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  1. In Topic: More Sega Channel prototypes dumped.

    12 July 2017 - 03:20 PM

    View PostMcAleeCh, on 12 July 2017 - 07:32 AM, said:

    Amazing that it seems like fragments from a later build of Crackers are in there - wonder if any other fragments will be found and identified? It's fascinating to see evidence of more development on those mysterious top-down stages, whatever the hell they were intended to be.

    Has this discovery been added to the Wiki yet?


    It's not looking like there are any more Crackers leftovers sadly. Everything else that I was able to match belongs to other games. :(/>

    View PostICEknight, on 12 July 2017 - 07:59 AM, said:

    View Postevilhamwizard, on 11 July 2017 - 11:53 PM, said:

    I've encountered matches from Space Harrier II, a prototype of J. League Pro Striker 2, and Streets of Rage 3.
    Just wondering, how can you find that kind of matches?


    I took the final Yu Yu Hakusho ROM and did a hex binary comparison with the prototype to find where bytes were added/removed/changed between the two versions and discovered that all of the leftover data in the prototype is located where null padding data is supposed to go in the final. Using that as a guide for finding where the leftover data is located, I used a binary grep on an uncompressed ROM set folder with about 8-16 bytes from the suspected areas. In a few seconds I get a list of the ROMs that match the data, and I view the region in the resulting ROM(s) to double check. Every result matches the equivalent region in the Yu Yu Hakusho ROM (save for J. League and the later Crackers build).

    View PostLukyHRE, on 12 July 2017 - 03:01 PM, said:

    May I also ask how it's possible to find these things in an unrelated prototype game? I am aware this has happened before, but exactly how can data from proto game X from company A be found in proto game Z from company B? And in such (relatively speaking) good state? I don't know anything technical about dumping from cartidges, sorry if it's a dumb question.

    Amazing find, evilhamwizard!


    Various reasons. What's most likely in this case is that the individual responsible for either compiling the ROM or interweaving the EPROM binaries together to create a single ROM used a program that didn't release memory properly. So data from a previous ROM is kept in memory and inadvertently filled the regions of the Yu Yu Hakusho ROM that were meant to be padded with null bytes. This was most likely caused by someone who was responsible for managing the ROMs for Sega Channel and not the developer of Yu Yu Hakusho (Treasure).

    Another thing I forgot to mention. As I said before the ROM often pads itself with a prototype of J. League Pro Striker 2. However, the J. League Pro Striker 2 prototype leftovers are actually padded with Streets of Rage 3 (final) data in regions where padding for J.League is supposed to go. So it's kinda a leftover Inception.

    Here's what I got so far:

    Quote

    0x19084-0x1FFFF <- Space Harrier II leftover
    0x30A00-0x3A129 <- Space Harrier II leftover

    0xB8000-0xB90A8 <- J. League Pro Striker 2 (Prototype) might continue beyond if it's different
    0xF78C0-0xFFFFF <- J. League Pro Striker 2 (Prototype)

    //it seems that Streets of Rage 3 data is used as padding for the J. League Pro Striker 2 prototype leftovers, and
    //the J. League Pro Striker 2 prototype leftovers are being used as padding for the Yu Yu Hakusho ROM.
    0x11D1A0-0x1FFFFF <- Streets of Rage 3
    0x13EBC0-0x13FFFF <- J. League Pro Striker 2 (Prototype)
    0x154BC0-0x15FFFF <- Sonic Crackers (late build, Tails overworld sprite).
    0x174420-0x17FFFF <- Streets of Rage 3
    0x1984E0-0x19FFC1 <- J. League Pro Striker 2 (Prototype)
    0x19FFC2-0x19FFFF <- Streets of Rage 3
    0x1BBBDC-0x1BF2CB <- J. League Pro Striker 2 (Prototype)
    0x1BF2CC-0x1BFFFF <- Streets of Rage 3
    0x1DA720-0x1DFFFF <- Streets of Rage 3
    0x1F3040-0x1FFFFF <- Streets of Rage 3
  2. In Topic: More Sega Channel prototypes dumped.

    11 July 2017 - 11:53 PM

    Ready for something weird?

    Posted Image
    Yu Yu Hakusho: Makyou Toitsusen (June prototype)

    It turns out that stray YU_YU.GI file that was compressed was actually a prototype all along. The one and only file besides Kyuukai Douchuuki (maybe) that's actually a prototype. You can download the ROM from HPZ. There's a write up over at TCRF that lists some of the differences so far. One really interesting thing about the game is that it uses "Smooth Criminal" from the Mega Drive version of Moonwalker as a temp track for some of the songs! This is just like that Busytown Pico game prototype from the QA archive. This seems to be a test for the sound driver perhaps?


    But that's not the weirdest part. This ROM is littered with leftover data from various Mega Drive games. I've encountered matches from Space Harrier II, a prototype of J. League Pro Striker 2, and Streets of Rage 3. However, want to see something really weird?

    At 0x154BC0 and ending at 0x15FFFF you see this...

    Posted Image

    This was discovered by rabidabid from TCRF.

    Looks like the spin dash, assign Tails' palatte and get (from divingkataetheweirdo)...
    Posted Image

    Yeah, those are tiles from Sonic Crackers! But not just that, it's from a later build (probably from June perhaps?) because there are some new tiles here that wasn't in the older build. And because this appears halfway through this ROM, it seems that the Sonic Crackers ROM this data was from was 2MBytes, not 1MByte like the one we have. :)/>/>

    So there might be some more Crackers data sprinkles throughout the ROM.
  3. In Topic: More Sega Channel prototypes dumped.

    27 June 2017 - 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...
  4. In Topic: More Sega Channel prototypes dumped.

    27 June 2017 - 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.
  5. 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.

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