It would appear that each symbol table is built for a seperate file, and symbols don't have scope in any other file unless they're explicitly exported and imported. In that way, their assembler has an architecture quite similar to the common C compiler (or, to take an example from my personal hardon, AS's sections). Too bad we don't have the comments anymore. Those are a good indicator to how many people were editing a particular file. Don't take that as a complaint, though; we're plenty lucky enough to have the labels.
Are you sure the symbol table belongs to a sonic game, and not something else that was on the cart? Have you found a name or reference that links that data to sonic resources?
http://cinos.gunsha.com/s2proto_code.txt This is so obviously the code for debug (edit, as they called it) mode that it hurts. Note that the symbol conventions are roughly the same in this file as in the debug tables that drx is working with.
Yes, I'm sure about this, it's actually harder to describe than to just look at it, but I'll try: -the whole 0x20000 byte chunk of code is consistent - it's pretty clear that it's an exerpt from the assembler's buffer (which was somehow uncleared at the time). the whole chunk has also other numbers assigned to each label and address (which is probably to identify it all, and some parameters - there are different types of references, labels etc). -it contains code that is very similar and/or (depending on the 'file') identical to what we have in the nick arcade build (like this boss code) -the labels are followed with absolute or relative addresses, which fit perfectly with the code -somewhere inside this (from the top of my head - around 0x60000), there is a fully uncompiled exerpt of the debug mode source code -inside this, some nifty stuff slipped in - Main level load blocks and pattern load cues from the earlier build -they reference to tails as 'fox' :P And like I said, I'm going to get it all together in a your-style breakdown or something.
Oh well, might as well post here now that someone else beat me to it. CPZ has a different debug code, consisting of objects not found in drx's beta. Hill Top isn't there at all, from what I could see, where did you see that? O_o There are references to "sandcrab" and "bubbler", along with bits and pieces of Sonic 1 being turned Sonic 2. The most interesting bits deal with enemy and boss data, though. Example of this un-arranged fossilized code: Code (Text): ; enemy: Gator (HPZ) gatorchg00 c gatorchg01 c$ gatorchg02 c' gator b gatorsp00 cH gatorsp01 cj gatorsp02 cî gatorsp03 c« gatorsp04 c? gatorsp05 c? gatorsp06 d gatorsp07 d6 gatorsp08 dX gatorsp09 dz gatorsp10 d? gatorsp11 d? gatorpat c0 .end$tdba b¦ .end$pdba b` .out$udba c .set$udba c gator_0 bé gator_1 bŽ .lft$udba b? gator_move_tbl b gatorinit b gatormove bb .jump2$tdba b? gatormove_tbl b~ gatorchg c checksonic b? .jump$sdba b? .rt$udba b° .jump$beba ep Near the end it you can see how it does the "mouth opening" routine. =) By the way, I don't think this is ASM, but rather a custom sccripting language based off it (some things are handled very swiftly). In any case, it's the Sonic 1 source code - with garbled pointers - but can probably be restored, and drx is already on it, as I see. ...this is probably highly illegal to view or use, though'.
What you posted, CNZ, is a list of labels. And yea I'm gonna convert them along with the code into something human-readable sometime soon.
The retarded thing might not be in your ear, but in your sense of sarcasm. After going through the code though, I'd better either ask for that post to be deleted or just shut up in general (which I probably will anyway), so no flames necessary. :P
script? I think you might be thinking of the macros they used, which is all handled by the assembler.
hi, I'm new at the forum. I was reading the topic and found you talking about the unused collision animation when sonic hits a wall fast. playing the game, I noticed another animation (don't know if someone already seen it, I jumped from the page 20 to here) that's not used in the final version, you can see it when you run and turn to the other side, making sonic brake. here's a screenshot: bye
We've known the braking animation is different since time immemorial. How exactly did you pass the test if you weren't even able to check on the website and figure that out?
The test hasn't asked: Do the members know about the brake animation that wasn't used in the final version? [ ] Yes [ ] No [ ] Maybe
Had he looked at the site 1st instead of just trying to join the forums he would have known about the different braking animations. Before I joined and started posting I made sure I read all the info about the prototypes and the Final version as well as playing them both to death. DJ
I read the topic until the page 20 and found nothing about it, and I have no time to read all the 41 pages of the topic or start reading all the forum nonstop to find if my information was already posted before or not. I just decided to post this because I havent found nothing about this until the half of the topic. if everybody here already know this, great. its just a reposted information. if not, its a chance to know. its simple, you guys don't have to crucify me for this. if it was a wrong information or something like this, ok, I was supposed to receive all the criticism and shut up, but I think that's not the matter. if I'm here, its because I have some real knowledge about sonic and was capable to pass the test, but it doesn't means that I pass all my life in front of a computer hacking a game or reading/posting in an advanced forum. I apprecciate those who can do this, but that's not for me. I don't think this discussion is useful at all, so lets stop it. bye
No-one's mentioned that braking animation in this topic because it's also used in the later prototype, as mentioned on this page - http://www.s2beta.com/compare Also, it'd be nice if people didn't keep attacking newbies.
Well as I said before, I'm not interested in the prototypes themselves but what hackers can create with them. Therefore I have little knowledge of the prototypes so I wouldn't make statements out of my ass of things that I don't know abt. But I did pass the test because I took the time to find the answers. Took me 40 mins but I was happy that I did. This board has the first news of hack updates usually.