Fixing Hidden Palace Zone in S2 final

Discussion in 'Discussion and Q&A Archive' started by Pacca, Sep 16, 2014.

Thread Status:
Not open for further replies.
  1. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    Oddly, there aren't any specific guides for this, and I'm not sure how sonic 2 handles different zones. I've bincluded the art and layouts, but have no idea how to apply them, and google search has again failed me, and surprisingly, no in depth guides seem to be written up on this, despite the fact that I've seen many hacks (with varying levels of quality) successfully pull this off.
     
  2. Clownacy

    Clownacy Retired Staff lolololo Member

    Joined:
    Aug 15, 2014
    Messages:
    1,016
  3. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    Damn! I need to try out other search engines 0.o Thanks!
     
  4. Clownacy

    Clownacy Retired Staff lolololo Member

    Joined:
    Aug 15, 2014
    Messages:
    1,016
    Why not try SSRG and Retro's own search functions? Or, you could use Google, only append your search term with 'site:forums.sonicretro.org' or 'site:sonicresearch.org'.
     
    Last edited by a moderator: Sep 16, 2014
  5. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    How does the game load PLCs? The guide skimped on a few things, so I've been fixing them up myself, but I can't figure out how to get it to load it's proper art; it seems to be using the scrambled garbage it had beforehand.
     
  6. Clownacy

    Clownacy Retired Staff lolololo Member

    Joined:
    Aug 15, 2014
    Messages:
    1,016
    Unlike Sonic 1, Sonic 2 doesn't use the PLC system to load its art. So unless you're talking about the enemies or the platforms, that won't help you.

    The part about this code:


    levartptrs $14,$15, $C, BM16_OOZ, BM16_OOZ, BM16_OOZ; 8; HPZ; HIDDEN PALACE ZONE (UNUSED)

    Details getting the real art to load, but you've gotta make sure you got the art file right. It's Kosinski-compressed in S2, probably Nemesis-compressed in S2B.
     
  7. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    I got that, but some of the level art later gets overwritten, and all the objects still use the old gibberish graphics (I know because the master emerald looks fucking scary when it's fucked up :0)
     
  8. Clownacy

    Clownacy Retired Staff lolololo Member

    Joined:
    Aug 15, 2014
    Messages:
    1,016
    Overwritten? You wouldn't happen to be talking about how partway into the level, the background tiles begin getting overwritten with blank tiles? I can't shake that bug for the life of me.
     
  9. Spanner

    Spanner The Tool Member

    Joined:
    Aug 9, 2007
    Messages:
    2,570
    Because you don't have the PLCs programmed and loaded:


    ;---------------------------------------------------------------------------------------; Pattern load queue; HPZ Primary

    ;---------------------------------------------------------------------------------------

    PLC_Hpz1: plrlistheader

    plreq $6000, ArtNem_Bridge

    plreq $62A0, ArtNem_WatrFall

    plreq $6940, ArtNem_Platform

    plreq $6B40, ArtNem_Orbs

    plreq $6F80, ArtNem_UnkPtfm

    plreq $7240, ArtNem_Emerald

    plreq $8000, ArtNem_Init_Spr

    PLC_Hpz1_End

    ;---------------------------------------------------------------------------------------

    ; Pattern load queue; HPZ secondary

    ;---------------------------------------------------------------------------------------

    PLC_Hpz2: plrlistheader

    plreq $A000, ArtNem_Dinobot

    plreq $A600, ArtNem_Batbot

    plreq $8000, ArtNem_WaterSurface

    PLC_Hpz2_End
     
  10. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    Copy pasting your list over the old one changed how some of the fucked up graphics looked, but the issue is still there, I'm afraid.

    Edit: Here's a screenshot

    [​IMG]
     
    Last edited by a moderator: Sep 16, 2014
  11. ThomasThePencil

    ThomasThePencil resident psycho Member

    Joined:
    Jan 29, 2013
    Messages:
    910
    Location:
    the united states. where else?
    Ah, the animated tiles. You'll have to add the code and files for those.

    This file should have what you need.
     
    Last edited by a moderator: Sep 16, 2014
  12. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    Where are the animated tiles located in the disassembly? I haven't been able to find them...
     
  13. ThomasThePencil

    ThomasThePencil resident psycho Member

    Joined:
    Jan 29, 2013
    Messages:
    910
    Location:
    the united states. where else?
    For the animated pattern mappings files, go to mappings/16x16. For the code, and the file bincludes, look at "PLC_DYNANM:" and "AnimPatMaps", respectively.
     
  14. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    Well, things have improved. The pulsing orbs in the background work, but some of the level graphics are still filled with garbage, and the objects still use garbage as well. Is there any chance that the game could be skipping the HPZ PLC loading routine? I swear some of the dead graphics are from the title screen.

    edit: It also screws up part of the title card sequence. Weird...
     
    Last edited by a moderator: Sep 17, 2014
  15. ShadowOne

    ShadowOne Newcomer Member

    Joined:
    Jul 28, 2014
    Messages:
    23
    I have one question...
    Upon fixing the data for HPZ, how exactly does the Zone end?
    With a signpost of some sort or a pointer to a boss fight?

    I am quite interested in adding this zone to S2 Final Assembly but can't figure out what to do with the final part of the zone.

    Best-case scenario would be to have something very similar to Sonic 2 2013 iOS/Android ports.
     
  16. MarkeyJester

    MarkeyJester ♡ ! Member

    Joined:
    Jun 27, 2009
    Messages:
    2,867
    We have no evidence of any ending to that zone.  You will have better luck creating an ending of your own, as opposed to finding the ending if one did exist at some point during development.
     
  17. Pacca

    Pacca Having an online identity crisis since 2019 Member

    Joined:
    Jul 5, 2014
    Messages:
    1,175
    Location:
    Limbo
    If you follow the guide that clownacy made in the second post, the game will screen lock about a chunk or two after the vacant underwater platforms. If you put a signpost there, it would end act 1. Not sure about act 2, however.
     
  18. redhotsonic

    redhotsonic Also known as RHS Member

    Joined:
    Aug 10, 2007
    Messages:
    2,969
    Location:
    England
    Don't think there was any more development? I know we haven't found it, but in S2 Final, except for one object change near the beginning, there were no modifications to any object or ring placements near the end (as in no sign post or any more placements to indicate there was an ending). You already know that, but incase anyone else didn't know and start going crazy looking for it...
     
    Last edited by a moderator: Sep 21, 2014
  19. ThomasThePencil

    ThomasThePencil resident psycho Member

    Joined:
    Jan 29, 2013
    Messages:
    910
    Location:
    the united states. where else?
    Perhaps the level itself was supposed to end by some other never-implemented means, kinda like Sky Chase and Death Egg? Perhaps the player was teleported by the Emeralds back to whatever level they were meant to go to next.
     
    Last edited by a moderator: Sep 21, 2014
  20. Clownacy

    Clownacy Retired Staff lolololo Member

    Joined:
    Aug 15, 2014
    Messages:
    1,016
    It was already brought up in an interview with the level's artist that there was mean to be some kind of long structure at the end. I don't remember the specifics, but I think it was like a straight cave formation or something. Someone brought up the possibility of Super Sonic flying through it as part of a cutscene where he gains his super form.


    But, er, speculation aside, the level was, at least at one point, meant to have an unusual hallway structure at the end, unlike most other stages (though Death Egg Zone does come to mind). Possibly an element of some end-of-level cutscene, which would be how the zone ends.
     
Thread Status:
Not open for further replies.