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  1. In Topic: More Sega Channel prototypes dumped.

    Yesterday, 09:49 PM

    It's definitely all GEMS music. There's only one song in the HOWARD folder, and comparing the bytes from the sequencing data (SBANK1.ASM) to my ROM set, it matches a song exclusively in Comix Zone (Beta). The kicker is that the main snare sample data (in DBANK1.ASM) matches the sample data in Sonic Spinball. It's definitely something from Howard Drossin.

    Garfield's not there, but we know the file name and that you could only play three levels. If the file name is a build date (1220) it was built after the actual retail release, interestingly enough (since it was assumed it was just a prototype version of the original, but this seems to imply that this was built specifically for Sega Channel). In fact many "test drive" games are usually just final ROMs with time limits set on them, so not every ROM had to be recompiled to be a test drive game. There were some really interesting ones that we saw, like Ecco Jr. which predated the retail release by at least 7 months. There were also some special Earthworm Jim (1) ROMs that were actually real time demos showing how to play the game, which only two were made. The other ROMs that were used for the service aren't in the archive, they all used to be compressed in a directory called "xsccomp". But maybe a backup was made somewhere...
  2. In Topic: More Sega Channel prototypes dumped.

    Yesterday, 04:07 PM

    HPZ is going to write an article on this soon. We are still researching all that was in there, but we identified all the playable ROMs at least.


    --------------------------------------------------
    A couple of unique Primal Rage ROMs:
    Posted Image
    Primal Rage (Test Drive)
    Primal Rage Showdown
    Primal Rage (Rental Version)

    The first is a series of ROMs that were used in an event to showcase the upcoming release of Primal Rage. An event was held starting August 1st to August 25th to allow subscribers to play a “Test Drive” version of Primal Rage in preparation for Primal Rage Showdown, an event that challenged players with a very tough fight for a chance to a win a Primal Rage arcade machine, along with 150 other prizes as well. The event was held on August 25th, and was followed by a rental version of Primal Rage with certain features cut that was only available for 24 hours. This version would also be used in subsequent months on Sega Channel as the main Primal Rage ROM.

    Posted Image
    Planet Message Quiz
    Included in the archive is a folder of ROMs used for the Japanese release of the service. The service in Japan would sometimes offer unique games that have not been released or seen since. One of these is a game called “Planet Message Quiz”, a quiz game created to educate players on the solar system. This is the first time this game has been offered since the service went live years ago and would've been lost since.

    Posted Image
    Nyuushi Chokuzen Check Nanmon Kimon Kiki Kaikai
    Another special exclusive Japan-only game released in the service. This quiz game seems to have been created to test cram school students in Japan to help them pass their exams. This is another game that has also never been offered since the service was live.


    Posted Image
    Kyuukai Douchuuki (Prototype)
    A possible prototype or second revision of Kyuukai Douchuuki was included in the archive for some reason. Out of all the games included in the archive (save for Primal Rage and the Sega Channel test ROMs), this was the only ROM that did not match the final released ROM. It only contains code differences, so we're not sure if it could be a prototype in disguise or just another revision (the header hasn't been changed to reflect this if it is).

    Posted Image
    Sega Channel Test ROMs
    Included in the archive were many test ROMs that tested various menus throughout 1995. Aside from having access to the games, each ROM is essentially a time capsule as to what the service offered that month to its subscribers.
    --------------------------------------------------


    All the other ROMs included either match the final or are non working (there were some game help test roms that didn't work, save for one). We're also working on documenting all of the game guides as well. We've been working on this for several days so please stay tuned.
  3. In Topic: SADX/SA1 Hacking/Modding

    19 June 2017 - 08:46 PM

    Another thing I forgot to mention. You can actually load up those event .prs with any character and any stage. The event file itself contains the dialog text, camera movement data, animation data, and code to make it work with the external functions in 1ST_READ. It's funny because when I initially loaded the event file it was just with Sonic on top of the Egg Carrier. When the animation of Amy looking up appeared (which the data is exclusive to this event file), it changed Sonic's mesh to Amy's for the duration of the animation. So there could be some unused assets (models, animation, etc) in the other event files that go unreferenced.

    Has anyone actually documented what each of the event .prs files correlate to? I wonder if there are any more events/cutscenes that go unused but are still included in the game, like this one.
  4. In Topic: The Supreme Topic of 'Other' Knowledge.

    19 June 2017 - 01:00 PM

    I guess I'll post this here too.



    A while back I mentioned that the original Japanese version released on the Dreamcast included an exclusive cutscene that goes unused (EV0134). This file was removed from every other version of the game. I managed to load it up by locating the table/struct that is responsible for the cutscene sequence after the title screen.

    As I mentioned before, I think this was meant to take place after Amy completes the Hedgehog Hammer and before she enters Hot Shelter, somehow. This doesn't make sense in the context of the scene I don't think. So this might've been originally the cutscene that plays when Amy completes the Hot Shelter (meaning there might've been no Tikal flash back at some point). Why they removed it is anyone's guess.
  5. In Topic: SADX/SA1 Hacking/Modding

    19 June 2017 - 12:53 PM

    I guess I'll post this here.



    A while back I mentioned that the original Japanese version released on the Dreamcast included an exclusive cutscene that goes unused (EV0134). This file was removed from every other version of the game. I managed to load it up by locating the table/struct that is responsible for the cutscene sequence after the title screen.

    As I mentioned before, I think this was meant to take place after Amy completes the Hedgehog Hammer and before she enters Hot Shelter, somehow. This doesn't make sense in the context of the scene I don't think. So this might've been originally the cutscene that plays when Amy completes the Hot Shelter (meaning there might've been no Tikal flash back at some point). Why they removed it is anyone's guess.

    Since this is the hacking thread, and I don't think it was mentioned before, the table for the cutscene sequence in the Japanese original is included at 0x8C1D6178 in 1ST_READ, and the function that specifically loads up the event file is at 0x8C04C73E. In the PC version, the table seems to be located at 0x913AE0 in sonic.exe. Each entry in the table is using a struct like this:

    data.w <- stage id
    data.w <- act id
    data.w <- character id
    data.w <- event id
    data.w <- param 1 (?)
    data.w <- param 2 (?)
    data.w <- param 2 (?)
    data.w <- null terminator (FFFF, seems to only be used in the Dreamcast version)

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