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Sonic the Hedgehog Pocket Adventure prototype Dated Oct 22, 1999

#16 User is offline Master Emerald 

Posted 12 January 2017 - 08:09 AM

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Not exactly, there are screenshots of that build, apparently yes, but there are other screens with alpha material, with green waterfalls and Motobug. So it was mostly 'prototype talk in general' back then.

Also songs with noticeable differences:

Knuckles Encounter (Cutscene): Extra/different beat before the loop
Mushroom Hill (Aquatic Relix 1): No echo on the main Lead, no harmonics added in some parts and different loop
Slot Machine Theme (Cosmic Casino Act 2): Lacks the intro, different stereo setup, different volumes, different backing harmony and completely different percussion

Other songs may also have differences but I couldn't point the out just by listening (just maybe some panning/volume changes). I intend to record wavs of the prototype tracks and try 'wave cancelling' with the final songs.

#17 User is offline ValleyBell 

Posted 13 January 2017 - 06:29 PM

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I didn't have much time to research the prototype yet, but extracted all sound data and collected offsets for level data. (I want to dump level maps later.)
I compared the music files of prototype and final version and these are my notes so far:
Spoiler

instrument IDs: If only the instrument IDs are different, the song should be the same, since IDs are shared with sound effects. (i.e. loading more or less SFX results in different instrument IDs)
minor song differences: There are minor differences in the song data, but overall the data is the same.
song differences: There are more or less commands/notes in the song, so all data is shifted.
Songs/SFX are using a bitstream-based format, so you need to decompress them before you can tell the exact differences.

I haven't looked at SFX yet, but they are ordered differently from the final.

#18 User is online Sparks 

Posted 13 January 2017 - 06:35 PM

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If you're dumping level maps, hopefully you can get the right palette for Gigantic Angels maps. The current rips of the final maps on the wiki have an incorrect background palette.

#19 User is offline Master Emerald 

Posted 15 January 2017 - 12:09 AM

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Also, the level layout - specially Gigantic Angel - is very unfinished!

EDIT:

So what we got is earlier than what we saw on the screenshots from before:

Posted Image

Far left: this proto
Middle: IGN's
Right: Final game.

They enlarged the boxes/platforms and made them easier to see with the yellow BG.
Cosmic Casino roulettes are non-existant in this version, so it's safe to say it's an Alpha.
This post has been edited by Master Emerald: 15 January 2017 - 12:48 AM

#20 User is offline Cooljerk 

Posted 15 January 2017 - 10:32 AM

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Was the puzzle piece added in the IGN proto then removed again in the final, or was it collected in both of those screenshots?

#21 User is offline ValleyBell 

Posted 15 January 2017 - 06:24 PM

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So, here we go.
SPA proto level maps, SPA final level maps
and the ripped data (incl. research notes, i.e. ROM offsets)

Obviously there are lots of objects missing in the proto. That is because all of the object IDs are shifted by 2 and I didn't have time to relocate all the sprites. (nor did I want to use the final's sprite data)
The first 2 objects seem to be a red and a yellow Motobug.
Also, there is no tile data for the two test levels at all. One pointer (test stage 1) is completely invalid and another one just points to Neo South Island 1's data.
However, all other data (palette, layout, even collision) is intact.
There is no level data for stage 7-2 (Chaotic Space) - it just points to the Aerobase level data.

#22 User is offline Master Emerald 

Posted 16 January 2017 - 05:57 AM

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Yes cooljerk, that was the case. There were no puzzle pieces at all in this proto

Thanks for thig Valleybell, so sadly tue old layout is lost from the GIF file is lost.

BTW, how did you set up SonLVL? for SPA? I think we'll be able to recreate the test levels looking at the tile ids collision and palette settings.
This post has been edited by Master Emerald: 16 January 2017 - 07:46 AM

#23 User is offline ValleyBell 

Posted 16 January 2017 - 04:16 PM

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SonLVL for SPA is a modification I worked on last year. It's what I used to make the palette changes in Sonic Pocket Winter. (I would've made level design changes if I'd be more creative.)
Setting up SonLVL SPA is basically just compiling SonLVL's SPA branch from the Sonic Retro GitHub and opening SPALVL.ini.
In order to fix the test levels, you'd need to edit the .ini so that it doesn't just use dummy.bin as tile tests for those levels. For the new tile sets I'd probably create files that contain just 7168 bytes of 00s.

btw: I just noticed that I screwed the puzzle parts up in the proto maps. I was loading a wrong file (01AF_29D8.spr instead of 0190_2758.spr), so they appear as the dummy question mark objects. But they actually exist in the proto!

Getting any of the objects to show up properly was tedious though. The object header format is a bit different (4-byte pointers in the proto, 3-byte pointers in the final) and the animation scripts seem to be slightly different too. (My animation viewer didn't work properly - now that I think of it, it might use 4-byte sprite pointers. SPA final uses 2-byte sprite pointers instead.)

#24 User is offline Master Emerald 

Posted 18 January 2017 - 10:08 AM

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Thanks. I will post my findings later on. I wont mess with SonLVL compiling as I never used Visual Studio, but I have about 90% of the level layout of Test Level 1 figured out.

EDIT:

Posted Image Posted Image Posted Image
This post has been edited by Master Emerald: 20 January 2017 - 12:23 PM

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