Sonic 1 - Changing Level Order

Discussion in 'Discussion and Q&A Archive' started by warr1or2, Oct 19, 2014.

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  1. warr1or2

    warr1or2 I AM CLG Member

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    My opinion, change lvl_ord.bin to in LevelOrder: to


    dc.w $0102
    dc.w $0002
    dc.w $2000
    dc.w $0000
    dc.w $0101
    dc.w $0102
    dc.w $0300
    dc.w $0502
    dc.w $0201
    dc.w $0202
    dc.w $0400
    dc.w $0000
    dc.w $0301
    dc.w $0302
    dc.w $0500
    dc.w $0000
    dc.w $0401
    dc.w $0402
    dc.w $0100
    dc.w $0000
    dc.w $0501
    dc.w $0103
    dc.w $0000
    dc.w $0000
    even

    I do mine this way & saves me from opening TranslHEXtion.

    I should also state $zzaa = first two bytes are Zone, Last 2 Are act.
     
  2. presto

    presto Raised from the dead... Member

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    I get it now, but doesn't change anything.
     
    Last edited by a moderator: Oct 19, 2014
  3. Painto

    Painto Arthurus Paintus Erinaceus Member

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    All you need to do is open with hex editor file "misc/lvl_ord.bin". You should see this:

    00 01 00 02 02 00 00 00 01 01 01 02 03 00 05 02
    02 01 02 02 04 00 00 00 03 01 03 02 05 00 00 00
    04 01 04 02 01 00 00 00 05 01 01 03 00 00 00 00Each 2 bytes is one act; first byte is zone number and the second one is act number. Act number are from 00 (act 1) to 03 (act 4) and the zones are as following: 00 - GHZ, 01 - LZ (0103 - SBZ3 in LZ), 02 - MZ, 03 - SLZ, 04 - SYZ and 05 - SBZ. 0000 - back to SEGA screen-So for example

    00 01 00 02 02 00 00 00meansGHZ1 -> GHZ2, GHZ2 -> GHZ3, GHZ3 -> MZ1, GHZ4 -> restart
     
    Last edited by a moderator: Oct 19, 2014
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  4. presto

    presto Raised from the dead... Member

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    Sadly, I still don' t get it.
     
  5. Painto

    Painto Arthurus Paintus Erinaceus Member

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    So you can do like in Sonic 2 disassembly. Find

    Code:
    LevelOrder:	incbin	misclvl_ord.bin
    		even
    And replace it with
    Code:
    LevelOrder:	
    		dc.w	green_hill_act_2	; GHZ1
    		dc.w	green_hill_act_3	; GHZ2
    		dc.w	marble_act_1		; GHZ3
    		dc.w	lvlord_sega		; GHZ4
    		
    		dc.w	labyrinth_act_2		; LZ1
    		dc.w	labyrinth_act_3		; LZ2
    		dc.w	star_light_act_1	; LZ3
    		dc.w	final_zone		; LZ4 (SBZ3)
    		
    		dc.w	marble_act_2		; MZ1
    		dc.w	marble_act_3		; MZ2
    		dc.w	spring_yard_act_1	; MZ3
    		dc.w	lvlord_sega		; MZ4
    		
    		dc.w	star_light_act_2	; SLZ1
    		dc.w	star_light_act_3	; SLZ2
    		dc.w	scrap_brain_act_1	; SLZ3
    		dc.w	lvlord_sega		; SLZ4
    		
    		dc.w	spring_yard_act_2	; SYZ1
    		dc.w	spring_yard_act_3	; SYZ2
    		dc.w	labyrinth_act_1		; SYZ3
    		dc.w	lvlord_sega		; SYZ4
    		
    		dc.w	scrap_brain_act_2	; SBZ1
    		dc.w	scrap_brain_act_3	; SBZ2
    		dc.w	lvlord_sega		; SBZ3 (FZ)
    		dc.w	lvlord_sega		; SBZ4
    		even
    Then above StartOfRom: add this:
    Code:
    lvlord_sega		= $0000
    green_hill_act_1	= $0000
    green_hill_act_2	= $0001
    green_hill_act_3	= $0002
    
    marble_act_1	= $0200
    marble_act_2	= $0201
    marble_act_3	= $0202
    		
    spring_yard_act_1	= $0400
    spring_yard_act_2	= $0401
    spring_yard_act_3	= $0402
    
    labyrinth_act_1		= $0100
    labyrinth_act_2		= $0101
    labyrinth_act_3		= $0102
    scrap_brain_act_3	= $0103
    		
    star_light_act_1	= $0300
    star_light_act_2	= $0301
    star_light_act_3	= $0302
    
    scrap_brain_act_1	= $0500
    scrap_brain_act_2	= $0501
    final_zone		= $0502
    
    And save. I don't tested it though, so if don't works - report.
     
    Last edited by a moderator: Oct 19, 2014
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  6. presto

    presto Raised from the dead... Member

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    Thank you so much!  :biggrin:

    P.S: This is great, I have 13 posts left.
     
  7. warr1or2

    warr1or2 I AM CLG Member

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    unless changing where to start the game i think it's somewhere in the LEVEL: code.
     
  8. Roxurface

    Roxurface Well-Known Member Member

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    For the record, if you are using the GitHub Sonic 1 disassembly, you will find this in "3A Got Through Card.ASM"
     
    Last edited by a moderator: Oct 24, 2014
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