Sonic the hedgehog 2
Make your own debug mode
Submitted by Guifrog on May 18 2005.
This is very easy to edit. Each level has a list of objects for debug
mode. So, in hex, the first two bytes for debug mode editing indicates
the number of objects to have in this list. These bytes are in NN NN
format, where the first one should stay "00" unless you want more than
255 objects! For example, type "01 00" and you will get 256 objects to
load. Now, each object loaded (next to the already mentioned bytes)
follow this format:
OO MM MM MM DD SS VV VV
OO = Object number to use.
MM = Location on the rom to load the mapping for the sprite (see,
that's why i put a "MM" =P. Mapping).
DD = Declaration for object loading. For example, if the object loaded
are spikes, it switches the type of them (up/down-moving spikes, larger
amount of spikes).
SS = Object frame to display. Usually the first frame (00)
VV = The first value of the first byte indicates the palette to use, as
well as the flip/mirror suggestion for the sprite (0 points to the
first palette line and doesn't flip/mirror the object). The last value
of the first byte and the whole second byte are the location in VRAM to
load the object art. If it passes the "08 00" value, it will load from
"00 00" again, but with mirrored image.
This format continues until the last object from the level debug mode
list. Offsets:
(i'm quite confused about MTZ debug list address)
0x41D40 - EHZ
0x41EEC - WFZ
0x41FEE - HTZ
0x420E8 - HPZ/OOZ
0x421F2 - MCZ
0x422B4 - CNZ
0x42376 - CPZ
0x42438 - ARZ
0x42522 - SCZ
0x41D2E - DEZ and unused levels
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