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New stuff found in the S2 proto ROM Alternate running animations for Sonic

#16 User is offline Jayenkai 

Posted 14 October 2004 - 02:21 AM

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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 User is offline McAleeCh 

Posted 14 October 2004 - 08:18 AM

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Jayenkai, on Oct 14 2004, 02:21 AM, said:

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

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:

[email protected], on Oct 13 2004, 09:23 PM, said:

Spindash54, on Oct 13 2004, 08:07 PM, said:

Ice, how do you find the hex location for things like this and know what to replace them with?


First of all, I had to find the frame lists for Sonic's animations (I think the frames are just numbered 01,02, etc in the same order you can find them inside the ROM), then I just found out that the frames following those for the running animation were a little different and weren't used anywhere.

The rest of Sonic's lost graphics also have their own mappings, and some have their own animations even though they're never accessed (although they could be the key to find their real use). This also happens in Sonic 1, where you can find lost animations such as "jumping on the victory pose", or "shrinking". All of these animations are stored one after another, and there's also a couple of FFFF values possibly indicating some empty lost animations.

Here's what I've found regarding Sonic's animations:

SONIC OBJECT ANIMATIONS
Documented by ICEknight

First value designates the speed.

Last values:
FF	Repeats animation from beginning
FExx	Repeats 'xx' last frames
FDxx	Returns to 'xx' animation


Sonic The Hedgehog
==================
ADRESS: 013B86

00	Walk  	FF08090A0B0607FF
01	Run  	FF1E1F2021FFFF
02	Spin  	FFFE2E2F303132FF
03	Fast spin  FFFE2E2F32303132FF
04	Push  	FD45464748FF
	?  	FFFF
05	Wait  	17010101010101010101010101030202020304FE02
06	Ledge  	001F3A3BFF
07	Look up  	3F05FF
08	Look down  003F39FF
09	Horizontal oval  003F33FF
0A	Diagonal oval  003F34FF
0B	Vertical oval  003F35FF
0C	Diagonal oval 2  003F36FF
0D	Skid  	00073738FF
0E	Float  	073C3FFF
0F	Float & rotate  073C3D533E54FF
10	Spring  	002F40FD00
11	Grabbing pole  044142FF
12	Victory pose  0F434343FE01
13	Victory jump  0F4344FE01
14	Getting impulse  003F49FF
15	Bubble breathing	000B56560A0BFD00
16	Burnt  	00204BFF
17	Drowning  002F4CFF
18	Dead  	00034DFF
19	Shrinking  00034E4F50515200FE01
1A	Hit  	000355FF
1B	Slide  	00075557FF
1C	Disappear after Hit	7700FD00
1D	Float & rotate fast	033C3D533E54FF00
1E	1 frame Float  033CFD00

Sonic The Hedgehog 2 (Prototype)
================================
ADRESS: 010CF3

00	Walk  	FF10111213141516170C0D0E0FFF
01	Run  	FF3C3D3E3FFF
	?  	FFFF
	?  	FFFF
	?  	FFFF
	?  	FFFF
02	Spin  	FE6C706D706E706F70FF
03	Fast jump  FE6C706D706E706F70FF
04	Push  	FD7778797AFF
	?  	FFFF
	?  	FFFF
	?  	FFFF
	?  	FFFF
05	Wait  	0701010101010101010101010101010101010101010101010101010101 01010203030304040505FE04
06	Ledge  	07898AFF
07	Look up  	050607FE01
08	Look down  057F80FE01
09	Spindash charge  007172717371747175717671FF
0A	Skid hold  3F82FF
0B	Stand up  07080809FD05
0C	Return to Wait  0709FD05
0D	Skid  	038182838485868788FE02
0E	(Should be Float)	079496FF
0F	Float & Rotate  079192939495FF
10	Spring  	2F7EFD00
11	Grabbing pole  058F90FF
12	Leftover (S1)  0F434343FE01
13	Leftover (S1)  0F4344FE01
14	Leftover (S1)  3F49FF
15	Bubble breathing	0B97971213FD00
16	Burnt  	209AFF
17	Drowning  2099FF
18	Dead  	2098FF
19	Leftover (S1)  034E4F50515200FE01
1A	Hit  	408DFF
1B	Slide  	098D8EFF
1C	Disappear after Hit	7700FD00
1D	Fast Float & Rotate	039192939495FF
1E	Leftover (S1)  033CFD00

Sonic The Hedgehog 2
====================
ADRESS: 01B65C

00	Walk  	FF0F10111213140D0EFF
01	Run  	FF2D2E2F30FF
	?  	FFFF
	?  	FFFF
02	Spin  	FE3D413E413F414041FF
03	Fast spin  FE3D413E413F414041FF
04	Push  	FD48494A4BFF
	?  	FFFF
	?  	FFFF
05	Wait  	0501010101010101010101010101010101010101010101010101010101 01010203030303030404040505050404040505050404040505050404040505050606 06060606060606060404040505050404040505050404040505050404040505050606 06060606060606060404040505050404040505050404040505050404040505050606 06060606060606060404040505050404040505050404040505050404040505050606 060606060606060607080808090909FE06
06	Ledge  	09CCCDCECDFF
07	Look up  	050B0CFE01
08	Look down  054C4DFE01
09	Spindash charge  0042434244424542464247FF
0A	Return to Wait  0102FD00
0B	To Lying pose  030AFD00
0C	Ledge edge  03C8C9CACBFF
0D	Skid  	05D2D3D4D5FD00
0E	Float  	075459FF
0F	Float & rotate  075455565758FF
10	Spring  	2F5BFD00
11	Grabbing pole  015051FF
12	Leftover (S1)  0F434343FE01
13	Leftover (S1)  0F4344FE01
14	Hanging  	136B6CFF
15	Bubble breathing	0B5A5A1112FD00
16	Burnt  	205EFF
17	Drowning  205DFF
18	Dead  	205CFF
19	Hit  	404EFF
1A	Hit
1B	Slide  	094E4FFF
1C	Disappear after Hit	7700FD00
1D	Ledge backwards  13D0D1FF
1E	Ledge edge backwards	03CFC8C9CACBFE04
1F	To Super Sonic  090809FF
20	Lying  	0307FD00
21	Return from Lying  0040004AFEAA


I haven't looked into Sonic 3 yet, but I'm sure there must be some unused frame lists as well (ie: Sonic whistling, etc).


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.
This post has been edited by Knuckles Prower: 14 October 2004 - 08:25 AM

#18 User is offline ICEknight 

Posted 14 October 2004 - 10:32 AM

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oops, I'm late

What he said. :P
This post has been edited by ICEknight: 14 October 2004 - 10:33 AM

#19 User is offline ICEknight 

Posted 14 October 2004 - 11:18 AM

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LOst, on Oct 13 2004, 09:30 PM, said:

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

I found it myself. :P

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

000102030405060708090A0B0C0D0E0F
101112131415161718191A1B1C1D1E1F
202122232425262728292A2B2C2D2E2F
303132333435363738393A3B3C3D3E3F
404142434445464748494A4B4C4D4E4F
505152535455565758595A5B5C5D5E5F
606162636465666768696A6B6C6D6E6F
707172737475767778797A7B7C7D7E7F
808182838485868788898A8B8C8D8E8F
909192939495969798999A9B9C9D9E9F
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):
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:

Quote

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

Of course it's a hack since I'm telling you to modify the ROM...
This post has been edited by ICEknight: 14 October 2004 - 11:25 AM

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