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The Supreme Topic of 'Other' Knowledge.

Discussion in 'General Sonic Discussion' started by McGuirk, Jan 10, 2007.

  1. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
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    Well, the costume has green eyes, so it has to have been at least 1999.... other than that, I'm stumped. Sega promoting some title? Sonic 2 & Sonic 1 special stage music, too. o_O
     
  2. evilhamwizard

    evilhamwizard

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    I remember a while back that there was a code to load the GUN boss area with a weird layout in Sonic Adventure 2: Battle. I think this was it:

    From here:

    H3GF-BJ5U-RE13E
    Q95B-WV0J-10V85
    N0XK-UX2P-VNYVC

    The weird thing about this area is that if I remember correctly, the camera is completely fixed on one spot. You have full control of your character, but you can't look around.

    However, thanks to Dolphin and the ability to Free Look, you can get an idea of what the rest of the area has:

    [​IMG]

    I have no idea what this could be besides another 'test' map.

    If I remember correctly, there used to be a topic on CulT with someone going through the object sets in the game and found some other weird stuff. Too bad no one really cares about Sa2 these days.

    EDIT: If you look closely you notice that there are ring box icons in some places. That was because I hit a item box while using the free camera in Dolphin and that's what caused it to happen - nothing out of the ordinary. :P
     
  3. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    It looks like one of the vs. levels in SA2B, but with objects only on one side.
     
  4. evilhamwizard

    evilhamwizard

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    Yeah, you're right. :\

    I didn't think that they made new map files for the 2P maps that were based on other levels in the game. I went ahead and checked the game to see what files it loaded when loading the map with a code and loading the map normally just to see if at least the set file was different and it appears that loading the map with the code will load the non 2p set (set0058_s.bin and set0058_u.bin) and loading the map in 2P mode will load it with the set0058_2p_s.bin set0058_2p_u.bin set. Comparing the two sets with Hex Workshop shows some differences between the two, but looking at both maps it seems that the only difference is that the music isn't playing (because the match has to start before the music plays). That and the camera angle is different, but that's probably because the camera has to pan to the two players first before changing the camera mode to follow each character on a split screen. That's my guess anyway, but here's the output from Dolphin's logger:

    Code:
    Code (Text):
    1. 05:10:838 Src\FileMonitor.cpp:110 W[FileMon]:      29 kB console.prs
    2. 05:10:848 Src\FileMonitor.cpp:110 W[FileMon]:      11 kB al_panel.prs
    3. 05:10:852 Src\FileMonitor.cpp:110 W[FileMon]:       5 kB chaosdrive_tex.prs
    4. 05:10:855 Src\FileMonitor.cpp:110 W[FileMon]:       1 kB text_e.prs
    5. 05:10:857 Src\FileMonitor.cpp:110 W[FileMon]:       1 kB mcwarn_e.prs
    6. 05:10:864 Src\FileMonitor.cpp:110 W[FileMon]:       3 kB pressstart.prs
    7. 05:10:869 Src\FileMonitor.cpp:110 W[FileMon]:     239 kB plcommtn.prs
    8. 05:10:917 Src\FileMonitor.cpp:110 W[FileMon]:      93 kB ewalktex.prs
    9. 05:10:947 Src\FileMonitor.cpp:110 W[FileMon]:      81 kB ewalkmdl.prs
    10. 05:10:966 Src\FileMonitor.cpp:110 W[FileMon]:       2 kB zanki_egg1.GVR
    11. 05:10:968 Src\FileMonitor.cpp:110 W[FileMon]:       2 kB zanki_egg2.GVR
    12. 05:10:969 Src\FileMonitor.cpp:110 W[FileMon]:      23 kB walktex.prs
    13. 05:10:980 Src\FileMonitor.cpp:110 W[FileMon]:     127 kB ewalkmtn.prs
    14. 05:11:008 Src\FileMonitor.cpp:110 W[FileMon]:      10 kB ICON_BNRE.dat
    15. 05:11:050 Src\FileMonitor.cpp:110 W[FileMon]:   1,122 kB se_ch_wk.mlt
    16. 05:11:080 Src\FileMonitor.cpp:110 W[FileMon]:      74 kB b03_ewe.mpb
    17. 05:11:095 Src\FileMonitor.cpp:110 W[FileMon]:   1,158 kB stg58D.rel
    18. 05:11:127 Src\FileMonitor.cpp:110 W[FileMon]:     165 kB objtex_stg11.prs
    19. 05:11:169 Src\FileMonitor.cpp:110 W[FileMon]:     694 kB objtex_stg58.prs
    20. 05:11:296 Src\FileMonitor.cpp:110 W[FileMon]:      70 kB efftex_common.prs
    21. 05:11:340 Src\FileMonitor.cpp:110 W[FileMon]:     242 kB objtex_common.prs
    22. 05:11:406 Src\FileMonitor.cpp:110 W[FileMon]:       3 kB set0058_s.bin
    23. 05:11:413 Src\FileMonitor.cpp:110 W[FileMon]:       0 kB set0058_u.bin
    24. 05:11:416 Src\FileMonitor.cpp:110 W[FileMon]:       0 kB stg58cam.prs
    25. 05:11:424 Src\FileMonitor.cpp:110 W[FileMon]:       0 kB stg58_light.bin
    26. 05:11:426 Src\FileMonitor.cpp:110 W[FileMon]:       0 kB stg58_light_gc.bin
    27. 05:11:432 Src\FileMonitor.cpp:110 W[FileMon]:       7 kB mh0058e.prs
    28. 05:11:445 Src\FileMonitor.cpp:110 W[FileMon]:       3 kB mhsyse.prs
    29. 05:11:458 Src\FileMonitor.cpp:110 W[FileMon]:     577 kB se_ac_ig.mlt
    30. 05:11:476 Src\FileMonitor.cpp:110 W[FileMon]:      13 kB minimal_pen.prs
    Actual 2P selection:
    Code (Text):
    1. 07:57:951 Src\FileMonitor.cpp:110 W[FileMon]:      29 kB console.prs
    2. 07:57:962 Src\FileMonitor.cpp:110 W[FileMon]:      11 kB al_panel.prs
    3. 07:57:966 Src\FileMonitor.cpp:110 W[FileMon]:       5 kB chaosdrive_tex.prs
    4. 07:57:969 Src\FileMonitor.cpp:110 W[FileMon]:       1 kB text_e.prs
    5. 07:57:970 Src\FileMonitor.cpp:110 W[FileMon]:       1 kB mcwarn_e.prs
    6. 07:57:978 Src\FileMonitor.cpp:110 W[FileMon]:       3 kB pressstart.prs
    7. 07:57:983 Src\FileMonitor.cpp:110 W[FileMon]:     239 kB plcommtn.prs
    8. 07:58:034 Src\FileMonitor.cpp:110 W[FileMon]:     129 kB twalktex.prs
    9. 07:58:070 Src\FileMonitor.cpp:110 W[FileMon]:      74 kB twalkmdl.prs
    10. 07:58:091 Src\FileMonitor.cpp:110 W[FileMon]:       2 kB zanki_tails.GVR
    11. 07:58:093 Src\FileMonitor.cpp:110 W[FileMon]:      23 kB walktex.prs
    12. 07:58:105 Src\FileMonitor.cpp:110 W[FileMon]:      93 kB twalkmtn.prs
    13. 07:58:128 Src\FileMonitor.cpp:110 W[FileMon]:      93 kB ewalktex.prs
    14. 07:58:149 Src\FileMonitor.cpp:110 W[FileMon]:      81 kB ewalkmdl.prs
    15. 07:58:163 Src\FileMonitor.cpp:110 W[FileMon]:       2 kB zanki_egg1.GVR
    16. 07:58:165 Src\FileMonitor.cpp:110 W[FileMon]:       2 kB zanki_egg2.GVR
    17. 07:58:167 Src\FileMonitor.cpp:110 W[FileMon]:      23 kB walktex.prs
    18. 07:58:175 Src\FileMonitor.cpp:110 W[FileMon]:     127 kB ewalkmtn.prs
    19. 07:58:202 Src\FileMonitor.cpp:110 W[FileMon]:      10 kB ICON_BNRE.dat
    20. 07:58:235 Src\FileMonitor.cpp:110 W[FileMon]:   1,182 kB se_ch_wk_BATTLE.mlt
    21. 07:58:251 Src\FileMonitor.cpp:110 W[FileMon]:     213 kB b03_wk_btl_e.mpb
    22. 07:58:257 Src\FileMonitor.cpp:110 W[FileMon]:   1,158 kB stg58D.rel
    23. 07:58:275 Src\FileMonitor.cpp:110 W[FileMon]:     165 kB objtex_stg11.prs
    24. 07:58:312 Src\FileMonitor.cpp:110 W[FileMon]:     694 kB objtex_stg58.prs
    25. 07:58:427 Src\FileMonitor.cpp:110 W[FileMon]:      70 kB efftex_common.prs
    26. 07:58:469 Src\FileMonitor.cpp:110 W[FileMon]:     242 kB objtex_common.prs
    27. 07:58:551 Src\FileMonitor.cpp:110 W[FileMon]:       3 kB set0058_2p_s.bin
    28. 07:58:553 Src\FileMonitor.cpp:110 W[FileMon]:       0 kB set0058_2p_u.bin
    29. 07:58:556 Src\FileMonitor.cpp:110 W[FileMon]:       0 kB stg58cam.prs
    30. 07:58:560 Src\FileMonitor.cpp:110 W[FileMon]:       0 kB stg58_light.bin
    31. 07:58:563 Src\FileMonitor.cpp:110 W[FileMon]:       0 kB stg58_light_gc.bin
    32. 07:58:569 Src\FileMonitor.cpp:110 W[FileMon]:       7 kB mh0058e.prs
    33. 07:58:573 Src\FileMonitor.cpp:110 W[FileMon]:       3 kB mhsyse.prs
    34. 07:58:585 Src\FileMonitor.cpp:110 W[FileMon]:     577 kB se_ac_ig.mlt
    35. 07:58:596 Src\FileMonitor.cpp:110 W[FileMon]:      13 kB minimal_pen.prs
    36. 07:58:614 Src\FileMonitor.cpp:110 W[FileMon]:       7 kB game2ptex.prs
    37. 08:01:809 Src\FileMonitor.cpp:110 W[FileMon]:  75,003 kB event_adx_e.afs
    38. 08:10:853 Src\FileMonitor.cpp:110 W[FileMon]:   1,863 kB btl_ig.adx
    While we're on the subject, I noticed that in the DC version that while STG00 (test stage) is gone, the camera and set files are in tact. I think the set files in the DC version are in a different byte order though (not sure, I'm probably very wrong). The set files for the test map itself doesn't have anything to load besides that white cylinder that you can pick up, but the set file for the Dreamcast indicates that there's more to it.

    Also, I noticed in both versions that there is set data and camera data for a STG01 - which doesn't exist in either version. The Dreamcast version also contains camera data for a STG 53/54/55 and light data for a STG 56, but I cant find a STG##.prs file for these - cutscenes or something else? These don't exist in the Gamecube version since as you can see from above, the new 2P mode maps are 46-59.

    You can take a look at these files here.

    I'm not too familiar with SA2 since it's been a while since I last played the game. But hopefully someone around here has checked the game out. :P
     
  5. MainMemory

    MainMemory

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    After converting the GC files to little endian, the SET0001 files are identical between versions. As for the SET0000 files from the DC version, the best way to see what they are would be to convert them with SETswitch and replace the files in SA2B with them.
     
  6. evilhamwizard

    evilhamwizard

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    The only problem is that I can't replace the set files in SA2B with GCMTool since the ones from the Dreamcast version are larger. I can probably shed a few bytes from the set file to make them equal but that may or may not work, and even if it did we'd be removing like half of the objects from the set. :\

    Any ideas of what I could try to do?
     
  7. 0r4ng3

    0r4ng3

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    chaosdrive_tex.prs

    Why would Chaos Drives be loaded in shooting 2P? It's the only one that doesn't need them!
     
  8. evilhamwizard

    evilhamwizard

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    I got the Dreamcast's SET file to load, but it wasn't easy.

    [​IMG]

    This is all that it has:

    1.) Adds 6 1UPs
    2.) Creates 3 steel boxes near the pit
    3.) Adds a ring at the same spot where Sonic spawns

    If you're curious how I got it to load, this is what I did (this is just for personal reference in case I do something similar again):

    1.) Get GCMTool and the DC/GC versions of SA2, something to extract the files from Dreamcast CDI/GDI images a Hex Editor, Dolphin, and the Test Level code
    2.) Extract SET0000_S from both versions
    3.) Used MainMemory's SETSwitch tool to convert SET0000_S from the Dreamcast version so the Gamecube version to use it.
    4.) Open the newly converted SET0000_S file from the switch directory in Hex Workshop or your favorite Hex Editor
    5.) Delete everything except for the first 64 bytes and save the file
    6.) Open GCMTool, open the SA2B GCM and replace the SET0000_S.bin with the one you just edited in Hex Workshop by right clicking it (say yes to change TOC or whatever, don't think it matters too much)
    7.) Open CMD and cd to the directory of Dolphin.exe and type in "Dolphin.exe -d" without the ". This will load Dolphin in debug mode.
    8.) Add the Test Level Action Replay code to the Game Preferences in Dolphin (right click the game in the selection window after picking your ISO directory)
    9.) Go to the Config window (where you can enable/disable dual core and idle skipping) and select "Enable Cheats" so the Test Level code can work
    10.) Load up the SA2B GCM with the changes we made with GCMTool by double clicking on the game, and pressing the Play button right afterwards
    11.) Load up the Hero story (preferred if you're playing a new game). If you already have a game save of SA2B, just go to the level select screen.
    12.) Load up any Sonic stage by selecting the stage you want to play, select the mission, and as soon as you select the mission hold D-pad up and the test level should appear
    13.) Once you're in the test level, go to the Memory tab in Dolphin's debugger and dump the memory (I just dump both)
    14.) Exit Dolphin and go to the User/Dump directory and open ram.raw in Hex Workshop
    15.) Now we need to find where in the memory it loads SET0000_S.bin, so open SET0000_S.bin from the Gamecube version and select a large amount of bytes (that are more specific and not just a bunch of 00s) and find those bytes in the memory dump.
    16.) You should find one address depending on what you looked for.
    17.) Count the amount of bytes it would take to get to the first byte of the SET0000_S.bin file, this is the address where the file starts in memory. For me, this was 00D471## or something.
    18.) Now we have to make a "patch", open the game's configuration file in User/GameConfig (NTSC-U SA2B is GSNE8P.ini)
    19.) Add a space the part below "[OnFrame] Add memory patches to be applied every frame here." and start creating a patch. This is the most difficult and tedious part of the process. Basically what I did was hand type every single byte address plus the changes that are going to be made at that address that aren't 00 in the original SET0000_S.bin file - which in this case for 131 ADDRESSES. I spent a whole hour hand typing addresses and bytes to change, and this is what I ended up:

    http://pastebin.com/MagHJjSx

    According to the memory dump, the memory region that we're working in is mostly 00s, we don't have to type each address if the value is going to be 00 so this saved me a lot of time. The reason why I replaced the original file with GCMTool before was so that I can shave off a few minutes typing each address. I understand that it probably wasn't the best idea and I could've saved much much much more time with some other method - but I love torturing myself. But anyway...

    20.) After you write up something that looks similar to my pastebin (if you knew what you were doing) save the ini file, open Dolphin, activate the patch, run the game and try to get into the test level again and you should see your changes after you walk around a bit (you need to walk around for the stuff to pop up for some reason, whatever).

    I know, this was a little bit insane to do. But whatever. Save your nitpicks. :P
     
  9. jasonchrist

    jasonchrist

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    Just discovered in S3 2 player/time attack that his Sonic 1/2 rolling sprite was used.
     
  10. ICEknight

    ICEknight

    Researcher Researcher
    I think his death sprite is also the old one, as happens with Tails' flying sprites.

    But I do wonder if there's any differences between the small Knuckles sprite and the final proper sized one...
     
  11. Puto

    Puto

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    Part of Team Megamix, but haven't done any actual work in ages.
    Shot from Batman the Animated Series:

    [​IMG]

    Familiar font much?
     
  12. Mercury

    Mercury

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    ^ Fun Fact: I used to call it "the Batman Font" pre-Internet because I saw it in the show before I saw it in Sonic 3.

    There look to be some respectable lowercases in that shot, as opposed to the Andes variant where the lowercases are the normal-looking letters and the uppercases are all loopy and horrible.
     
  13. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    So Sega of Japan still maintains catalogue pages for the old Sonic PC games

    http://sega.jp/pc/soniccd/ Sonic CD
    http://sega.jp/pc/sonicsc/ Sonic the Hedgehog the Screen Saver, which was released in 1996 and not 1997 as the wiki used to say (and was released alongside the Sonic CD port, interestingly)
    http://sega.jp/pc/sonicknu/ Sonic & Knuckles Collection

    I can't read Japanese so IDK what any of that says but ok. The full list of PC games has some more old stuff.
     
  14. Sparks

    Sparks

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    The "Warning" alarm is the same one later used during the Final Boss of Sonic 4 when Eggman drops the final hit.
     
  15. Blue Blood

    Blue Blood

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    They seem to have a bunch of stock, background sound effects that have been reused for years. Isn't the pot breaking sound in Unleashed and other new titles the same one from SA2?
     
  16. Fred

    Fred

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    The giant vertical laser beams in Shadow the Hedgehog make the button activation sound from PSO. I think that's as weird as it gets.
     
  17. 0r4ng3

    0r4ng3

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    They have catalogues for everything they released in Japan.

    The ones that show up in the header of the page you linked.
    PC

    A few more lists that aren't directly shown:

    Gamecube
    Game Boy Advance
    Xbox
    Dreamcast

    And the remaining Sega consoles:
    http://sega.jp/archive/segahard/
    (click on the console on the left and in the next page, the third button of the banner).

    If only the international site was that organised. :(
     
  18. Andlabs

    Andlabs

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    I've been going through those as well. There's several incomplete arcde pages to boot.

    What I notice is that quite a number of third party published games for the non-Sega consoles appear on Sega's list. Does this indicate Sega is just a distributor? Or co-publisher?
     
  19. 0r4ng3

    0r4ng3

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    Which ones do you mean? I had a quick look at the SS list and didn't see any third party game.
     
  20. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    If you look on the non-Sega consoles lists, you'll see entries with the icon [​IMG] (this reads "Partners"); the name field shows the publisher on the top line and the game on the next line(s). For instance, the first entry on the GameCube list is THQ's Cars.

    ...SS? Are you looking for third-party games in the archive/segahard lists?