Here's a ROM with all the following changes applied: https://www.dropbox.com/s/4fgnmu32ho0nmda/Sonic 2 Improved Debug Mode.bin?dl=0 Letting Tails use debug mode If you've never played Sonic 2 before, Tails cannot access debug mode when you're playing as Tails alone. Let's fix that. To start, go to "Obj02" and after "move.w (Camera_Max_Y_pos_now).w,(Tails_Max_Y_pos).w", add: Code: tst.w (Debug_placement_mode).w ; is debug mode being used? beq.s + ; if not, branch jmp (DebugMode).l Then, go to "Obj02_Control" and after "bne.s Obj02_Control_Joypad2", add: Code: tst.w (Debug_mode_flag).w ; is debug cheat enabled? beq.s + ; if not, branch btst #button_B,(Ctrl_1_Press).w ; is button B pressed? beq.s + ; if not, branch move.w #1,(Debug_placement_mode).w ; change Sonic into a ring/item clr.b (Control_Locked).w ; unlock control rts + Then, go to "Obj02_Hurt" and after the label, add: Code: cmpi.w #2,(Player_mode).w bne.s + tst.w (Debug_mode_flag).w beq.s + btst #button_B,(Ctrl_1_Press).w beq.s + move.w #1,(Debug_placement_mode).w clr.b (Control_Locked).w rts + Do the same thing for "Obj02_Dead". Tails will now be able to use debug mode! However, if we enter and then exit debug mode as Tails, Tails' sprite will get glitched up. To fix this, go to "Debug_ExitDebugMode". First, move this (under ".notTwoPlayerMode"): Code: move.b #$13,y_radius(a1) To be below "lea (MainCharacter).w,a1 ; a1=character". Then, just below the line you moved, add: Code: cmpi.w #2,(Player_mode).w bne.s .notTails move.b #$F,y_radius(a1) move.l #MapUnc_Tails,mappings(a1) move.w #make_art_tile(ArtTile_ArtUnc_Tails,0,0),art_tile(a1) tst.w (Two_player_mode).w beq.s .notTwoPlayerMode move.w #make_art_tile_2p(ArtTile_ArtUnc_Tails,0,0),art_tile(a1) bra.s .notTwoPlayerMode .notTails: Also, at "Debug_ExitDebugMode", change: Code: beq.s return_41CB6 To: Code: beq.w return_41CB6 This prevents a "branch too large" error. Making debug HUD only show when placement mode is active In Sonic (3) & Knuckles, the debug HUD (the one with the hex digits) is only shown when debug mode is activated, and the normal HUD is restored when it's deactivated. Let's shove that into Sonic 2! Go to "HudUpdate". You should see this line: Code: tst.w (Debug_mode_flag).w ; is debug mode on? Change it to: Code: tst.w (Debug_placement_mode).w ; is debug mode active? The debug HUD will now be displayed only when debug mode is actively being used. However, if you enter and then exit debug mode, you'll notice that your HUD is still displaying the hex digits. To fix this, go to "Debug_ExitDebugMode" and just after "move.w d0,(Debug_placement_mode).w", add: Code: bsr.w Hud_Base move.b #1,(Update_HUD_rings).w move.b #1,(Update_HUD_score).w This will reload the HUD and tell the game to update the HUD's rings and score counter (since those got reset to 0 by reloading the HUD). Fixing a crash bug when placing objects after dying Go to "BuildSprites_ObjLoop". You should be able to work out what to do based on the disassembly's comments.