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New stuff found in the S2 proto ROM

Discussion in 'Engineering & Reverse Engineering' started by ICEknight, Oct 13, 2004.

  1. ICEknight

    ICEknight

    Researcher Researcher
    You might have wondered about the reason why they originally made the graphics for Sonic's running legs separated from his body. Well, it looks like he was supposed to have different running animations when he's running much faster than normal (just like happens with Tails), and these animations show the same graphics only differently mapped.

    The lost animations just move Sonic's body away from his legs, making Sonic look like he's indeed trying to run faster. Just replace "FF3C3D3E3FF" in the Sonic 2 prototype ROM with "FF40414243FF" (animation 2) or "FF44454647FF" (animation 3) to see them in action.
     

    Attached Files:

  2. Syren

    Syren

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    Wow, and anyone would have thought the beta was sucked dry! Nice one IceKnight!

    What offset would I go to to enter that?
     
  3. Wetflame

    Wetflame

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    Does this explain the weird "skidding" animation I wonder?
     
  4. McAleeCh

    McAleeCh

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    0x10D00

    Or just search for the values ICEknight gave; it's the only instance of that particular string in the entire ROM. =P
     
  5. Syren

    Syren

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    Why tank 'oo Knuckles Prower.

    Sweet!
     
  6. Kama

    Kama

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    Sort of like how he runs in Sonic CD. When he reaches a specific point in speed his sprite changes.

    Nice find, ICEknight
     
  7. OMG that is so cool! They should have used this. Exelent find ICEknight!
     
  8. Lostgame

    Lostgame

    producer/turnablist. homebrew dev. cosplayer. Oldbie
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    Wow! That's awesome! I think everyone thought the ROM was squeezed totally dry! Kudos on a new discovery!
     
  9. LOst

    LOst

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    Cool. A new find. Congratulations!


    However you didn't say who found this.... If it comes from a trusty source I believe this is true. Else it can be a hack or a hoax
     
  10. Rika Chou

    Rika Chou

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    Lost, Iceknight explains how to make this happen in the Sonic 2 b ROM. So obviously it's not a hack, or a hoax.
     
  11. LOst

    LOst

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    Well, it is a hack and today people can change instructions to make Sonic do whatever wierd things.
     
  12. voice

    voice

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    Heh, well the offset was found, but when I did a search for FF3C3D3E3FFFFFFFFFFFFFFFFFFF HexWorkshop turned up nothing. *Sigh* I guess its because I'm not a real big user of Hex editing software so I don't fully understand how to use it <_<
     
  13. LOst

    LOst

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    First you have to search in the BIN, not the SMD :P

    And second, you are 80% in risk at spelling the hex numbers wrong when searching, so try again and again.
     
  14. voice

    voice

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    Ah, damn file formats.

    spelling? no no no LOst, I cheat and use ctrl+c/ctrl+v :D
     
  15. When I tryed that, it said invalid format or some shit. I had to type it in myself. I'm using XVI32 and it doesn't like strings like that, it likes spaces, but it wants to put it's own spaces in, but not when you paste something. It's bitchy.
     
  16. Jayenkai

    Jayenkai

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    I used XVI32, too. Yes, it's bitchy, and when searching the .bin file, it couldn't find the specified string.
    <shrugs>
    I gave up.

    But yeah, Lost is right in saying this could simply be someone's hack. Any proof that this was in there to begin with?
     
  17. McAleeCh

    McAleeCh

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    Apparently, ICEknight found it while documenting the animations format for the Sonic games. I Copy-pasted his post from SCARZ, to save him the trouble:

    So, while the animation frames themselves are real, there seems to be no existing animation that actually uses them; hence why it is nessecary to replace an existing animation's frame list to view them ingame. In essence, it is a short hack that merely enables people to easily view the lost animation frames found in the ROM in a situation that they most likely would have been used in.

    As well as clearing up, finally, why the sprite was designed to have the legs as a seperate sprite.
     
  18. ICEknight

    ICEknight

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    oops, I'm late

    What he said. :P
     
  19. ICEknight

    ICEknight

    Researcher Researcher
    I found it myself. :P

    Just make a savestate with Sonic waiting in his very first animation frame and change that animation to:

    Code (Text):
    1. 000102030405060708090A0B0C0D0E0F
    2. 101112131415161718191A1B1C1D1E1F
    3. 202122232425262728292A2B2C2D2E2F
    4. 303132333435363738393A3B3C3D3E3F
    5. 404142434445464748494A4B4C4D4E4F
    6. 505152535455565758595A5B5C5D5E5F
    7. 606162636465666768696A6B6C6D6E6F
    8. 707172737475767778797A7B7C7D7E7F
    9. 808182838485868788898A8B8C8D8E8F
    10. 909192939495969798999A9B9C9D9E9F
    11. A0A1A2A3A4A5A6FF
    You'll see all the animation frames, Sonic 3 Debug style.


    On second thought, I think it looks more like Sonic actually had three different running animations depending on his speed, with 4 frames each rather than just having a second one with 8 frames (even though it looks kinda cool).



    About the frame lists, I've noticed there's a leftover from a previous Sonic 2 build in the Floating animation (which is always 0E):
    Code (Text):
    1. 079496FF
    They forgot to change the frame numbers for the newest graphics set at that time. Not that they were actually going to be used anyway...

    EDIT:
    Of course it's a hack since I'm telling you to modify the ROM...