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Proto:Sonic the Hedgehog 2 (Genesis)/Nick Arcade Prototype

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Download.png Download Sonic the Hedgehog 2 (Nick Arcade Prototype)
File: Sonic The Hedgehog 2 (Nick Arcade Prototype).bin (1 MB) (info)

The Nick Arcade Prototype of Sonic the Hedgehog 2 appears to be a very early build, with many visible remnants from Sonic 1 such as level names and music. It is very incomplete, with missing enemies, levels, and graphical glitches everywhere. However, the basic layouts for a few levels have been completed, and Tails has been implemented.

The prototype was sold to drx in cartridge form for $1,500 via a community effort, and was dumped and released to the public on November 7, 2006. It was given its name due to its similarity to a version of Sonic 2 that was showcased on the game show Nick Arcade — it appears to be very close to (if not exactly the same as) the version used on the show. A video from the show, more specifically the last taped episode, can be seen at right.

General Differences

An example of how screwy two-player mode is.
  • At this point in development, Tails is interdependent: Player 2 is able to control Tails, except Tails will also follow Sonic. Further, Tails cannot complete a level on his own, since the game only loads the goal sign when Sonic approaches it. If Tail's gets hurt, he can lose rings for sonic. The AI is also much simpler.
  • Two-player mode is even less complete, due to all sorts of odd glitches and not being enabled for every zone.
  • Invincibility doesn't show the star effect, though the music is still played. The music and invulnerability last until the end of the Act.
  • There is a mechanic where Sonic rebounds off walls if he runs into them at high speeds, using sprites that became unused by the Simon Wai prototype:

I get knocked down, but I get up again...

  • The spin dash is a work-in-progress, as Sonic and Tails can only charge it once; further, the sound for when Sonic spins in Sonic 1 is heard as there is not yet a specific sound effect for the spin dash.
  • The speed cap from Sonic 1 is still present.
  • Locking on this prototype with Sonic & Knuckles will unlock the full "Blue Sphere" game.
  • The timer resets to 9:00 before hitting 9:59, allowing the player to test stages for extended periods.
  • If Sonic and Tails are both hit at the same time, a overabundance of rings pop out of them regardless of how many rings they possess. (As long as the player has at least one ring.)
  • The screen doesn't scroll up or down when you look up or down for a certain period of time.
  • Jumping into a spring pointing down causes Sonic to use the dying animation while falling.
  • All three signposts were originally symmetrical. Only Robotnik's remained that way:
Nick Arcade Proto Later Protos & Final
Isn't Tails adorable? Now with 200% less symmetry!

Cheat Codes

  • Level Select - Up, Down, Down, Down, Down, Up, A + Start.
  • Two-Player Mode - On the Level Select, press B + Start on any level.
  • Debug Mode - C, C, Up, Down, Down, Down, Down, Up, A + Start. Debug can also be enabled using Game Genie code FFFFFA:0001. As with Sonic 1, C merely needs to be pressed twice before the final input of Up.
  • Debug Mode and Level Select - Up, Down, Down, Down, Down, Up, UDLR, Up, Down, Down, Down, Down, C, C, Up, A + Start. "UDLR" simply means to press any direction on the D-Pad to reset the cheat detection code. Unlike the final, where both Debug Mode and All Emeralds can be enabled by playing 19921124126 on the Level Select screen, the last Up of the Level Select code cannot "overlap" with the first Up of the Debug Mode code.

Title Screen

Get out of my way, Tails!

The title screen is different, with a particularly well-known design: not only does it appear in the later Simon Wai build, but it appears in the game's instruction manual. The latter instance has the 1-Player and 2-Player options, which would put it around Beta 4.

Zones

At this point in development, the game uses the zone names and music from Sonic 1.

Green Hill Zone

Believe it or not, I'm walking on air...
  • As you'd expect, it's Green Hill from Sonic 1...except now with broken collision due to a change from 256x256 tilemaps to 128x128 and glitched/missing graphics. The broken slope collision acts like a bottomless pit. (You can restore the collision with Game Genie code AA1A-CEAL + AA1A-CEFT + AA2A-CEB0 + AA2A-CEB6 + AA0T-CAG6 + AA1A-CAEC + AA1T-CAA2 + AA1T-CAF8 + AA2A-CADJ + AA2A-CADR + AA1T-DECG + AA1T-DEHN + AA2A-DECN.)
  • The S-bend tubes are broken as well, with the engine treating most of them as invisible barriers.
  • Act 3's boss has no camera lock, allowing Sonic to go back into the level.
  • All three Acts have different monitors than Sonic 1, showing that the pointers for the monitor types were changed early in development.
  • Crabmeat uses a lost sprite from Sonic 1.
  • The only badnik whose graphics remain intact is the Piranha, who just has a glitchy palette.
  • Tails cannot be harmed by spikes.

Marble Zone (Chemical Plant)

Second building from the left was the most notable difference.

The only other zone seen during the game's Nick Arcade appearances, the CPZ demo was visible in the background of several shots. Until the ROM was dumped, it was the only glimpse of its differences.

  • The background (which does not animate) has a pink tint rather than olive-green, which was probably changed to make CPZ feel more industrialized than it does here. The buildings are also shorter.
  • There are a few objects at the beginning of Act 1, including moving platforms and path swappers.
  • The bubble launchers are in place, but the bubbles themselves are not implemented yet.
  • Transportation tubes do not function properly, letting Sonic fall out to the floor/pit below.
  • The loops have their early diagonal corners but broken collision, making them impassible without debug.
  • Acts 2 and 3 are identical in layout, indicating that there wasn't much work completed at this point. They use the same ring layouts as GHZ Acts 2 and 3.
  • There is a prototype boss for this zone in the ROM, which can be found through hacking.

Spring Yard Zone (Hidden Palace)

Aaaand time to cry once again.

Perhaps the most interesting zone that was cut.

  • The level seems to have been worked on while the monitors were still using their Sonic 1 mappings, which explains why there is a Tails 1-up monitor early in Act 1.
  • There are dinosaur and bat badniks present here.
  • Various unused badniks can be placed with debug, including the piranha, Stego, Gator, and early Octus. Most have glitched sprites.
  • There is an emerald object which blocks a pipe to nowhere in Act 1. Many thought this was the Master Emerald due to being a large green emerald in a zone called Hidden Palace, but it was actually supposed to be a breakable object like the rocks in Hill Top.
  • If Sonic spindashes into the emerald, he'll drop into the pipe below it. This was fixed by the Simon Wai build.
  • If normally playing Act 1, it stops prematurely due to a slope which is far too steep to climb. If you use debug to go past it, there's a little more to see – including a non-functioning water slide.
  • Sonic's underwater palette is the same as Labyrinth Zone.
  • If you let the drowning countdown begin then jump out of the water, Labyrinth's music will play.
  • Acts 2 and 3 have not been worked on. Act 2 recycles object placement from GHZ Act 2.
  • Player 2 can control the water level by pressing Up and Down.

Labyrinth Zone (???)

What was this intended to be...?
  • Uses Chemical Plant's tiles, Labyrinth's rippling, and Marble's ring layouts...and it's completely broken. While there are some strips of "land" (garbage data), it is otherwise like Genocide City in the Simon Wai build.

Star Light Zone (Emerald Hill)

The *other* reason Melissa Joan Hart was envied.

The most complete zone in the prototype, and the only one playable without using the level select. On Nick Arcade, contestants played Act 1 and had to collect 25 rings in 30 seconds.

  • Tails is absent from the zone; considering Sonic loses rings when Tails gets hit, this was very likely done to help the players on Nick Arcade.
  • It, like the Simon Wai build, has the only complete Sonic 2 boss thus far. The boss' explosion graphics are from Sonic 1.
  • Both Acts have different layouts, with Act 1's even moreso.
  • Contains the unused charging snail enemy from the later Simon Wai prototype.
  • Spikes that hang from the ceiling don't hurt Sonic if he jumps up to touch them.

Scrap Brain Zone (Hill Top)

This is clearly not technological.
  • The background does not animate.
  • The lifts are not fully functional yet, and do not drop like later builds.
  • The lava acts like regular land (i.e., cannot harm you at all).
  • The catapults copy the center green orb for the weight instead of a flameless Sol, an element seen in a Sega Visions magazine preview:
Nick Arcade Prototype Later Prototypes/Final
Innocent enough... Seizure potential: Moderate
  • Act 1's layout is complete, but the playfield limit has not yet been changed from Sonic 1. As a result, the Act cannot be finished because there is a spin pipe leading to death.
  • Act 2 cannot be completed with Sonic, as the level event handler calls a Sonic 1 subroutine which no longer exists if you try to pass the midpoint, crashing the game. As the event handler is specifically looking for Sonic, however, Tails can complete the Act.
  • Act 3 - In Sonic 1, Scrap Brain Act 3 is actually Labyrinth Act 4. Labyrinth in this build is broken and uses Marble/Chemical Plant's graphics, so this level does too. The exit to Final Zone is still present, and can be activated by hugging the top of the level and moving to the right via Debug Mode.

Final Zone

Time to beat the Eggman, right? Uh...no.
  • Hill Top's graphics are used, but moving too far to the right crashes the game. The Sonic 1 object flags for the final boss (which was deleted) are still set, causing the game to read unusable code and lock up with a purple screen. Going left drops you over an edge to a dead end.
Hmmm...
To do:
What happens if you disable the object flags or re-add what was deleted?

Special Stage

  • The game crashes while loading due to bad pointers and missing art, but most of the code is based on the Sonic 1 Special Stage.

Unused Sprites

Hmmm...
To do:
There's almost certainly more.
Sprite Name Description
S2betaspring.png
Spring Monitor icon This is always loaded in the VRAM in the levels, but you never actually see it. Presumably, it would have worked like the Pogo Spring monitor in the much later Sonic Triple Trouble.
Sonic2pre hpzbg.png
Early HPZ background remains Used in an early version of the Hidden Palace background seen in a mock-up screenshot, but not in any real prototype.
(Source: Sonic Retro)

Object List/Source Code

A humongous object list can be found inside the ROM, along with some raw source code.

Object list:
01 - Sonic
02 - Tails
03 - Path swapper
04 - Water surface
05 - Tails's Tails
06 - Spiral loop (EHZ)
07 - Nothing
08 - Water splash
09 - Sonic (Special Stage)
0A - Drowning countdown number bubbles
0B - CPZ toppling platforms
0C - Odd platform (Moves slowly up & down)
0D - Signpost
0E - Sonic (Titlescreen)
0F - ?
10 - Blank
11 - Bridge
12 - Large green emerald (HPZ)
13 - HPZ Waterfall
14 - Seesaw (EHZ)
15 - Swinging platforms
16 - HTZ lift/elevator platforms
17 - ?
18 - EHZ moving platforms
19 - CPZ moving platforms
1A - HPZ crumbling platform
1B - Nothing
1C - HPZ glowing orb
1D - Nothing
1E - Ballhog enemy (Sonic 1)
1F - Crabmeat enemy (Sonic 1)
20 - Ball that Ballhog enemy throws (Sonic 1)
21 - HUD (Score, Time, Rings)
22 - Buzzbomber (Sonic 1)
23 - Buzzbomber's missile (Sonic 1)
24 - Monitor explosion
25 - Rings
26 - Monitors
27 - Enemy explosion
28 - Animals
29 - Points (Destroyed enemy)
2A - ?
2B - Chopper (Sonic 1)
2C - Jaws (Sonic 1)
2D - Nothing
2E - Monitor contents
2F - Nothing
30 - Nothing
31 - Nothing
32 - Nothing
33 - ?
34 - Sonic 1 title cards
35 - Nothing
36 - Spikes
37 - Rings that fly out of Sonic when he's hit
38 - Shield/Invincibility stars
39 - Game/Time over
3A - Leftover "SONIC GOT THROUGH" Titlecard
3B - Rock (GHZ)
3C - Smashable wall (GHZ)
3D - GHZ boss
3E - Capsule
3F - Explosion
40 - Motobug (GHZ)
41 - Spring
42 - Newtron
43 - Nothing
44 - Solid wall
45 - Nothing
46 - Nothing
47 - Bumper (Sonic 1)
48 - GHZ Boss's Ball
49 - EHZ Waterfall
4A - HPZ Octopus badnik (The unused Shoot and flee one)
4B - EHZ Buzzbomber
4C - HPZ Batbot
4D - Unused S2 Stegosaurus enemy (HPZ)
4E - HPZ Crocodile
4F - Dinobot (HPZ)
50 - HPZ Seahorse badnik
51 - HPZ Seahorse badnik (The unused one)
52 - HPZ Piranha
53 - Masher (EHZ)
54 - Snail (EHZ)
55 - ?
56 - ?
57 - EHZ Boss sub-object
58 - EHZ Boss sub-object
59 - Nothing
5A - Nothing
5B - Nothing
5C - Nothing
5D - Nothing
5E - Nothing
5F - Nothing
60 - Nothing
61 - Nothing
62 - Nothing
63 - Nothing
64 - Nothing
65 - Nothing
66 - Nothing
67 - Nothing
68 - Nothing
69 - Nothing
6A - Nothing
6B - Nothing
6C - Nothing
6D - Nothing
6E - Nothing
6F - Nothing
70 - Nothing
71 - Nothing
72 - Nothing
73 - Nothing
74 - Nothing
75 - Nothing
76 - Nothing
77 - Nothing
78 - Nothing
79 - Lamppost (Checkpoint)
7A - Nothing
7B - Nothing
7C - Nothing
7D - End of level hidden points
	addsym
	nolist
	include	"equ.lib"
	include	"macro.lib"
	list

	xref	colichgpat
	xref	ringpat,itempat,butapat,kanipat,hachipat,togepat
	xref	fishpat,fish2pat,mogurapat,shimapat2,jyamapat
	xref	musipat,sjumppat,kamerepat,arumapat,kagebpat,ballpat
	xref	firepat,fblockpat,signalpat,bobinpat,yoganpat,yogan2pat
	xref	usapat,yadopat,boxpat,bryukapat,daipat,break2pat,yogancpat
	xref	batpat,z5daipat,dai2pat,switch2pat,z4daipat
	xref	elevpat,pedalpat,steppat,funpat,sisoopat,hassyapat
	xref	brobopat,unipat,yaripat,udaipat,dai3pat,kazaripat,kassyapat
	xref	awapat,mizupat,boupat,benpat,fetamapat,mawarupat,hagurumapat
	xref	patapat,yukafpat,nokopat,dai4pat,doorpat,yukaepat,fire6pat
	xref	elepat,yukaipat,scolipat,imopat,savepat,bigringpat,btenpat
	xref	actionsub,actwkchk,frameout,playpat,dualmodesub
	xref	flicpat,usagipat,pengpat,azarpat,fbutapat,niwapat,risupat

	xref	kaitenpat,prodaipat,buranko0dpat
	xref	frntlitpat,gempat,wfallpat,pltfrmpat
	xref	takipat,banepat,dai00pat

	xref	redzpat,bfishpat,seahorsepat,horsepat
	xref	stegopat,wasppat,gatorpat,bbatpat,octpat,wfish2pat,snailpat

	xdef	edit

;------------------------------------------------------------------------------
edit:
	moveq	#0,d0
	move.b	editmode,d0
	move.w	edit_move_tbl(pc,d0.w),d1
	jmp	edit_move_tbl(pc,d1.w)
edit_move_tbl:
	dc.w	editinit-edit_move_tbl
	dc.w	editmove-edit_move_tbl
editinit:
	addq.b	#word,editmode
	move.w	scralim_up,editstack
	move.w	scralim_n_down,editstack2
	move.w	#$0000,scralim_up
	move.w	#$0720,scralim_n_down
	andi.w	#$07ff,playerwk+yposi
	andi.w	#$07ff,scra_v_posit
	andi.w	#$03ff,scrb_v_posit
	move.b	#0,patno(a0)
	move.b	#0,mstno(a0)
	cmpi.b	#spgamemd,gmmode
	bne.b	.jump0
*	move.b	#7-1,stageno
*	move.w	#$000,rotspd
*	move.w	#$000,rotdir
	moveq	#7-1,d0
	bra.b	.jump1
.jump0:
	moveq	#0,d0
	move.b	stageno,d0
.jump1:
	lea	edittbl,a2
	add.w	d0,d0
	adda.w	(a2,d0.w),a2
	move.w	(a2)+,d6
	cmp.b	editno,d6
	bhi.b	.jump
	move.b	#0,editno
.jump:
	bsr.w	editpatchg
	move.b	#12,edittimer
	move.b	#1,edittimer+1
editmove:
	moveq	#7-1,d0
	cmpi.b	#spgamemd,gmmode
	beq.b	.jump
	moveq	#0,d0
	move.b	stageno,d0
.jump:
	lea	edittbl,a2
	add.w	d0,d0
	adda.w	(a2,d0.w),a2
	move.w	(a2)+,d6
	bsr.w	editwalk
*	bsr.w	dirsprset
	jmp	actionsub
editwalk:
	moveq	#0,d4
	move.w	#1,d1
	move.b	swdata1+1,d4
	andi.w	#$0f,d4
	bne.b	.jump0
	move.b	swdata1,d0
	andi.w	#$0f,d0
	bne.b	.jump
	move.b	#12,edittimer
	move.b	#$0f,edittimer+1
	bra.w	.lend
.jump:
	subq.b	#1,edittimer
	bne.b	.jump1
	move.b	#1,edittimer
	addq.b	#1,edittimer+1
*	cmpi.b	#255,edittimer+1
	bne.b	.jump0
	move.b	#255,edittimer+1
.jump0:
	move.b	swdata1,d4
.jump1:
	moveq	#0,d1
	move.b	edittimer+1,d1
	addq.w	#1,d1
	swap	d1
	asr.l	#4,d1
	move.l	yposi(a0),d2
	move.l	xposi(a0),d3
	btst.l	#0,d4			*swdata+0
	beq.b	.jump2
	sub.l	d1,d2			*yposi
	bcc.b	.jump2
	moveq	#0,d2
.jump2:
	btst.l	#1,d4			*swdata+0
	beq.b	.jump3
	add.l	d1,d2			*yposi
	cmpi.l	#$7ff0000,d2
	bcs.b	.jump3
	move.l	#$7ff0000,d2
.jump3:
	btst.l	#2,d4			*swdata+0
	beq.b	.jump4
	sub.l	d1,d3			*xposi
	bcc.b	.jump4
	moveq	#0,d3
.jump4:
	btst.l	#3,d4			*swdata+0
	beq.b	.jump5
	add.l	d1,d3			*xposi
.jump5:
	move.l	d2,yposi(a0)
	move.l	d3,xposi(a0)
.lend:
	btst.b	#6,swdata1+0
	beq.b	.jump7
	btst.b	#5,swdata1+1		* c button check
	beq.b	.jump77
	subq.b	#1,editno
	bcc.b	.jump6
	add.b	d6,editno
	bra.b	.jump6
.jump77:
	btst.b	#6,swdata1+1
	beq.b	.jump7
	addq.b	#1,editno
	cmp.b	editno,d6
	bhi.b	.jump6
	move.b	#0,editno
.jump6:
	bra.w	editpatchg
.jump7:
	btst.b	#5,swdata1+1		* c button check
	beq.b	.jump8
	jsr	actwkchk
	bne.b	.worknai		;z=0:ok	z=1:no
	move.w	xposi(a0),xposi(a1)
	move.w	yposi(a0),yposi(a1)
	move.b	patbase(a0),actno(a1)
	move.b	actflg(a0),actflg(a1)
	move.b	actflg(a0),cddat(a1)
	andi.b	#$7f,cddat(a1)
	moveq	#0,d0
	move.b	editno,d0
	lsl.w	#3,d0
	move.b	4(a2,d0.w),userflag(a1)
	rts
.worknai:
.jump8:
	btst.b	#4,swdata1+1		* b button check
	beq.b	.jump9
	moveq	#0,d0
	move.w	d0,editmode
	move.l	#playpat,playerwk+patbase
	move.w	#$0780,playerwk+sproffset
	tst.w	dualmode		; dual mode check
	beq.b	.end
	move.w	#$0780/2,playerwk+sproffset
.end:
	move.b	d0,playerwk+mstno
	move.w	d0,xposi+2(a0)
	move.w	d0,yposi+2(a0)
	move.w	editstack,scralim_up
	move.w	editstack2,scralim_n_down
	cmpi.b	#spgamemd,gmmode
	bne.b	.jump9
*	clr.w	rotdir
*	move.w	#$040,rotspd
*	move.l	#playpat,playerwk+patbase
*	move.w	#$0780,playerwk+sproffset
	move.b	#02,playerwk+mstno
	bset.b	#cd_ball,playerwk+cddat
	bset.b	#cd_jump,playerwk+cddat
.jump9:
	rts
editpatchg:
	moveq	#0,d0
	move.b	editno,d0
	lsl.w	#3,d0
	move.l	0(a2,d0.w),patbase(a0)
	move.w	6(a2,d0.w),sproffset(a0)
	move.b	5(a2,d0.w),patno(a0)
*	move.b	4(a2,d0.w),userflag(a0)
	bsr.w	dualmodesub
	rts

dcblw	macro	\1,\2,\3,\4,\5
	dc.l	(\1)*$1000000+(\2)
	dc.w	(\4)+(\5)*$100
	dc.w	(\3)
	endm

edittbl:
	dc.w	edit1tbl-edittbl
	dc.w	edit2tbl-edittbl
	dc.w	edit3tbl-edittbl
	dc.w	edit4tbl-edittbl
	dc.w	edit5tbl-edittbl
	dc.w	edit6tbl-edittbl
	dc.w	edit7tbl-edittbl
edit1tbl:
	dc.w	14
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	kani_act,kanipat,$0400,0,$00		;3:
	dcblw	hachi_act,hachipat,$0444,0,$00		;4:
	dcblw	fish_act,fishpat,$0470,0,$00		;5:
	dcblw	toge_act,togepat,$04a0,0,$00		;6:
	dcblw	shima_act,shimapat2,$4000,0,$00		;7:
	dcblw	jyama_act,jyamapat,$66c0,0,$00		;8:
	dcblw	musi_act,musipat,$04e0,0,$00		;9:
	dcblw	sjump_act,sjumppat,$04a8,0,$00		;10:
	dcblw	kamere_act,kamerepat,$249b,0,$00	;11:
	dcblw	kageb_act,kagebpat,$434c,0,$00		;12:
	dcblw	save_act,savepat,$26bc,0,$01		;13:
	dcblw	colichg_act,colichgpat,$26bc,0,$00	;14:

edit2tbl:
edit3tbl:
;zone0d
	dc.w	07
	dcblw	ring_act,ringpat,$26bc,0,$00		;01:
	dcblw	item_act,itempat,$0680,0,$00		;02:
	dcblw	sjump_act,sjumppat,$04a8,0,$00		;03:
	dcblw	colichg_act,colichgpat,$07bc,0,$00	;04:
	dcblw	kaiten_act,kaitenpat,$e000,0,$00	;05:
	dcblw	prodai_act,prodaipat,$e418,0,$00	;06:
	dcblw	buranko_act,buranko0dpat,$2418,0,$08	;07:

edit4tbl:
;zone00
	dc.w	18
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	save_act,savepat,$047c,0,$01		;3:

	dcblw	colichg_act,colichgpat,$26bc,0,$00	;6:
	dcblw	taki_act,takipat,$23ae,0,$00		;7:
	dcblw	taki_act,takipat,$23ae,3,$02		;7:
	dcblw	shima_act,dai00pat,$4000,0,$01		;8:
	dcblw	shima_act,dai00pat,$4000,1,$0a		;8:
	dcblw	toge_act,togepat,$2434,0,$00		;10:
	dcblw	sisoo_act,sisoopat,$03ce,0,$00		;9:

	dcblw	sjump_act,banepat,$045c,0,$80		;3: banev
	dcblw	sjump_act,banepat,$0470,3,$90		;3: baneh
	dcblw	sjump_act,banepat,$045c,6,$a0		;3: banevr
	dcblw	sjump_act,banepat,$043c,7,$30		;3: bane45
	dcblw	sjump_act,banepat,$043c,10,$40		;3: bane45r

	dcblw	wasp_act,wasppat,$03e6,0,$00		;25   ""    ""
	dcblw	snail_act,snailpat,$0402,0,$00		;25   ""    ""
	dcblw	wfish2_act,wfish2pat,$041c,0,$00	;21   ""    ""



	dcblw	redz_act,redzpat,$0500,0,$00		;20: will change
	dcblw	bfish_act,bfishpat,$2530,0,$00		;21   ""    ""
	dcblw	seahorse_act,horsepat,$2570,0,$00	;22   ""    ""
	dcblw	skyhorse_act,horsepat,$2570,0,$00	;23   ""    ""
	dcblw	stego_act,stegopat,$23c4,0,$00		;24   ""    ""
	dcblw	wasp_act,wasppat,$032c,0,$00		;25   ""    ""
	dcblw	gator_act,gatorpat,$2300,0,$00		;26   ""    ""
	dcblw	bbat_act,bbatpat,$2350,0,$00		;27   ""    ""
	dcblw	oct_act,octpat,$238a,0,$00		;28   ""    ""

edit5tbl:
edit6tbl:
edit7tbl:
;zone08
	dc.w	15
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:

	dcblw	bgspr_act,frntlitpat,$e485,3,$21	;3:
	dcblw	wfall_act,wfallpat,$e415,4,$04		;4:
	dcblw	break_act,pltfrmpat,$4475,0,$00		;5:
	dcblw	colichg_act,colichgpat,$26bc,0,$00	;6:

	dcblw	redz_act,redzpat,$0500,0,$00		;20: will change
	dcblw	bfish_act,bfishpat,$2530,0,$00		;21   ""    ""
	dcblw	seahorse_act,horsepat,$2570,0,$00	;22   ""    ""
	dcblw	skyhorse_act,horsepat,$2570,0,$00	;23   ""    ""
	dcblw	stego_act,stegopat,$23c4,0,$00		;24   ""    ""
	dcblw	wasp_act,wasppat,$032c,0,$00		;25   ""    ""
	dcblw	gator_act,gatorpat,$2300,0,$00		;26   ""    ""
	dcblw	bbat_act,bbatpat,$2350,0,$00		;27   ""    ""
	dcblw	oct_act,octpat,$238a,0,$00		;28   ""    ""

;------------------------------------------------------------------------------
	align
;------------------------------------------------------------------------------
	end


edit2tbl:
	dc.w	25
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	sjump_act,sjumppat,$0523,0,$00		;3:
	dcblw	fish2_act,fish2pat,$2486,0,$08		;4:
	dcblw	mogura_act,mogurapat,$84a6,2,$00	;5:
	dcblw	yari_act,yaripat,$03cc,0,$00		;6:
	dcblw	yari_act,yaripat,$03cc,3,$02		;7:
	dcblw	box_act,boxpat,$43de,0,$00		;8:
	dcblw	switch2_act,switch2pat,$0513,0,$00	;9:
	dcblw	toge_act,togepat,$051b,0,$00		;10:
	dcblw	dai_act,udaipat,$43bc,0,$04		;11:
	dcblw	dai3_act,dai3pat,$43e6,0,$01		;12:
	dcblw	dai3_act,dai3pat,$43e6,1,$13		;13:
	dcblw	dai3_act,dai3pat,$43e6,0,$05		;14:
	dcblw	kazari_act,kazaripat,$443e,0,$00	;15:
	dcblw	dai3_act,dai3pat,$43e6,2,$27		;16:
	dcblw	dai3_act,dai3pat,$43e6,3,$30		;17:
	dcblw	kassya_act,kassyapat,$03f6,0,$7f	;18:
	dcblw	uni_act,unipat,$0467,0,$00		;19:
	dcblw	awa_act,awapat,$8348,19,$84		;20:
	dcblw	mizu_act,mizupat,$c259,2,$02		;21:
	dcblw	mizu_act,mizupat,$c259,9,$09		;22:
	dcblw	bou_act,boupat,$43de,0,$00		;23:
	dcblw	ben_act,benpat,$4328,0,$02		;24:
	dcblw	save_act,savepat,$26bc,0,$01		;25:

*	dcblw	dai4_act,dai4pat,$41f0,4,$80		;25:
edit3tbl:
	dc.w	18
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	hachi_act,hachipat,$0444,0,$00		;3:
	dcblw	toge_act,togepat,$051b,0,$00		;4:
	dcblw	sjump_act,sjumppat,$0523,0,$00		;5:
	dcblw	mfire_act,firepat,$0345,0,$00		;6:
	dcblw	fblock_act,fblockpat,$4000,0,$00	;7:
	dcblw	myogan_act,yoganpat,$63a8,0,$00		;8:
	dcblw	yogan2_act,yogan2pat,$63a8,0,$00	;9:
	dcblw	box_act,boxpat,$42b8,0,$00		;10:
	dcblw	yado_act,yadopat,$247b,0,$00		;11:
	dcblw	bryuka_act,bryukapat,$42b8,0,$00	;12:
	dcblw	dai_act,daipat,$02b8,0,$00		;13:
	dcblw	break2_act,break2pat,$62b8,0,$00	;14:
	dcblw	yoganc_act,yogancpat,$8680,0,$00	;15:
	dcblw	bat_act,batpat,$04b8,0,$00		;16:
	dcblw	imo_act,imopat,$24ff,0,$00		;17:
	dcblw	save_act,savepat,$26bc,0,$01		;18:
edit4tbl:
	dc.w	15
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	elev_act,elevpat,$4000,0,$00		;3:
	dcblw	break2_act,break2pat,$44e0,2,$00	;4:
	dcblw	shima_act,z4daipat,$4000,0,$00		;5:
	dcblw	pedal_act,pedalpat,$4000,0,$00		;6:
	dcblw	step_act,steppat,$4000,0,$00		;7:
	dcblw	fun_act,funpat,$43a0,0,$00		;8:
	dcblw	sisoo_act,sisoopat,$0374,0,$00		;9:
	dcblw	sjump_act,sjumppat,$0523,0,$00		;10:
	dcblw	mfire_act,firepat,$0480,0,$00		;11:
	dcblw	bgspr_act,hassyapat,$44d8,0,$00		;12:
	dcblw	brobo_act,brobopat,$0400,0,$00		;13:
	dcblw	uni_act,unipat,$2429,0,$00		;14:
	dcblw	save_act,savepat,$26bc,0,$01		;15:
edit5tbl:
	dc.w	15
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	toge_act,togepat,$051b,0,$00		;3:
	dcblw	sjump_act,sjumppat,$0523,0,$00		;4:
	dcblw	aruma_act,arumapat,$04b8,0,$00		;5:
	dcblw	signal_act,signalpat,$0000,0,$00	;6:
	dcblw	bobin_act,bobinpat,$0380,0,$00		;7:
	dcblw	kani_act,kanipat,$0400,0,$00		;8:
	dcblw	hachi_act,hachipat,$0444,0,$00		;9:
	dcblw	yado_act,yadopat,$247b,0,$00		;10:
	dcblw	shima_act,z5daipat,$4000,0,$00		;11:
	dcblw	dai2_act,dai2pat,$4000,0,$00		;12:
	dcblw	switch2_act,switch2pat,$0513,0,$00	;13:
	dcblw	imo_act,imopat,$24ff,0,$00		;14:
	dcblw	save_act,savepat,$26bc,0,$01		;15:
edit6tbl:
	dc.w	29
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	brobo_act,brobopat,$0400,0,$00		;3:
	dcblw	uni_act,unipat,$0429,0,$00		;4:
	dcblw	imo_act,imopat,$22b0,0,$00		;5:
	dcblw	buranko_act,fetamapat,$4391,2,$07	;6:
	dcblw	haguruma_act,hagurumapat,$c344,00,$e0	;7:
	dcblw	dai_act,daipat,$22c0,2,$28		;8:
	dcblw	switch2_act,switch2pat,$0513,0,$00	;9:
	dcblw	pata_act,patapat,$4492,0,$03		;10:
	dcblw	pata_act,yukafpat,$04df,0,$83		;11:
	dcblw	noko_act,nokopat,$43b5,0,$02		;12:
	dcblw	break2_act,break2pat,$43f5,0,$00	;13:
	dcblw	dai_act,daipat,$4460,3,$39		;14:
	dcblw	dai4_act,dai4pat,$22c0,0,$00		;15:
	dcblw	door_act,doorpat,$42e8,0,$00		;16:
	dcblw	dai4_act,dai4pat,$22c0,1,$13		;17:
	dcblw	noko_act,nokopat,$43b5,0,$01		;18:
	dcblw	dai4_act,dai4pat,$22c0,1,$24		;19:
	dcblw	noko_act,nokopat,$43b5,2,$04		;20:
	dcblw	dai4_act,dai4pat,$22c0,1,$34		;21:
	dcblw	yukae_act,yukaepat,$44c3,0,$00		;22:
	dcblw	fire6_act,fire6pat,$83d9,0,$64		;23:
	dcblw	fire6_act,fire6pat,$83d9,11,$64		;24:
	dcblw	ele_act,elepat,$047e,0,$04		;25:
	dcblw	yukai_act,yukaipat,$42f0,0,$00		;26:
	dcblw	scoli_act,scolipat,$8680,0,$11		;27:
	dcblw	buta_act,butapat,$2302,0,$04		;28:
	dcblw	save_act,savepat,$26bc,0,$01		;29:

*	dcblw	ring_act,playpat,$0780,50,$00		;28:
*	dcblw	usa_act,usapat,$0448,0,$00		;5:
*	dcblw	mawaru_act,mawarupat,$4348,16,$00	;7:

edit7tbl:
	dc.w	02	*13
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	ring_act,ringpat,$26bc,8,$00		;2:
*	dcblw	bobin_act,bobinpat,$0380,0,$00		;2:
*	dcblw	usagi_act,flicpat,$05a0,0,$0a		;3
*	dcblw	usagi_act,flicpat,$05a0,0,$0b		;4
*	dcblw	usagi_act,flicpat,$05a0,0,$0c		;5
*	dcblw	usagi_act,usagipat,$0553,0,$0d		;6
*	dcblw	usagi_act,usagipat,$0553,0,$0e		;7
*	dcblw	usagi_act,pengpat,$0573,0,$0f		;8
*	dcblw	usagi_act,pengpat,$0573,0,$10		;9
*	dcblw	usagi_act,azarpat,$0585,0,$11		;10
*	dcblw	usagi_act,fbutapat,$0593,0,$12		;11
*	dcblw	usagi_act,niwapat,$0565,0,$13		;12
*	dcblw	usagi_act,risupat,$05b3,0,$14		;13