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Cancelled SegaSonic game SegaSonic Bros. (1992) found Found by guy who found and dumped the popcorn machine thing

#271 User is offline RyogaMasaki 

Posted 06 December 2018 - 12:17 AM

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View PostModern, on 05 December 2018 - 11:55 PM, said:

I will try to do more as I go along. If anyone has any specific sprite requests you are more than free to ask.


All the higher res Sonic poses, like these:
Posted Image
Posted Image

#272 User is offline Modern 

Posted 06 December 2018 - 12:18 AM

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View PostThunder Bro, on 05 December 2018 - 11:57 PM, said:

I've gotta wonder why the sprites don't have noses. It seems like such an odd omission to me.

It's hard to see but there's like a single grey pixel beneath their eye...... bridge, thing that constitutes their nose.

#273 User is offline Cinossu 

Posted 06 December 2018 - 08:16 AM

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Forgive my ignorance of all things MAME, but is it possible to view VRAM while playing this? All I can seem to get to is the palette viewer, and the normal switch between screens does nothing.

That said it's great to be able to finally play this thing, although you can unfortunately tell why they didn't push it to full arcade release. That the Sonic 3 Special Stage music is in here is certainly a shock, and it also stands out an absolute mile compared to the other tracks.

#274 User is offline Neo Hazard 

Posted 06 December 2018 - 08:56 AM

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After fighting with the cheat engine, I was able to get RyogaMasaki's cheats working. Here's the last few levels of the game!

Level 50 - Starlight Zone
Level 60 - Fish Background from the Sonic 1 Special Stage
Level 70 - Scrap Brain Zone
Level 80 - Rings (Game Gear Special Stage?)
Level 90 - Chaos Emeralds

The game also ends at Level 99! So it's max level or max score. Good luck reaching either.

That's everything from the game on the outside. Can't wait for some of you disassembly guys to bust this thing open and find some more stuff. And maybe even get it ported to Genesis somehow.

Posted ImagePosted Image
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This post has been edited by Neo Hazard: 06 December 2018 - 09:02 AM

#275 User is offline nineko 

Posted 06 December 2018 - 09:35 AM

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So, I just downloaded this thing. I am not going to set up MAME because I hate MAME, but that doesn't prevent me from doing some cold research.

Once you deinterleave ic32 and ic31, you can find the SMPS data from $20286 to $2649B. It's indeed 68000 SMPS, but it doesn't seem to be 100% compatible with the Sonic 1 flavour. Once injected into Sonic 1, aside from the obvious differences in the drum IDs, the songs start correctly, but they get broken after a while, so I guess that some loop-related coordination flags are different. Still, the mere fact that the songs almost work right off the bat across different games is amazing in itself. The special stage music sounds fine for a while if you mute the DAC, but it goes haywire at the beginning of the fourth verse.

I'll edit this post soon.

Sadly, I have to go out now, otherwise I'd research those nasty coordination flags.

Also, since I currently lack any sort of webspace, and dropbox became stupid a few months ago, I don't really know where I could host my findings :(/>
This post has been edited by nineko: 06 December 2018 - 10:24 AM

#276 User is offline Jmtshaw 

Posted 06 December 2018 - 09:38 AM

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With the music being there it's a pretty funny coincidence that both this game and blue sphere involve forming outlines around filled areas to remove them.

#277 User is offline GoldS 

Posted 06 December 2018 - 09:40 AM

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View PostCinossu, on 06 December 2018 - 08:16 AM, said:

Forgive my ignorance of all things MAME, but is it possible to view VRAM while playing this? All I can seem to get to is the palette viewer, and the normal switch between screens does nothing.


I haven't looked at this particular game yet, but MAME's graphics viewer doesn't fully support certain games. I know that Flicky, Golden Axe, and Space Harrier, for instance, only support viewing FG / BG graphics and not sprites, while other games (like this one, apparently) don't work at all. I'm not entirely sure why, something to do with the way the graphics are decoded.

#278 User is offline RyogaMasaki 

Posted 06 December 2018 - 09:58 AM

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View PostCinossu, on 06 December 2018 - 08:16 AM, said:

Forgive my ignorance of all things MAME, but is it possible to view VRAM while playing this? All I can seem to get to is the palette viewer, and the normal switch between screens does nothing.


Support for graphics viewing is different per driver, but normally it's F4 to bring up the viewer, and Enter to cycle through the modes.

#279 User is offline rata 

Posted 06 December 2018 - 10:22 AM

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So, now it spreaded? Does that mean that the assholes that have this stuff won't sell them anymore?

#280 User is offline GerbilSoft 

Posted 06 December 2018 - 10:27 AM

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From the ROM header:

00000100  53 45 47 41 20 4d 45 47  41 20 44 52 49 56 45 20  |SEGA MEGA DRIVE |
00000110  28 43 29 53 45 47 41 20  31 39 39 31 2e 4e 4f 56  |(C)SEGA 1991.NOV|
00000120  53 4f 4e 49 43 20 42 52  4f 54 48 45 52 53 20 20  |SONIC BROTHERS  |
00000130  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
*
00000150  53 4f 4e 49 43 20 42 52  4f 54 48 45 52 53 20 20  |SONIC BROTHERS  |
00000160  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
*
00000180  4d 4b 20 30 30 30 30 39  39 39 39 2d 30 30 20 20  |MK 00009999-00  |
00000190  4a 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |J               |
000001a0  00 00 00 00 00 07 ff ff  00 ff 00 00 00 ff ff ff  |................|
000001b0  52 41 f8 20 00 20 00 01  00 20 ff ff 4d 4f 53 45  |RA. . ... ..MOSE|
000001c0  47 41 30 32 2e 31 31 30  20 20 20 20 20 20 20 20  |GA02.110        |
000001d0  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
*
000001f0  4a 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |J               |


I took a look at another C2 game (Waku Waku Sonic Patrol Car), and it did *not* have a Mega Drive header.

I'll need to check a few more C2 games to determine if the header is actually supposed to be there or not.

#281 User is offline Clownacy 

Posted 06 December 2018 - 12:05 PM

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Ahaha, I was right! I disassembled the driver (SMPS 68k Type 2. Code starts at 0x26F98), and it does use FM drums! It probably uses the ADPCM chip for SFX, since the original DAC SFX code is replaced with something new.

There are even two unused drums that aren't listed in the table!

Edit: Here's the disasm, if you're interested.
This post has been edited by Clownacy: 06 December 2018 - 01:33 PM

#282 User is offline Hez 

Posted 06 December 2018 - 08:42 PM

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Kind of funny the special stage in Sonic 3 has you turn blue spheres red in a box to get rid of them. Wonder if that idea came from this game while they were picking music?

#283 User is offline GoldS 

Posted 06 December 2018 - 10:41 PM

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As reported on Twitter: Track 83 was reused in Chou Kyuukai Miracle Nine as the "Final Results" music. Naofumi Hataya was the composer for that game.

#284 User is offline evilhamwizard 

Posted 07 December 2018 - 12:24 AM

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Track 85 and 86 were used in Sega Channel (Japan) as well.

https://www.youtube....h?v=T6BFz8WUqas
https://www.youtube....h?v=lWEU6lujzOk
This post has been edited by evilhamwizard: 07 December 2018 - 12:34 AM

#285 User is offline ICEknight 

Posted 07 December 2018 - 06:02 AM

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View PostClownacy, on 06 December 2018 - 12:05 PM, said:


Just a heads up that these ROMs are not the actual dumps from the original PCB. They were modified so that they could work in a multi-game board, then re-extracted to make them standalone again, so there's a chance that there's a few differences from the original code in here.
This post has been edited by ICEknight: 07 December 2018 - 06:14 AM

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