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.
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.
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.)
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:
I kinda prefer the emerald pose and the falling-back sprites from the prototype. The rest, I'm glad it resulted in it's final state.
Looks like they kind of tried to remove the pointyness in Sonic's shoes just like they did in Sonic Adventure DX, yikes!
Good riddance to the pointy shoes, even in Sonic 3 they sort of rounded them a bit more. Sonic 1's shoes were pretty much this: Spoiler
Found this near the of the ROM: Sotee OBJ? o.o This game needs extra attention. I still think there are other unused things inside. BTW did you guys take a look at the test level tiles I restored?