Oh, objects. 1ST_READ.BIN contains the common objects, the stage files contain level-specific objects. As far as Windy Valley's textures, the game doesn't even have an entry for it in the level texture list. Skips from Emerald Coast to Twinkle Park.
Ohhh man, this is just PERFECT! Now if we could put this Windy valley into SADX, then we'd have more of a true Director's Cut than what we got!
If I remember correctly similar elements to both were inside the Casinopolis pinball areas of the final, indeed through forced movement. EDIT: Actually come to think of it the lumpy background in between actually reminds me a lot of the NIGHTs sequence, perhaps it was based on unused level data.
Wow, never thought I'd see old Windy Valley in a "functioning" state. What a discovery! It's amazing watching so many prototypes of games surface up like this when it's easy to assume that they're just locked away in company vaults or lost forever from natural occurrences. What were the latest times these radically different/unused stage files were edited? Do any of them look like they're products of a really early build of the game that got left over and untouched in later development, ala Hidden Palace Zone in Sonic 2? Regardless, this is exactly what I was hoping to see during my time as a member here. To everyone involved, thanks for making this possible!
The object set file for Windy Valley hasn't been changed since 7/28/1998 while the STG02.PRS file was changed around 9/24/1998. Most of the object set files that weren't utilized for this demo date around July, making some files somewhat early. However, anything that was utilized for this version of the game was changed in October for the most part. The time stamps on some of these files are pretty odd. It's almost like they took the build that was playable at TGS and modified it with files from a later revision around October to make this version.
This is amazing. I hope we can find even more early builds of the Dreamcast games some day. I really feel like I'm witnessing history right here.
This is in track01.raw. Nothing too special, but interesting that they would even consider putting a wallpaper in there. There's also three text files in track01.raw. SONICBIB.TXT, SONICCPY.TXT, and SONICABS.TXT. They all contain text, but nothing great. SONICABS.TXT Code (Text): Abstracted by none. SONICBIB.TXT Code (Text): Bibliographiced by none. SONICCPY.TXT Code (Text): Copyright(c) SEGA ENTERPRISES, LTD., MCMXCVIII
Fantastic to see this being ripped apart and Beta Windy Valley of all things being found! My theory as to why the timings are wonky is that it may have been intended for play on the sort of anti-theft monitors that are used by companies like JML to show off products - they have different timings so won't work as TVs. Snagged those ADX files too, ta for the upload, even if I am going to have to rename them back again. =P Congrats on the release, I know how much work you put into this, Orenge & Jen!
Pretty amazing find - particularly seeing that some of the early Windy Valley survives in some form in this build! Looking forward to seeing what other interesting things the more technically-minded people here can pull out of this thing! = )
Feels like the other topic was a nice compilation for this, does it really need another topic? Anyway, I'm dying to see the game become playable. I'd use my rudimentary skills and mess with Cheat Finder, but it looks like others are already ahead on me with that, so I'm just waiting for them to find something :P
I'll add in and say thanks to Orange, it's great seeing this. Makes me wish I had a proto to release to add to all of this. Anxious to see how many areas are playable. Are all the hub areas like Station Square and Mystic Ruin there?
Just when I decide to leave this place for good... ...another piece of Atlantis is found. Great job Sonic Retro 'n folks!
Some of them. Mystic Ruins Past is completely missing as far as I know, but there are remnants of Station Square, Egg Carrier, and some small remains of Mystic Ruins. The BIN files for those three exist though. Hacking related, but how are you guys calculating the LandTable starting address for these maps? I'm trying to take a look using IDA Pro.
I just went ahead and started looking in NTSC-J, and what I keep finding (so far; got up to "noise") are very similarly named textures, just with different numbers, a lot of which keep turning up in OBJ_WINDY. Looks like we'll at least have something pretty close if we can't get our hands on all the original textures! Edit: For instance, even though they won't be the same as the original of course, we have mtatu_center, mtatu_in, mtatu_out, mtatu_noise, all of which are for the tornado (tatsumaki; hence tatu). Same number of textures too!
Regardless of weather the first or this topic is better suited, this subforum is more appropriate I feel, especially if anyone plans on porting over the stages from the demo. Very interesting, this version looks. Makes me wonder why Windy Valley seems to be here and not any other official stage (though we don't know that, maybe?}
I felt the other topic was in the wrong place for all the hacking info that's one reason I started this one. Also to better keep track of models and assets where they would not mix with pages of, "oh this game release is so cool ! oh wow ,, thank you and all that." Anyways if im out of place in making the topic, feel free to delete it. Sorry guys. If it stays than lets use it to clean up the level , reproduce textures, and make some playable releases for Generations, Adventure, or even Sonic GDK!
Nothing is playable. It's an auto-play demonstration. Well, nothing is playable yet. But I'm, on the case. Which means I'll spend a ton of time poking at variables and finding unrelated things, and then someone with more skill will come along and figure it out by actually disassembling the game.
I was talking on Skype when I heard the news. The guy on the other side of the line didn't share the same reaction... Also, I too am interested in seeing info about Sky Chase. And what about the unused path in Casinopolis's Dilapidated Way? And the unused spring in Emerald Coast? And those weird key things on the hotel with Big? And the ring out of bounds on Station Square? Can you control the Egg Walker? Is the capsule on the left of the start of Death Egg still there? Wow, I actually had a lot of questions...