Restoring sonic 2's Hidden Palace Zone

Discussion in 'Discussion and Q&A Archive' started by warr1or2, Nov 18, 2011.

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  1. warr1or2

    warr1or2 I AM CLG Member

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    http://sonicresearch.org/forums/index.php?showtopic=2454 <-- this thread i said i used ESE2


    This time instead of using ESE2, I'm relying on ASM, SonED, restoring HPZ.


    First the Background, Collision, & Layout. Error on all three.


    Used the guide on that forum but everything's corrupt (excluding the Badniks, that comes later).


    I imported Collision & Layout from the Beta build first. Nothing. Then the Nick Arcade build Build and it gave this.


    Do I need to Copy, Paste, and Change a .sep File to load the Hidden Palace Zone correctly?
     
  2. Dark Lips

    Dark Lips Well-Known Member Member

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    Ok this is one of the first things I learned to do... its been a while but I think it goes a little something like this.....



    Code:
    
    ;-----------------------------------------------------------------------------------
    
    ; HPZ main level patterns (Kosinski compression)
    
    ArtKos_HPZ: BINCLUDE "art/kosinski/HPZ.bin"
    
    ;-----------------------------------------------------------------------------------
    
    ; HPZ 16x16 block mappings (Kosinski compression)
    
    BM16_HPZ: BINCLUDE "mappings/16x16/HPZ.bin"
    
    ;-----------------------------------------------------------------------------------
    
    ; HPZ 128x128 block mappings (Kosinski compression)
    
    BM128_HPZ: BINCLUDE "mappings/128x128/HPZ.bin"
    
    ;-----------------------------------------------------------------------------------
    
    


    Make sure you have these files bincluded firstly - I took them from the simon wai prototype, next you will need the correct collision data....





    Code:
    
    ;---------------------------------------------------------------------------------------
    
    ; HPZ primary 16x16 collision index (Kosinski compression)
    
    ColP_HPZ: BINCLUDE "collision/HPZ primary 16x16 collision index.bin"
    
    ;---------------------------------------------------------------------------------------
    
    ; HPZ secondary 16x16 collision index (Kosinski compression)
    
    ColS_HPZ: BINCLUDE "collision/HPZ secondary 16x16 collision index.bin"
    
    ;---------------------------------------------------------------------------------------
    
    

    those are the collison files and they need bincluding as above - as before I got the data from the wai prototype I think (I am going off memory was a while ago)


    in fact here is a couple of links that will explain it all much better than I can - http://forums.sonicretro.org/index.php?showtopic=12559 http://forums.sonicretro.org/index.php?showtopic=12543... have fun :)

    [/CODE]
     
  3. warr1or2

    warr1or2 I AM CLG Member

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    I have (i think) all beta build disassemblies sonic 2 beta 4 disassembly which most of the formats is .nem (Nemesis File). Sonic 2 beta the same way, and Nick Arcade's build which has .bin files. And I tried

     
    Last edited by a moderator: Nov 19, 2011
  4. Dark Lips

    Dark Lips Well-Known Member Member

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    ok on sonic retro there is a download somewhere with all the files you need in the correct format... just extract to your dissasembely folder and make sure the files are bincluded... I will have a look in the morning for my copy of the files and send them to you if you still need them.
     
  5. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    Ok warr1or2, You're going about this all wrong, well patailly anyway.


    First things first. No beta version, whether it be from my S2NA disam or S2B disam, will have a layout that will work. Both formats have the layouts as uncompressed. Compressing them to Kosinski doesn't really work last time I checked, I'll go through and try it again.


    There is another way to get the layouts to work without needing to convert them, but I'd have to test it out. It involves stopping the process of loading Kosinski compressed layouts just in that level. Once again, I will test it out and get back to you.


    Collision formats. Very interesting to say the least, I've never encountered that problem before with porting. Bear in mind that the collision from any beta is Uncompressed. In order to get the correct collision, you need to compress them to Kosinski so that they work in S2F.


    Hope this helps.


    edit: Actually, I am wrong on this one, seems s2NA has a kosinski collision.
     
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  6. warr1or2

    warr1or2 I AM CLG Member

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    Some of those files helped. Collision's fixed, layout is still screwed up even though I'm using HPZ's (tried another's like MCZ and still the same, but MCZ's layout is unchanged)


    And when i tried to restore the orbs I COMPLETELY killed HPZ. The music loaded, Stage Card I guess you'd call it loaded, then the pallete change, Freezes, plays DEZ's music, and 2 out of 3 times loaded an OOZ object even even after I changed Debug pointers (seen on video)


    the ASM file - http://www.4shared.com/file/SJopym03/s2_online.html
     
  7. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    warr1or2, if you wait till a little bit, I can give you a working copy of said disassembly. I've been working on it for a few days, so.. I'll give it to you.
     
  8. warr1or2

    warr1or2 I AM CLG Member

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    I decided to use the files due to fustration, but now, at the end where the upward slope is, seems like only super sonic can cross (i managed without super sonic with the jump dash and the recently added spring jump). The top is cut off and is finished tiles over where the slope starts. is it possible to use Metropolis zone's loop code (if one is found somewhere) to use in Hidden Palace Zone's?
     
    Last edited by a moderator: Nov 29, 2011
  9. rika_chou

    rika_chou Adopt Member

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    If you want the level to wrap, just change the levels Y size to start at -$100 and end at $800.


    (i'm going from memory, this could be wrong)
     
  10. warr1or2

    warr1or2 I AM CLG Member

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    :D Why didn't I think of that? I knew where the lvlsize was. Should've thought of this earlier, but I knew there would be a downside. HPZ being a water level, I go from point A (1:26 in video) to point B (1:44 in video), point B being underwater, Is there a way to have that loop only at the slope, no where else (anywhere else has a "Hole" kill you), and cancel out the water only at the slope, where anywhere else the water is there? (Hope I made this clear enough.) If not possible it's fine.
     
  11. DanielHall

    DanielHall Well-Known Member Member

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    You know there's massive chunks missing from the background?
     
  12. warr1or2

    warr1or2 I AM CLG Member

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    I noticed it time after time when testing.
     
    Last edited by a moderator: Dec 1, 2011
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