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For anyone looking to restore HPZ in Sonic 2. Collision pointer.

#76 User is offline Tweaker 

Posted 20 December 2006 - 10:26 AM

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View PostQuickman, on Dec 19 2006, 07:58 PM, said:

SMTP (I think) pointed out a separate background deformation section which needs to be restored in S2 for the background to be correctly placed.

That "second background deformation section" is probably the initial background camera position code. According to Nemesis' guide, the routine is located at around offset $C150 or so.

#77 User is offline SMTP 

Posted 20 December 2006 - 11:09 AM

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Yes, that's about right.

There is an offset index within this code, one for each level. Now if you are using ASM goto off_C296.
HPZ's pointer is locret_C320 which is incorrect, just change it to loc_C2E4 and it works. :P

Now if using hex, goto 0xC2A6 and change 008A to 004E. Now it should work fine.

I didn't think it'd be this easy... :P
This post has been edited by SMTP: 20 December 2006 - 11:40 AM

#78 User is offline Quickman 

Posted 20 December 2006 - 05:58 PM

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View PostSMTP, on Dec 20 2006, 04:09 PM, said:

There is an offset index within this code, one for each level. Now if you are using ASM goto off_C296.
HPZ's pointer is locret_C320 which is incorrect, just change it to loc_C2E4 and it works. :P

I thought you had to put HPZ's initial background camera position code from the beta in - loc_C2E4 is for a different level.

#79 User is offline SMTP 

Posted 20 December 2006 - 06:49 PM

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No, I just used the deformation from Final.

loc_C2E4 is used for 02, 03, 04, MZ, and MZ3. When applied to HPZ it works fine though. :P

#80 User is offline fpusoft 

Posted 20 December 2006 - 11:46 PM

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How do you restore hpz enemies?
I've tried for a long time and I got nothing.
Please help me.

#81 User is offline SMTP 

Posted 21 December 2006 - 12:10 AM

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If you are using Hex go here: http://www.hacking-cult.org/?r/4/79

If you are using ASM just port from the NA disasm.

#82 User is offline fpusoft 

Posted 23 December 2006 - 05:11 PM

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How do you do that with the NA disasm?
Please tell me what to do.

#83 User is offline Mester Keel98 

Posted 23 December 2006 - 06:00 PM

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Thanks for the background info, SMTP. (3 days late, I know, but whatever)
This post has been edited by Mester Keel98: 23 December 2006 - 06:01 PM

#84 User is offline SMTP 

Posted 24 December 2006 - 12:52 PM

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View Postfrankpero, on Dec 23 2006, 05:11 PM, said:

How do you do that with the NA disasm?
Please tell me what to do.


Just paste the robot's code from NA to final and change the subroutines to the final's equivalant.(sp?)
And then change the sprite table to point to the new code.

Quote

Thanks for the background info, SMTP. (3 days late, I know, but whatever)


No problem, need anymore help just post. :P

#85 User is offline Rika Chou 

Posted 24 December 2006 - 01:11 PM

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View PostSMTP, on Dec 24 2006, 09:52 AM, said:

View Postfrankpero, on Dec 23 2006, 05:11 PM, said:

How do you do that with the NA disasm?
Please tell me what to do.


Just paste the robot's code from NA to final and change the subroutines to the final's equivalant.(sp?)
And then change the sprite table to point to the new code.

Is that all? Is the Object status table and all that crap the same between the NA beta and the final?

#86 User is offline Quickman 

Posted 24 December 2006 - 10:04 PM

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The Object Status Table didn't change between Sonic 1 and Sonic 2 at all, but the NA beta is convenient because in the disassembly all the labels are the same as in Sonic 1.

#87 User is offline SMTP 

Posted 24 December 2006 - 11:15 PM

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View Postrika_chou, on Dec 24 2006, 01:11 PM, said:

View PostSMTP, on Dec 24 2006, 09:52 AM, said:

View Postfrankpero, on Dec 23 2006, 05:11 PM, said:

How do you do that with the NA disasm?
Please tell me what to do.


Just paste the robot's code from NA to final and change the subroutines to the final's equivalant.(sp?)
And then change the sprite table to point to the new code.

Is that all? Is the Object status table and all that crap the same between the NA beta and the final?


Yea, as I ported the dinobot and gatorbot from NA. All I changed was the routine labels and added the code to the object table. :P

#88 User is offline Varion Icaria 

Posted 27 December 2006 - 02:00 PM

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In relation to the BG Scroll Code for HPZ, It's different in NA and Wai Beta Then loc_C2E4.
loc_C2E4:				
		asr.w	#2,d0
		move.w	d0,($FFFFEE0C).w
		asr.w	#3,d1
		move.w	d1,($FFFFEE08).w
		rts


You'll see that by comparing it to the code I put in CO recently from the NA Dissassembly to fix HPZ's BG Scroll.
BgScroll_HPZ:
		asr.w	#1,d0
		move.w	d0,($FFFFEE0C).w
		clr.l	($FFFFEE08).w
		rts


And I just tested both to compare it within the game and C2E4 Lowers the BG a bit making it look improper. I may provide a Pre-compield version of the BG Scroll code for Hex users if it's requested.
This post has been edited by Varion Icaria: 27 December 2006 - 02:05 PM

#89 User is offline Banjzooie 

Posted 31 December 2006 - 06:10 PM

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Hi. I don't want to break up this topic's conversation as it seems to be pretty important. So I'll just ask a quick question here, and after you guys answer it, I'll leave the topic and you guys can get on with talking about restoring HPZ's graphics, enemies and collision.

Now, my question actually is sorta on topic. The first post told how to restore HPZ's collision in Sonic 2 final. My question is, is there a Game Genie code that can do this same thing? I know that, as was said in an earlier post, you cannot restore HPZ's graphics, enemies and such with one code. That's fine with me. All I care about is being able to play through the zone, which is not possible without proper collision. I know that Hidden Palace is not any more completable in the final then it was in the prototypes, but I still wouldn't mind being able to play it. Now that I refrain from downloading ROMs, such a code would be the only real way I could play Sonic 2's Hidden Palace. I know you can access the zone with another code and without implementing collision, but that makes the zone unplayable. So, is there a Game Genie code that can restore HPZ's collision?

#90 User is offline Tweaker 

Posted 31 December 2006 - 06:16 PM

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It's POSSIBLE, yes, but not with a single code - in fact, it would probably require 100+ codes in order to work correctly. It's far from practical, that's for sure.

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