Pattern load cues modding (basic)

Discussion in 'Tutorials' started by SuperSayian Zrise, Jun 27, 2021.

  1. SuperSayian Zrise

    SuperSayian Zrise Newcomer Member

    Joined:
    May 10, 2021
    Messages:
    10
    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.
     

    Attached Files:

  2. Dragonightmare

    Dragonightmare The Dark Dragon Member

    Joined:
    Jan 31, 2021
    Messages:
    38
    Location:
    A place in italy
    Good but how did you maked yadrin displaying correctly? . I've tried for ballhog but it displayed ghz patterns. What i did wrong ?
     
    SuperSayian Zrise likes this.
  3. SuperSayian Zrise

    SuperSayian Zrise Newcomer Member

    Joined:
    May 10, 2021
    Messages:
    10
    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.
     
    Last edited: Jun 30, 2021
  4. TheInvisibleSun

    TheInvisibleSun Visible Member

    Joined:
    Jul 2, 2013
    Messages:
    371
    Location:
    Buffalo, NY, USA
    If it doesn't display correctly, then there is probably something wrong.