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SCHG How-to

Add Extra Characters To Sonic 2

From Sonic Retro

(Original guide by ManicRemix)
(Guide updated by ThomasSpeedrunner and JGMR)

I was very surprised that this guide didn't exist anywhere else. It seems like nowadays this is the "what everybody has in their hacks" type of thing. This guide will show you how to add extra characters to Sonic the Hedgehog 2 (16-bit). We will use the Xenowhirl/SVN/Hg/GitHub disassembly. In this guide, I will refer to Knuckles and Amy.

First, open up s2.asm. Search for "Obj_Index:".

You will see this (or something like it). Here's what you'll find if you're using the Xenowhirl/SVN disassembly:

; ===========================================================================
; ---------------------------------------------------------------------------
; OBJECT POINTER ARRAY ; object pointers ; sprite pointers ; object list ; sprite list
;
; This array contains the pointers to all the objects used in the game.
; The item in the comment is the hex pointer index value used by the game
; (and our hacking guides) to reference an object.
; ---------------------------------------------------------------------------
Obj_Index: ; ObjPtrs: ; loc_1600C:
        dc.l Obj01	; Sonic
	dc.l Obj02	; Tails
	dc.l Obj03	; Collision plane/layer switcher
	dc.l Obj04	; Surface of the water
	dc.l Obj05	; Tails' tails
	dc.l Obj06	; Rotating cylinder in MTZ, twisting spiral pathway in EHZ
	dc.l Obj07	; Oil in OOZ
	dc.l Obj08	; Water splash in Aquatic Ruin Zone, Spindash dust
	dc.l Obj09	; Sonic in Special Stage
	dc.l Obj0A	; Small bubbles from Sonic's face while underwater...

And it will go on in this format. If you're using the Hg/GitHub disassembly, it may look like this:

; ===========================================================================
; ---------------------------------------------------------------------------
; OBJECT POINTER ARRAY ; object pointers ; sprite pointers ; object list ; sprite list
;
; This array contains the pointers to all the objects used in the game.
; ---------------------------------------------------------------------------
Obj_Index: ; ObjPtrs: ; loc_1600C:
ObjPtr_Sonic:		dc.l Obj01	; Sonic
ObjPtr_Tails:		dc.l Obj02	; Tails
ObjPtr_PlaneSwitcher:	dc.l Obj03	; Collision plane/layer switcher
ObjPtr_WaterSurface:	dc.l Obj04	; Surface of the water
ObjPtr_TailsTails:	dc.l Obj05	; Tails' tails
ObjPtr_Spiral:		dc.l Obj06	; Rotating cylinder in MTZ, twisting spiral pathway in EHZ
ObjPtr_Oil:		dc.l Obj07	; Oil in OOZ
ObjPtr_SpindashDust:
ObjPtr_Splash:		dc.l Obj08	; Water splash in Aquatic Ruin Zone, Spindash dust
ObjPtr_SonicSS:		dc.l Obj09	; Sonic in Special Stage
ObjPtr_SmallBubbles:	dc.l Obj0A	; Small bubbles from Sonic's face while underwater...

And it will go on in this format. Now, search for "dc.l ObjNull". Replace these lines:

	dc.l ObjNull	; Obj4C
	dc.l ObjNull	; Obj4D

with this. For the Xenowhirl/SVN disassemblies, you should have this:

        dc.l Obj4C	; Knuckles
	dc.l Obj4D	; Amy

For the Hg/GitHub disassemblies, this is how it should look like:

ObjPtr_Knuckles:	dc.l Obj4C	; Knuckles
ObjPtr_Amy:			dc.l Obj4D	; Amy

You've now created a Knuckles object and an Amy object. These are the object IDs that will be used for your two new characters.

Next, search for "InitPlayers:". You will see this (or something like it). Here's what you'll find if you're using the Xenowhirl/SVN disassembly:

 
InitPlayers_TailsAlone:
	move.b	#2,(MainCharacter).w ; load Obj02 Tails object at $FFFFB000
	move.b	#8,(Tails_Dust).w ; load Obj08 Tails' spindash dust/splash object at $FFFFD100
	addi.w	#4,(MainCharacter+y_pos).w
	rts 

If you're using the Hg/GitHub disassembly, it may look like this:

 
InitPlayers_TailsAlone:
	move.b	#ObjID_Tails,(MainCharacter+id).w ; load Obj02 Tails object at $FFFFB000
	move.b	#ObjID_SpindashDust,(Tails_Dust+id).w ; load Obj08 Tails' spindash dust/splash object at $FFFFD100
	addi_.w	#4,(MainCharacter+y_pos).w
	rts 

Now, below:

InitPlayers_TailsAlone:

add

	subq.w	#1,d0
	bne.s	InitPlayers_KnuxAlone ; branch if this is a Knuckles alone game

Now, below the "rts", add the following. It should look like this for Xenowhirl/SVN disassemblies:

InitPlayers_KnuxAlone:
	subq.w	#1,d0
	bne.s	InitPlayers_AmyAlone ; branch if this is an Amy alone game
	move.b	#$4C,(MainCharacter).w
	move.b	#8,(Sonic_Dust).w
	rts

InitPlayers_AmyAlone:
	move.b	#$4D,(MainCharacter).w
	move.b	#8,(Sonic_Dust).w
	rts

Or this for Hg/GitHub disassemblies:

InitPlayers_KnuxAlone:
	subq.w	#1,d0
	bne.s	InitPlayers_AmyAlone ; branch if this is an Amy alone game
	move.b	#ObjID_Knuckles,(MainCharacter+id).w
	move.b	#ObjID_SpindashDust,(Sonic_Dust+id).w
	rts

InitPlayers_AmyAlone:
	move.b	#ObjID_Amy,(MainCharacter+id).w
	move.b	#ObjID_SpindashDust,(Sonic_Dust+id).w
	rts

Now, to actually set up the characters. We'll show you two methods, one for the Xenowhirl/SVN disassembly and one for the Hg/GitHub disassembly. We'll start with the Xenowhirl/SVN disassembly first, but if you're using the Hg/GitHub disassembly, you can skip the following and move on to the Hg/GitHub disassembly section.

First, search for "word_917A:", and replace "dc.w $2FF" with "dc.w $4FF". The number you put there will represent the number of characters you have. This is "Sonic", "Tails", "Amy", & "Knuckles".

Next, search for "off_92DE:", and below "byte_981C", add "dc.l byte_KTEA", and "dc.l byte_AYRE".

Now search for "byte_981C: dc.b $E,"TAILS ALONE "", and below it add

byte_KTEA:	dc.b  $E,"KNUCKLES ALONE  "
byte_AYRE:	dc.b  $E,"AMY ALONE       "

Now, the next method is for the Hg/GitHub disassemblies. Go to s2.constants.asm. Find this line:

ObjID_Buzzer =			id(ObjPtr_Buzzer)		; 4B

And insert this under it:

ObjID_Knuckles =			id(ObjPtr_Knuckles)		; 4C
ObjID_Amy =			id(ObjPtr_Amy)		; 4D

Next, go to "OptionScreen_Choices:", and find this line:

	dc.l (3-1)<<24|(Player_option&$FFFFFF)

Change the 3 to a 5. This will allow for Knuckles and Amy player options. Now go here:

off_92D2:
	dc.l TextOptScr_SonicAndMiles
	dc.l TextOptScr_SonicAlone
	dc.l TextOptScr_MilesAlone

And add this under it:

	dc.l TextOptScr_KnuxAlone
	dc.l TextOptScr_AmyAlone

Now, head here:

off_92DE:
	dc.l TextOptScr_SonicAndTails
	dc.l TextOptScr_SonicAlone
	dc.l TextOptScr_TailsAlone

Add the same two lines as before under:

	dc.l TextOptScr_TailsAlone

Now find this:

TextOptScr_TailsAlone:		menutxt	"TAILS ALONE    "	; byte_981C:

And add this below it:

TextOptScr_KnuxAlone:		menutxt	"KNUCKLES ALONE "
TextOptScr_AmyAlone:		menutxt	"AMY ALONE      "

And there you have it! You now have two new characters. Now you will need to make new sprites, palette, and code for them to work. A good starting point would be to copy and paste Sonic's code into a new ASM file and change the labels so that you don't get "symbol double defined" errors. Happy hacking!

SCHG How-To Guide: Sonic the Hedgehog 2 (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix Super Sonic Bugs | Use Correct Height When Roll Jumping | Fix Jump Height Bug When Exiting Water | Fix Screen Boundary Spin Dash Bug | Correct Drowning Bugs | Fix Camera Y Position for Tails | Fix Tails Subanimation Error | Fix Tails' Respawn Speeds | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix Rexon Crash | Fix Monitor Collision Bug | Fix EHZ Deformation Bug | Correct CPZ Boss Attack Behavior | Fix Bug in ARZ Boss Arrow's Platform Behavior | Fix ARZ Boss Walking on Air Glitch | Fix ARZ Boss Sprite Behavior | Fix Multiple CNZ Boss Bugs | Fix HTZ Background Scrolling Mountains | Fix OOZ Launcher Speed Up Glitch | Fix DEZ Giant Mech Collision Glitch | Fix Boss Deconstruction Behavior | Fix Speed Bugs | Fix 14 Continues Cheat | Fix Debug Mode Crash | Fix 99+ Lives | Fix Sonic 2's Sega Screen
Design Choices
Remove the Air Speed Cap | Disable Floor Collision While Dying | Modify Super Sonic Transformation Methods & Behavior | Enable/Disable Tails in Certain Levels | Collide with Water After Being Hurt | Retain Rings When Returning at a Star Post | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Insert LZ Water Ripple Effect | Restore Lost CPZ Boss Feature | Prevent SCZ Tornado Spin Dash Death | Improve ObjectMove Subroutines | Port S3K Rings Manager | Port S3K Object Manager | Port S3K Priority Manager | Edit Level Order with ASM‎ | Alter Ring Requirements in Special Stages | Make Special Stage Characters Use Normal DPLCs | Speed Up Ring Loss Process | Change spike behaviour in Sonic 2
Adding Features
Create Insta-kill and High Jump Monitors | Create Clone and Special Stage Monitors | Port Knuckles
Sound Features
Expand Music Index to Start at $00 | Port Sonic 1 Sound Driver | Port Sonic 2 Clone Driver | Port Sonic 3 Sound Driver | Port Flamewing's Sonic 3 & Knuckles Sound Driver | Expand the Music Index to Start at $00 (Sonic 2 Clone Driver Version) | Play Different Songs Per Act
Extending the Game
Extend the Level Index Past $10 | Extend the Level Select | Extend Water Tables | Add Extra Characters | Free Up 2 Universal SSTs


|Add Extra Characters To Sonic 2]]