1. Load e3 proto in yabause emulator
2. Select spring valley level
3. As soon as the spring valley logo appears select memory edit from yabause debug menu (last option)
4. Press "goto address"
5. Enter value: 60B2BCC (copy & paste) + ok button
6. The cursor should be on a position with value 0500 (05 = ideya palace)
7. Click on that value and enter a new one (07 = strange pillar)
8. Close memory editor and wait for level to load
Tip: Create a save state on the select screen to be able to quickly change values
0500 0FFF 092B 0B40 1000 0000 0000 0080
| | x y z | | |
| ?? scale| z-rot
type y-rot
types
00: chip
01: ring
02: 90 degree ring corner
03: bumper
04; mare sign
05: ideya palace
06; star / bell
07: link ball -> unused pillar in e3 proto
08: mare sign reversed
09: paraloop powerup
0a: wind
0b: invisible blue chip
0c: switch (broken for sonic?)
0d: chip box
0e: drilldash powerup
0f: ring (second byte has to be > 0)
18 08: enemy (slug)
19 08: enemy (bird)
1a: enemy (sleeping bird)
1b: enemy
1c: -
1d: -
21; tree (2d)
22: small tree (2d)
23: windmill (2d) / christmas star (decoration?)
24: wiggling bush (2d)
25: wiggling bush 2 (2d)
26: sparkle effect for ground
27: greenish rock (3d)
28: yellow rock (3d)
29: blue rock (3d)
2a: rock bridge (3d)
2b: big rock thing (3d)
2c: big rock thing (3d)
2d: bumper
2e: water splash effect for ground
2f: spikes effect for ground?
30: -
31: -
32: - wiggling tree bush again (2d)
33: -
34: - waterfall rock
35: - BIG waterfall rock (the collision box so big that it could affect the spawn position and even teleport NiGHTS while flying)
36: - breaks the game (you get stuck on the loading screen)
37: - same as 36
38: - same as 36
39: - same as 36