Sonic the hedgehog 2

Editing the pattern load cue's

Thanks to Nemesis Sonic 2 Hacking Guide.

General format

Submitted by Guifrog on May 21 2005.

This will allow you to determine which object art will be loaded in which level. Useful, if you want an EHZ fish to appear in ARZ, for example. The pattern load cues are set in groups. So, each group begins with 2 bytes that specifies how many pattern load cues there are in this group. After these two bytes, the format is the following:

OO OO OO OO VV VV

OO - Object art
VV - Location in VRAM to load the art for the current object

Note: The objects have an already determined address in VRAM to be loaded. So if you try to locate a certain object art in any area of the VRAM, that will most probably make the game crash or load wierd art. If you want to find the correct address, you can simply look at the object you've placed in your level and see which art is being loaded in it. Find the art location in VRAM, and so put the REAL object art at the beginnin' of the intruder art there.

Pattern load cue's offsets

Now for the offsets (most of the nemesis "unknown" art are revealed here):

0x426E6 - Main Group 1 (HUD - Lives - ring - numbers)

0x42700 - Main Group 2 (Starpost - monitor - stars - bubbles)

0x4271A - For water levels (explosion - stars - bubbles)

0x4272E - Game/Time over (Game/Time over text)

0x42736 - EHZ Group 1 (waterfall - bridge - fireball - buzz bomber - coconuts - fish)

0x4275C - EHZ Group 2 (spikes - diagonal spring - horizontal/vertical spring)

0x42776 - Miles 1up Patch (Miles lives counter)

0x4277E - Miles life (Miles lives counter)

0x42786 - Tails 1up patch (Tails lives counter)

0x4278E - Tails life (Tails lives counter)

0x42796 - MTZ Group 1 (Wheel - Part of complex rotating platform - ?? - MSC from MTZ - steam -Part of spikes platform - MTZ spike - Badnick - starbomb)

0x427CE - MTZ Group 2 (Button - spikes - Mantis - vertical spring - horizontal spring - Hmm.. something very large - Lava bubble - Cog - a white thing)

0x42806 - WFZ Group 1 (Tornado - clouds - vertical blades - horizontal blades - jet badnick - "X" blocks - scratch - tilting platforms - tornado - clouds)

0x42844 - WFZ Group 2 (vertical blades - horizontal blades - big vertical orange laser - turret - left-going orange laser - pulley - silver ball in platforms - horizontal "rocket" fire - belt platforms - retracting platform - unused rotating object - trolley - trivet - ??)

0x4289A - HTZ Group 1 (fireball - rock - conveyor - orbit badnick - purple lava badnick - paws of spike-hat badnick - spikes - diagonal spring - vertical spring - horizontal spring)

0x428D8 - HTZ Group 2 (lift - fireball - ??)

0x428EC - OOZ Group 1 (green flame - raising platform - spikeball - green plain platform - striped breakable object - cascading oil - ?? - Unused ball - Giant ball entrance/exit in vertical)

0x42924 - OOZ Group 2 (Giant ball entrance/exit in horizontal - tubes - swinging platform - Hmm, another part of the tubes? - fan - button - spikes - diagonal spring - vertical spring - horizontal spring - seahorse - octopus)

0x4296E - MCZ Group 1 (box - collapsing platform - vine switch - lowering vine - firefly - snake badnick)

0x42994 - MCZ Group 2 (long horizontal spike - spikes - spherical way barrier - other spring - vertical spring - horizontal spring)

0x429BA - CNZ Group 1 (badnick with star shield - moving cube - earthworm platforms - spikes [slot machine] - elevator - slot machine activator - hexagonal block - spherical star block - slope - destroyable blocks)

0x429F8 - CNZ Group 2 (poky spring - vertical red spring - spikes - diagonal spring - vertical spring - horizontal spring)

0x42A1E - CPZ Group 1 (CPZ stuff - CPZ stuff - booster - moving platform - small moving platform - spring cap - water surface - moving block - CPZ platform blocks)

0x42A56 - CPZ Group 2 (Spider badnick - crawling badnick - spikes - blue earthworm - other spring - vertical spring - horizontal spring)

0x42A82 - DEZ "CPZ" (stripy blocks from CPZ)

0x42A8A - DEZ Group (robotic sonic - opened window with Eggman - Eggman - Eggman's head - Eggman's lower half)

0x42AAA - ARZ Group 1 (one way barrier - water surface - leaves - arrow shooter)

0x42AC4 - ARZ Group 2 (shark - blowfly - grounder - bubbles - spikes - other spring - vertical spring - horizontal spring)

0x42AF6 - SCZ Group 1 (Tornado)

0x42AFE - SCZ Group 2 (clouds - vertical blades - horizontal blades - jet badnick - turtle badnick - bomber)

0x42B24 - Sonic End of level results screen (title card patterns - again, title card patterns - sonic continue - perfect text)

0x42B3E - End of level signpost (signpost)

0x42B46 - CPZ boss (Eggman's main ship - CPZ boss - mini explosion - ?? - large explosion)

0x42B66 - EHZ boss (Eggman's main ship - EHZ boss - chopper blades - large explosion)

0x42B80 - HTZ boss (Eggman's main ship - HTZ bos - large explosion - ??)

0x42B9A - ARZ boss (Eggman's main ship - ARZ boss - large explosion)

0x42BAE - MCZ boss (Eggman's main ship - MCZ boss - large explosion)

0x42BC2 - CNZ boss (Eggman's main ship - CNZ boss - large explosion)

0x42BD6 - MTZ boss (Eggman's main ship - MTZ boss - mini explosion - large explosion)

0x42BF0 - OOZ boss (OOZ boss - large explosion)

0x42BFE - Explosion =P (large explosion)

0x42C06 - Death egg (Death egg)

0x42C0E - EHZ animals (squirrel - blue bird)

0x42C1C - MCZ animals (rat - chicken)

0x42C2A - HTZ/MTZ/WFZ animals (beaver - penguin)

0x42C38 - DEZ animals (pig - chicken)

0x42C46 - HPZ animals (rat - seal)

0x42C54 - OOZ animals (penguin - seal)

0x42C62 - SCZ animals (turtle - chicken)

0x42C70 - CNZ animals (bears - blue bird)

0x42C7E - CPZ animals (rabbit - penguin)

0x42C8C - ARZ animals (penguin - blue bird)

0x42C9A - Special stage (emerald - special stage text - "Sonic" - horizontal shadow - diagonal shadow - vertical shadow - explosion patterns - special stage ring - "Start" - more special stage text? - special stage background - stars - "Tails")

0x42CDE - Unknown (Unknown)

0x42CF4 - Boss at end of WFZ (Laser boss from WFZ - Eggman - Eggman's head/Eggman's lower half/explosion)

0x42D12 - Tornado at end of WFZ (tornado - rocket thruster from tornado - clouds)

0x42D26 - Egg prison (egg prison)

0x42D2E - Normal explosion (explosion)

0x42D36 - Tails End of Level Results Screen (title card patterns - again, title card patterns - tails continue - perfect text)

Edit tutorial and example

Thanks to rika_chou
Submitted by StephenUK.
To edit pattern load cues:

Go to $042736. Here you will see:

0005 000F 02D6 73C0 000F 052A 76C0 000F 0160 77C0 0008 316A 7A40 0008 A87A 7DC0 0008 39EA 8280

This is the first set of load cues used for EHZ.

GREEN = NUMBER OF LOAD CUES
RED = ART ADDRESS
BLUE = VRAM ADDRESS

The "0005" is simply how many pattern load cues there are in this group. In this case, it's 6. (0,1,2,3,4,5)

The "000F 02D6 73C0" is the first load cue. The "000F 02D6" is the address of the art tiles to load. The "73C0" is the location in the VRAM where you want to load this art.

So, for example, when you see "000F 02D6 73C0" it means it will load EHZ waterfall tiles to 73C0 in the VRAM.

That's the best way that I can explain it. Just make sure that you don't cross over any of the VRAM locations, otherwise the patterns won't load.


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