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Yeah, you're correct, I looked, and I believe the only access to the 256K ROM (S&KUPMEM), in the main S&K ROM, is a single JMP $300000 (...) to work with S&K.
That's not exactly what I'm doing.
I've found that the S2&KUPMEM has almost all the data to run the game correctly. Some data is taken from S2, but that's very few.
Instead of keeping the useless S&K part, I copied my hack. There is now my hack, some data for Knuckles, the end of the game and sprites placement, S2 at $200000 and the UPMEM at $300000 (there is no more lock-on at this point).
Changing the vector table, my rom now starts at $300000 directly (without this JMP feature that was under S&K that's now removed).
I made a list of all things I have to take from my hack (like palettes, level layouts, mappings and art data for the new levels...). I have changed some pointers and some code under the UPMEM to take the data from my hack instead of S2 or the UPMEM.
This way, I don't modify my hack and S2, but I'm hacking the UPMEM itself, changing his pointers to take all I need to build the Long Version.
All is perfect now, but I have again a little problem with the new sprites that come from S2 beta (dinobot, trycerobot...) and with the debug mode password.
After one week (only?) of hard work, S2&K Long Version is almost ready! :P
EDIT: Sorry, that may be a little off topic but...
This post has been edited by Sonic Hachelle-Bee: 15 June 2004 - 08:28 AM