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New Crackers Sprites Found in Yuu Yuu Hakusho: Makyou Toitsusen

#31 User is offline ccateni 

Posted 21 July 2017 - 05:09 PM

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This data is an interesting find. If we have a modern who can hack into sonic crackers and insert and sprites from that prototype and the unused data, we could see a rom hack of Knuckles Chaotix with sonic and tails with the sonic crackers sprites instead of custom sprites. That would be interesting to see that happen.

#32 User is offline MarkeyJester 

Posted 21 July 2017 - 05:27 PM

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I thought I might share some information on the fields since you're all talking about it, perhaps it'll help to trigger some ideas or information about them.

First of all, these fields are not isometric perspective, they are Cavalier perspective, which is why:

View PostRitz, on 20 July 2017 - 10:13 PM, said:

...there are no diagonal sprites for the players.

  • The LZSS crackers decompression algorithm subroutine (which was used for the SEGA screen and the field art), is located directly after the fields, and is nowhere near the SEGA logo, which indicates the compression was likely introduced along with the fields.
  • The mappings are fixed (as in, there is no level layout structure applied, it is just a simple map and art set written), they are also left uncompressed, it is safe to say that it's merely a placeholder (likely the compression is a placeholder too).
  • The fields have their own specific pause subroutine, as well as their own player control, and object running routines, in fact, almost everything about the fields are unique and local to it. If the rest of the game was ripped out, these stages would nearly survive on their own without support.
  • There are no arrays for the two stages currently for the fields, it is very strictly a basic comparison of the Zone ID in RAM, further indicating the code is all temporary, and will probably be scrapped in favour of something solid later. Even though the character list has an array and 8 reserved slots, of which two are used (for Sonic & Tails). So they put the effort into an array for the characters, but not the field stages.

Some things regarding the VDP settings:

  • Shadow and highlighting is turned on, so they may have planned some use for that.
  • The plane size has been set to 512x512 (this is unusual for Sonic games, since they usually fix themselves to a 512x256, except for special stages or the like), this one is curious, because no-one in their right mind would use a large plane size like this, unless they were simply meant to load a fixed set of mappings that did not get redrawn. If they wanted to realtime render a larger level, they probably would have used the 512x256 size instead to save on VRAM, but this contradicts the fact that these levels "feel" like they should be larger, especially with that springboard.


#33 User is offline Cooljerk 

Posted 21 July 2017 - 06:45 PM

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View PostMarkeyJester, on 21 July 2017 - 05:27 PM, said:

I thought I might share some information on the fields since you're all talking about it, perhaps it'll help to trigger some ideas or information about them.

First of all, these fields are not isometric perspective, they are Cavalier perspective, which is why:

View PostRitz, on 20 July 2017 - 10:13 PM, said:

...there are no diagonal sprites for the players.


Showoff :P

Quote

  • The LZSS crackers decompression algorithm subroutine (which was used for the SEGA screen and the field art), is located directly after the fields, and is nowhere near the SEGA logo, which indicates the compression was likely introduced along with the fields.
  • The mappings are fixed (as in, there is no level layout structure applied, it is just a simple map and art set written), they are also left uncompressed, it is safe to say that it's merely a placeholder (likely the compression is a placeholder too).
  • The fields have their own specific pause subroutine, as well as their own player control, and object running routines, in fact, almost everything about the fields are unique and local to it. If the rest of the game was ripped out, these stages would nearly survive on their own without support.
  • There are no arrays for the two stages currently for the fields, it is very strictly a basic comparison of the Zone ID in RAM, further indicating the code is all temporary, and will probably be scrapped in favour of something solid later. Even though the character list has an array and 8 reserved slots, of which two are used (for Sonic & Tails). So they put the effort into an array for the characters, but not the field stages.


All this makes it sound like these fields were pretty hastily bolted on, perhaps it was at one point an entirely different project? Maybe separate pitches, or they hadn't nailed down the direction they wanted to go in?

Quote

Some things regarding the VDP settings:

  • Shadow and highlighting is turned on, so they may have planned some use for that.
  • The plane size has been set to 512x512 (this is unusual for Sonic games, since they usually fix themselves to a 512x256, except for special stages or the like), this one is curious, because no-one in their right mind would use a large plane size like this, unless they were simply meant to load a fixed set of mappings that did not get redrawn. If they wanted to realtime render a larger level, they probably would have used the 512x256 size instead to save on VRAM, but this contradicts the fact that these levels "feel" like they should be larger, especially with that springboard.



Perhaps they intended to do some vscroll trickery to play off the perspective?

#34 User is offline ICEknight 

Posted 22 July 2017 - 12:30 PM

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So has anybody tried grep-searching for a piece of the crackers graphics to see if they're in any other "overdumped" prototypes that we know of?

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