Sonic the Hedgehog 2 (Sega Master System)/Notes

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Chip tiny.png The following article is a Notes Page for Sonic the Hedgehog 2 (Sega Master System).

End Post

Robotnik - nothing.
Ring - Adds 10 rings if multiple of 10.
Sonic - Adds 1 life if you lose 2 lives in the act.
Tails - Adds 1 continue if you finish the level on 77 rings without losing a life.

Levels

00 00 - UGZ1
00 01 - UGZ2
00 02 - UGZ3
01 00 - SHZ1
01 01 - SHZ2
01 02 - SHZ3
02 00 - ALZ1
02 01 - ALZ2
02 02 - ALZ3
03 00 - GHZ1
03 01 - GHZ2
03 02 - GHZ3
04 00 - GMZ1
04 01 - GMZ2
04 02 - GMZ3
05 00 - SEZ1
05 01 - SEZ2
05 02 - SEZ3
06 00 - CEZ1
06 01 - CEZ2
06 02 - CEZ3
07 00 - Credits
07 01 - Credits
07 02 - Credits
08 00 - SEZ1?
08 01 - SEZ2?
08 02 - SEZ3?
09 00 - Intro
09 01 - Title Screen
09 02 - Title Screen

Act Timer

0:20 or less = 300,000
0:21 = 250,000
0:22 = 200,000
0:23 = 150,000
0:24 = 100,000
0:25 = 90,000
0:26 = 80,000
0:27 = 70,000
0:28 = 60,000
0:29 = 50,000
0:30 to 0:59 = starts at 39,000 (0:30), decreases by 1,000 for every subsequent second until it reaches 10,000 (0:59)
1:00 to 9:58: 
If the seconds are between 0 and 49, the bonus is a sum of:
A minute-specific bonus which starts at 9,000 (1:00) and decreases by 1,000 for every subsequent minute until it reaches 1,000 (9:00)
A seconds-specific bonus which starts at 900 (0 to 4 seconds) and decreases by 100 every five seconds until it reaches 0 (45 to 49 seconds)
If the seconds are between 50 and 59, the bonus is always 100
9:59 = 50,000

Level Header

RM MA MA RL LL LL LW LW CD CD LH LH FW FW FH FH CW CW CH CH ?? ??

RM - ROM Bank for mappings. XX x $4000.
MA - Where the 32x32 mappings are located in little endian.
RL - ROM Bank for Level Layout. XX x $4000.
LL - Where the Level Layout is located in little endian.
LW - Level Width in tiles?
CD - Collision data?
LH - Level Height in tiles?
FW - Fixed camera width?
FH - Fixed camera height?
CW - Camera Width in pixels? first byte = every 1 pixel & second bite = every 256 pixels.
CH - Camera height in pixels? first byte = every 1 pixel & second bite = every 256 pixels.

Music

00 - Nothing
80 - Nothing
81 - ALZ
82 - UGZ
83 - GMZ
84 - CEZ
85 - GHZ
86 - SHZ
87 - SEZ
88 - Intro
89 - Boss
8A - Speed Shoes
8B - Invincibility
8C - End Level
8D - Death
8E - Continue
8F - Chaos Emerald
90 - Game Over
91 - Credits
92 - Unused Music
93 - Act Begin

SFX

94 - Boop
95 - Sonic Rolling
96 - Laser?
99 - Boop?
9A - Ring
9B - Rolling/In tube
9C - Spring
9D - Jump
9E - Enemy killed
9F - Lost rings
A0 - Sonic falling
A1 - Sonic screech
A2 - Timer
A3 - Post spin
A4 - Bubble
A5 - Splash
A6 - Extra Life
A7 - ???
A8 - Bouncing ball
A9 - Land in Minecart/Post lands
AA - Boss hit
AB - Minecart breaks
AC - Flames?
AD - Alternate splash?
AE - Flywheel
AF - Smashing blocks
B0 - Out of pipe
B1 - Bridge falling apart
B2 - Slice?
B3 - Ring