NOTE: Sonic 1 Hivebrain (AS) 2005 version was used for the tutoral and sonlvl was also used. ok, so first find pattern load cues in the _inc folder in the disassembly folder. It Should look like this: Code: ; --------------------------------------------------------------------------- ; Pattern load cues - index ; --------------------------------------------------------------------------- dc.w PLC_Main-ArtLoadCues, PLC_Main2-ArtLoadCues dc.w PLC_Explode-ArtLoadCues, PLC_GameOver-ArtLoadCues dc.w PLC_GHZ-ArtLoadCues, PLC_GHZ2-ArtLoadCues dc.w PLC_LZ-ArtLoadCues, PLC_LZ2-ArtLoadCues dc.w PLC_MZ-ArtLoadCues, PLC_MZ2-ArtLoadCues dc.w PLC_SLZ-ArtLoadCues, PLC_SLZ2-ArtLoadCues dc.w PLC_SYZ-ArtLoadCues, PLC_SYZ2-ArtLoadCues dc.w PLC_SBZ-ArtLoadCues, PLC_SBZ2-ArtLoadCues dc.w PLC_TitleCard-ArtLoadCues, PLC_Boss-ArtLoadCues dc.w PLC_Signpost-ArtLoadCues, PLC_Warp-ArtLoadCues dc.w PLC_SpeStage-ArtLoadCues, PLC_GHZAnimals-ArtLoadCues dc.w PLC_LZAnimals-ArtLoadCues, PLC_MZAnimals-ArtLoadCues dc.w PLC_SLZAnimals-ArtLoadCues, PLC_SYZAnimals-ArtLoadCues dc.w PLC_SBZAnimals-ArtLoadCues, PLC_SpeStResult-ArtLoadCues dc.w PLC_Ending-ArtLoadCues, PLC_TryAgain-ArtLoadCues dc.w PLC_EggmanSBZ2-ArtLoadCues, PLC_FZBoss-ArtLoadCues ; --------------------------------------------------------------------------- ; Pattern load cues - standard block 1 ; --------------------------------------------------------------------------- PLC_Main: dc.w 4 dc.l Nem_Lamp ; lamppost dc.w $F400 dc.l Nem_Hud ; HUD dc.w $D940 dc.l Nem_Lives ; lives counter dc.w $FA80 dc.l Nem_Ring ; rings dc.w $F640 dc.l Nem_Points ; points from enemy dc.w $F2E0 ; --------------------------------------------------------------------------- ; Pattern load cues - standard block 2 ; --------------------------------------------------------------------------- PLC_Main2: dc.w 2 dc.l Nem_Monitors ; monitors dc.w $D000 dc.l Nem_Shield ; shield dc.w $A820 dc.l Nem_Stars ; invincibility stars dc.w $AB80 ; --------------------------------------------------------------------------- ; Pattern load cues - explosion ; --------------------------------------------------------------------------- PLC_Explode: dc.w 0 dc.l Nem_Explode ; explosion dc.w $B400 ; --------------------------------------------------------------------------- ; Pattern load cues - game/time over ; --------------------------------------------------------------------------- PLC_GameOver: dc.w 0 dc.l Nem_GameOver ; game/time over dc.w $ABC0 ; --------------------------------------------------------------------------- ; Pattern load cues - Green Hill ; --------------------------------------------------------------------------- PLC_GHZ: dc.w $B dc.l Nem_GHZ_1st ; GHZ main patterns dc.w 0 dc.l Nem_GHZ_2nd ; GHZ secondary patterns dc.w $39A0 dc.l Nem_Stalk ; flower stalk dc.w $6B00 dc.l Nem_PplRock ; purple rock dc.w $7A00 dc.l Nem_Crabmeat ; crabmeat enemy dc.w $8000 dc.l Nem_Buzz ; buzz bomber enemy dc.w $8880 dc.l Nem_Chopper ; chopper enemy dc.w $8F60 dc.l Nem_Newtron ; newtron enemy dc.w $9360 dc.l Nem_Motobug ; motobug enemy dc.w $9E00 dc.l Nem_Spikes ; spikes dc.w $A360 dc.l Nem_HSpring ; horizontal spring dc.w $A460 dc.l Nem_VSpring ; vertical spring dc.w $A660 PLC_GHZ2: dc.w 5 dc.l Nem_Swing ; swinging platform dc.w $7000 dc.l Nem_Bridge ; bridge dc.w $71C0 dc.l Nem_SpikePole ; spiked pole dc.w $7300 dc.l Nem_Ball ; giant ball dc.w $7540 dc.l Nem_GhzWall1 ; breakable wall dc.w $A1E0 dc.l Nem_GhzWall2 ; normal wall dc.w $6980 ; --------------------------------------------------------------------------- ; Pattern load cues - Labyrinth ; --------------------------------------------------------------------------- PLC_LZ: dc.w $B dc.l Nem_LZ ; LZ main patterns dc.w 0 dc.l Nem_LzBlock1 ; block dc.w $3C00 dc.l Nem_LzBlock2 ; blocks dc.w $3E00 dc.l Nem_Splash ; waterfalls and splash dc.w $4B20 dc.l Nem_Water ; water surface dc.w $6000 dc.l Nem_LzSpikeBall ; spiked ball dc.w $6200 dc.l Nem_FlapDoor ; flapping door dc.w $6500 dc.l Nem_Bubbles ; bubbles and numbers dc.w $6900 dc.l Nem_LzBlock3 ; block dc.w $7780 dc.l Nem_LzDoor1 ; vertical door dc.w $7880 dc.l Nem_Harpoon ; harpoon dc.w $7980 dc.l Nem_Burrobot ; burrobot enemy dc.w $94C0 PLC_LZ2: dc.w $C dc.l Nem_LzPole ; pole that breaks dc.w $7BC0 dc.l Nem_LzDoor2 ; large horizontal door dc.w $7CC0 dc.l Nem_LzWheel ; wheel dc.w $7EC0 dc.l Nem_Gargoyle ; gargoyle head dc.w $5D20 dc.l Nem_LzSonic ; Sonic holding his breath dc.w $8800 dc.l Nem_LzPlatfm ; rising platform dc.w $89E0 dc.l Nem_Orbinaut ; orbinaut enemy dc.w $8CE0 dc.l Nem_Jaws ; jaws enemy dc.w $90C0 dc.l Nem_LzSwitch ; switch dc.w $A1E0 dc.l Nem_Cork ; cork block dc.w $A000 dc.l Nem_Spikes ; spikes dc.w $A360 dc.l Nem_HSpring ; horizontal spring dc.w $A460 dc.l Nem_VSpring ; vertical spring dc.w $A660 ; --------------------------------------------------------------------------- ; Pattern load cues - Marble ; --------------------------------------------------------------------------- PLC_MZ: dc.w 9 dc.l Nem_MZ ; MZ main patterns dc.w 0 dc.l Nem_MzMetal ; metal blocks dc.w $6000 dc.l Nem_MzFire ; fireballs dc.w $68A0 dc.l Nem_Swing ; swinging platform dc.w $7000 dc.l Nem_MzGlass ; green glassy block dc.w $71C0 dc.l Nem_Lava ; lava dc.w $7500 dc.l Nem_Buzz ; buzz bomber enemy dc.w $8880 dc.l Nem_Yadrin ; yadrin enemy dc.w $8F60 dc.l Nem_Basaran ; basaran enemy dc.w $9700 dc.l Nem_Cater ; caterkiller enemy dc.w $9FE0 PLC_MZ2: dc.w 4 dc.l Nem_MzSwitch ; switch dc.w $A260 dc.l Nem_Spikes ; spikes dc.w $A360 dc.l Nem_HSpring ; horizontal spring dc.w $A460 dc.l Nem_VSpring ; vertical spring dc.w $A660 dc.l Nem_MzBlock ; green stone block dc.w $5700 ; --------------------------------------------------------------------------- ; Pattern load cues - Star Light ; --------------------------------------------------------------------------- PLC_SLZ: dc.w 8 dc.l Nem_SLZ ; SLZ main patterns dc.w 0 dc.l Nem_Bomb ; bomb enemy dc.w $8000 dc.l Nem_Orbinaut ; orbinaut enemy dc.w $8520 dc.l Nem_MzFire ; fireballs dc.w $9000 dc.l Nem_SlzBlock ; block dc.w $9C00 dc.l Nem_SlzWall ; breakable wall dc.w $A260 dc.l Nem_Spikes ; spikes dc.w $A360 dc.l Nem_HSpring ; horizontal spring dc.w $A460 dc.l Nem_VSpring ; vertical spring dc.w $A660 PLC_SLZ2: dc.w 5 dc.l Nem_Seesaw ; seesaw dc.w $6E80 dc.l Nem_Fan ; fan dc.w $7400 dc.l Nem_Pylon ; foreground pylon dc.w $7980 dc.l Nem_SlzSwing ; swinging platform dc.w $7B80 dc.l Nem_SlzCannon ; fireball launcher dc.w $9B00 dc.l Nem_SlzSpike ; spikeball dc.w $9E00 ; --------------------------------------------------------------------------- ; Pattern load cues - Spring Yard ; --------------------------------------------------------------------------- PLC_SYZ: dc.w 4 dc.l Nem_SYZ ; SYZ main patterns dc.w 0 dc.l Nem_Crabmeat ; crabmeat enemy dc.w $8000 dc.l Nem_Buzz ; buzz bomber enemy dc.w $8880 dc.l Nem_Yadrin ; yadrin enemy dc.w $8F60 dc.l Nem_Roller ; roller enemy dc.w $9700 PLC_SYZ2: dc.w 7 dc.l Nem_Bumper ; bumper dc.w $7000 dc.l Nem_SyzSpike1 ; large spikeball dc.w $72C0 dc.l Nem_SyzSpike2 ; small spikeball dc.w $7740 dc.l Nem_Cater ; caterkiller enemy dc.w $9FE0 dc.l Nem_LzSwitch ; switch dc.w $A1E0 dc.l Nem_Spikes ; spikes dc.w $A360 dc.l Nem_HSpring ; horizontal spring dc.w $A460 dc.l Nem_VSpring ; vertical spring dc.w $A660 ; --------------------------------------------------------------------------- ; Pattern load cues - Scrap Brain ; --------------------------------------------------------------------------- PLC_SBZ: dc.w $B dc.l Nem_SBZ ; SBZ main patterns dc.w 0 dc.l Nem_Stomper ; moving platform and stomper dc.w $5800 dc.l Nem_SbzDoor1 ; door dc.w $5D00 dc.l Nem_Girder ; girder dc.w $5E00 dc.l Nem_BallHog ; ball hog enemy dc.w $6040 dc.l Nem_SbzWheel1 ; spot on large wheel dc.w $6880 dc.l Nem_SbzWheel2 ; wheel that grabs Sonic dc.w $6900 dc.l Nem_SyzSpike1 ; large spikeball dc.w $7220 dc.l Nem_Cutter ; pizza cutter dc.w $76A0 dc.l Nem_FlamePipe ; flaming pipe dc.w $7B20 dc.l Nem_SbzFloor ; collapsing floor dc.w $7EA0 dc.l Nem_SbzBlock ; vanishing block dc.w $9860 PLC_SBZ2: dc.w $C dc.l Nem_Cater ; caterkiller enemy dc.w $5600 dc.l Nem_Bomb ; bomb enemy dc.w $8000 dc.l Nem_Orbinaut ; orbinaut enemy dc.w $8520 dc.l Nem_SlideFloor ; floor that slides away dc.w $8C00 dc.l Nem_SbzDoor2 ; horizontal door dc.w $8DE0 dc.l Nem_Electric ; electric orb dc.w $8FC0 dc.l Nem_TrapDoor ; trapdoor dc.w $9240 dc.l Nem_SbzFloor ; collapsing floor dc.w $7F20 dc.l Nem_SpinPform ; small spinning platform dc.w $9BE0 dc.l Nem_LzSwitch ; switch dc.w $A1E0 dc.l Nem_Spikes ; spikes dc.w $A360 dc.l Nem_HSpring ; horizontal spring dc.w $A460 dc.l Nem_VSpring ; vertical spring dc.w $A660 ; --------------------------------------------------------------------------- ; Pattern load cues - title card ; --------------------------------------------------------------------------- PLC_TitleCard: dc.w 0 dc.l Nem_TitleCard dc.w $B000 ; --------------------------------------------------------------------------- ; Pattern load cues - act 3 boss ; --------------------------------------------------------------------------- PLC_Boss: dc.w 5 dc.l Nem_Eggman ; Eggman main patterns dc.w $8000 dc.l Nem_Weapons ; Eggman's weapons dc.w $8D80 dc.l Nem_Prison ; prison capsule dc.w $93A0 dc.l Nem_Bomb ; bomb enemy (gets overwritten) dc.w $A300 dc.l Nem_SlzSpike ; spikeball (SLZ boss) dc.w $A300 dc.l Nem_Exhaust ; exhaust flame dc.w $A540 ; --------------------------------------------------------------------------- ; Pattern load cues - act 1/2 signpost ; --------------------------------------------------------------------------- PLC_Signpost: dc.w 2 dc.l Nem_SignPost ; signpost dc.w $D000 dc.l Nem_Bonus ; hidden bonus points dc.w $96C0 dc.l Nem_BigFlash ; giant ring flash effect dc.w $8C40 ; --------------------------------------------------------------------------- ; Pattern load cues - beta special stage warp effect ; --------------------------------------------------------------------------- PLC_Warp: dc.w 0 dc.l Nem_Warp dc.w $A820 ; --------------------------------------------------------------------------- ; Pattern load cues - special stage ; --------------------------------------------------------------------------- PLC_SpeStage: dc.w $10 dc.l Nem_SSBgCloud ; bubble and cloud background dc.w 0 dc.l Nem_SSBgFish ; bird and fish background dc.w $A20 dc.l Nem_SSWalls ; walls dc.w $2840 dc.l Nem_Bumper ; bumper dc.w $4760 dc.l Nem_SSGOAL ; GOAL block dc.w $4A20 dc.l Nem_SSUpDown ; UP and DOWN blocks dc.w $4C60 dc.l Nem_SSRBlock ; R block dc.w $5E00 dc.l Nem_SS1UpBlock ; 1UP block dc.w $6E00 dc.l Nem_SSEmStars ; emerald collection stars dc.w $7E00 dc.l Nem_SSRedWhite ; red and white block dc.w $8E00 dc.l Nem_SSGhost ; ghost block dc.w $9E00 dc.l Nem_SSWBlock ; W block dc.w $AE00 dc.l Nem_SSGlass ; glass block dc.w $BE00 dc.l Nem_SSEmerald ; emeralds dc.w $EE00 dc.l Nem_SSZone1 ; ZONE 1 block dc.w $F2E0 dc.l Nem_SSZone2 ; ZONE 2 block dc.w $F400 dc.l Nem_SSZone3 ; ZONE 3 block dc.w $F520 dc.l Nem_SSZone4 ; ZONE 4 block dc.w $F2E0 dc.l Nem_SSZone5 ; ZONE 5 block dc.w $F400 dc.l Nem_SSZone6 ; ZONE 6 block dc.w $F520 ; --------------------------------------------------------------------------- ; Pattern load cues - GHZ animals ; --------------------------------------------------------------------------- PLC_GHZAnimals: dc.w 1 dc.l Nem_Rabbit ; rabbit dc.w $B000 dc.l Nem_Flicky ; flicky dc.w $B240 ; --------------------------------------------------------------------------- ; Pattern load cues - LZ animals ; --------------------------------------------------------------------------- PLC_LZAnimals: dc.w 1 dc.l Nem_BlackBird ; blackbird dc.w $B000 dc.l Nem_Seal ; seal dc.w $B240 ; --------------------------------------------------------------------------- ; Pattern load cues - MZ animals ; --------------------------------------------------------------------------- PLC_MZAnimals: dc.w 1 dc.l Nem_Squirrel ; squirrel dc.w $B000 dc.l Nem_Seal ; seal dc.w $B240 ; --------------------------------------------------------------------------- ; Pattern load cues - SLZ animals ; --------------------------------------------------------------------------- PLC_SLZAnimals: dc.w 1 dc.l Nem_Pig ; pig dc.w $B000 dc.l Nem_Flicky ; flicky dc.w $B240 ; --------------------------------------------------------------------------- ; Pattern load cues - SYZ animals ; --------------------------------------------------------------------------- PLC_SYZAnimals: dc.w 1 dc.l Nem_Pig ; pig dc.w $B000 dc.l Nem_Chicken ; chicken dc.w $B240 ; --------------------------------------------------------------------------- ; Pattern load cues - SBZ animals ; --------------------------------------------------------------------------- PLC_SBZAnimals: dc.w 1 dc.l Nem_Rabbit ; rabbit dc.w $B000 dc.l Nem_Chicken ; chicken dc.w $B240 ; --------------------------------------------------------------------------- ; Pattern load cues - special stage results screen ; --------------------------------------------------------------------------- PLC_SpeStResult:dc.w 1 dc.l Nem_ResultEm ; emeralds dc.w $A820 dc.l Nem_MiniSonic ; mini Sonic dc.w $AA20 ; --------------------------------------------------------------------------- ; Pattern load cues - ending sequence ; --------------------------------------------------------------------------- PLC_Ending: dc.w $E dc.l Nem_GHZ_1st ; GHZ main patterns dc.w 0 dc.l Nem_GHZ_2nd ; GHZ secondary patterns dc.w $39A0 dc.l Nem_Stalk ; flower stalk dc.w $6B00 dc.l Nem_EndFlower ; flowers dc.w $7400 dc.l Nem_EndEm ; emeralds dc.w $78A0 dc.l Nem_EndSonic ; Sonic dc.w $7C20 dc.l Nem_EndEggman ; Eggman's death (unused) dc.w $A480 dc.l Nem_Rabbit ; rabbit dc.w $AA60 dc.l Nem_Chicken ; chicken dc.w $ACA0 dc.l Nem_BlackBird ; blackbird dc.w $AE60 dc.l Nem_Seal ; seal dc.w $B0A0 dc.l Nem_Pig ; pig dc.w $B260 dc.l Nem_Flicky ; flicky dc.w $B4A0 dc.l Nem_Squirrel ; squirrel dc.w $B660 dc.l Nem_EndStH ; "SONIC THE HEDGEHOG" dc.w $B8A0 ; --------------------------------------------------------------------------- ; Pattern load cues - "TRY AGAIN" and "END" screens ; --------------------------------------------------------------------------- PLC_TryAgain: dc.w 2 dc.l Nem_EndEm ; emeralds dc.w $78A0 dc.l Nem_TryAgain ; Eggman dc.w $7C20 dc.l Nem_CreditText ; credits alphabet dc.w $B400 ; --------------------------------------------------------------------------- ; Pattern load cues - Eggman on SBZ 2 ; --------------------------------------------------------------------------- PLC_EggmanSBZ2: dc.w 2 dc.l Nem_SbzBlock ; block dc.w $A300 dc.l Nem_Sbz2Eggman ; Eggman dc.w $8000 dc.l Nem_LzSwitch ; switch dc.w $9400 ; --------------------------------------------------------------------------- ; Pattern load cues - final boss ; --------------------------------------------------------------------------- PLC_FZBoss: dc.w 4 dc.l Nem_FzEggman ; Eggman after boss dc.w $7400 dc.l Nem_FzBoss ; FZ boss dc.w $6000 dc.l Nem_Eggman ; Eggman main patterns dc.w $8000 dc.l Nem_Sbz2Eggman ; Eggman without ship dc.w $8E00 dc.l Nem_Exhaust ; exhaust flame dc.w $A540 even Now, lets use the yadrin for green hill and not only spring yard. Code: ; --------------------------------------------------------------------------- ; Pattern load cues - Marble ; --------------------------------------------------------------------------- PLC_MZ: dc.w 9 dc.l Nem_MZ ; MZ main patterns dc.w 0 dc.l Nem_MzMetal ; metal blocks dc.w $6000 dc.l Nem_MzFire ; fireballs dc.w $68A0 dc.l Nem_Swing ; swinging platform dc.w $7000 dc.l Nem_MzGlass ; green glassy block dc.w $71C0 dc.l Nem_Lava ; lava dc.w $7500 dc.l Nem_Buzz ; buzz bomber enemy dc.w $8880 dc.l Nem_Yadrin ; yadrin enemy dc.w $8F60 dc.l Nem_Basaran ; basaran enemy dc.w $9700 dc.l Nem_Cater ; caterkiller enemy dc.w $9FE0 PLC_MZ2: dc.w 4 dc.l Nem_MzSwitch ; switch dc.w $A260 dc.l Nem_Spikes ; spikes dc.w $A360 dc.l Nem_HSpring ; horizontal spring dc.w $A460 dc.l Nem_VSpring ; vertical spring dc.w $A660 dc.l Nem_MzBlock ; green stone block dc.w $5700 Well, I'm gonna mention that weridly enough that pink head spiked enemy (yadrin) also is in marble but never placed. Code: dc.l Nem_Yadrin ; yadrin enemy dc.w $8F60 And, in the same dc.w. Anyway, copy that from here or your pattern load cues file if you want to do it yourself. Go to PLC_GHZ (NOT PLC_GHZ2) and copy the yadrin code over the chopper code. Code: dc.l Nem_Chopper ; chopper enemy dc.w $8F60 Now, go to the Sonic 1 2005 INI folder and open objGHZ and overwright it with this: Code: [11] codefile=GHZ/Bridge.cs codetype=S1ObjectDefinitions.GHZ.Bridge [15] codefile=GHZ/SwingingPlatform.cs codetype=S1ObjectDefinitions.GHZ.SwingingPlatform [17] codefile=GHZ/SpikedPole.cs codetype=S1ObjectDefinitions.GHZ.SpikedPole [18] xmlfile=GHZ/Platform.xml [1A] xmlfile=GHZ/CollapsingCliff.xml [1C] name=Bridge Stump art=../artnem/ghzbridg.bin mapasm=../_maps/obj11.asm frame=1 pal=2 subtypes=03 defaultsubtype=03 [1F] name=Crabmeat art=../artnem/crabmeat.bin mapasm=../_maps/obj1F.asm frame=0 pal=0 rememberstate=True [22] name=Buzz Bomber art=../artnem/buzzbomb.bin mapasm=../_maps/obj22.asm frame=0 pal=0 rememberstate=True [2B] name=Chopper art=../artnem/chopper.bin mapasm=../_maps/obj2B.asm frame=0 pal=0 rememberstate=True [3B] name=Purple rock art=../artnem/ghzrock.bin mapasm=../_maps/obj3B.asm frame=0 pal=3 [3C] xmlfile=GHZ/BreakableWall.xml [40] name=Moto Bug art=../artnem/motobug.bin mapasm=../_maps/obj40.asm frame=0 pal=0 rememberstate=True [50] name=Yadrin art=../artnem/yadrin.bin mapasm=../_maps/obj50.asm frame=0 pal=1 rememberstate=True [42] xmlfile=GHZ/Newtron.xml [44] xmlfile=GHZ/WallBarrier.xml [49] name=Waterfall sound effect debug=True Next is to open sonlvl and open sonlvl.ini and choose any act of green hill zone find the yadrin object and place it then save the act. Also, You need to make sure you saved all the asm and ini files you edited before you click that awsome build.bat. It should build without errors then play and enjoy! One more thing is that I recommend you remove all choppers from the one act or the whole zone because they wont look right.
Good but how did you maked yadrin displaying correctly? . I've tried for ballhog but it displayed ghz patterns. What i did wrong ?
I think there's nothing wrong its just is something that sometimes happens and my yadrin does not fully display correctly only most of it. Maybe you have to save or find space in ram or something like that because I am not the best at these problems. Edit: you may have to find the enemy you want in your zone and they both need the same dc.w dollar sign address. Because I wont recommend not using the already built in ones for one zone and replace one object with another.