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Proto:Sonic the Hedgehog 2 (Genesis)/Nick Arcade Prototype
| 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
- 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 Tails 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:
- 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. Funnily enough, the same behavior was resurrected for the GBA port of Sonic the Hedgehog (complete with non-specific sound effect).
- The spike damage behavior works the same way as it does in Sonic 1.
- 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 |
|---|---|
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
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
- 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 zone still uses the Sonic 1 style springs, where as all of the Sonic 2 levels already use the new spring type.
- The only badnik whose graphics remain intact is the Piranha, who just has a glitchy palette.
- A Tails Life Moniter is present as it is in Hidden Palace Zone.
- The spikes are the updated Sonic 2 variants and use the correct graphics (For the most part...) when seen in debug mode, but use glitchy graphics when placed or seen in normal gameplay.
- Tails cannot be harmed by spikes.
Marble Zone (Chemical Plant)
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 to act 1, 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.
- Some extra objects for Marble Zone in Sonic 1 are accessible via debug mode, but with corrupted tiles.
Spring Yard Zone (Hidden Palace)
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.
- All of the debug mode objects besides rings and moniters have broken previews.
- 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 (???)
- 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 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)
- 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 |
|---|---|
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- 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
- 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.
| 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
| To do: There's almost certainly more. |
| Sprite | Name | Description |
|---|---|---|
| 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. | |
| 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. |
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









