------------------------------------------------------------------------------[/color]
Then, we are going to add the collision to the rom, to do that, add this line under ColS_EHZHTZ:
Syntax Highlighted Code: ASM
[color= #adadad; font-style: italic;];---------------------------------------------------------------------------------------[/color]
[color= #adadad; font-style: italic;]; WZ primary 16x16 collision index (Kozinski compression)[/color]
ColP_WZ: BINCLUDE [color= #CC33CC;]"collision/WZ primary 16x16 collision index.bin"[/color]
[color= #adadad; font-style: italic;];---------------------------------------------------------------------------------------[/color]
Lastly, go to Misc_9454, and change:
Syntax Highlighted Code: ASM
[color= #00bfff;]dc[/color].[color= #00bfff;]w[/color] [color= #ff0000;]$[/color][color= #ff0000;]FFFF[/color] [color= #adadad; font-style: italic;]; 21[/color]
To:
Syntax Highlighted Code: ASM
[color= #00bfff;]dc[/color].[color= #00bfff;]w[/color] [color= #ff0000;]$[/color][color= #ff0000;][color= #ff0000;]200[/color][/color] [color= #adadad; font-style: italic;]; 21[/color]
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.