Actually, these graphics had a whole Animated Art Cue designed - which is not used in this proto. Totally weird... Could this be art from Level 01, which was scraped already?
<!--quoteo(post=149913:date=Nov 12 2006, 01:22 AM:name=drx)--><div class='quotetop'>QUOTE (drx @ Nov 12 2006, 01:22 AM) [/quote] Actually, these graphics had a whole Animated Art Cue designed - which is not used in this proto. Totally weird... Could this be art from Level 01, which was scraped already? [/quote] I'm going to guess its scrapped ideas, but in my heart I think it's apart of Genocide City.
Each of the three Spring Yard (Hidden Palace) zone acts seem to do something different with the water levels, including where it rises and where it cuts off. My initial thought is that the water levels were copied from Labyrinth Zone in Sonic 1, but since I'm not a skilled hacker, I don't know how to prove it. My theory, though, is that each of the acts were used to test different ways to overcome bugs with the level wrapping feature of the level with the water enabled. If you head to the top of the ramp, place an object with debug that you can stand on, stand on it, jump, and go back to sprite mode, the level will wrap, and you can see the different effects. I find the most interesting to be in Act 3. Once you wrap and head a certain distance to the right, the water seems to disappear, but once you head off the water slide, the water level rises yet again.
<!--quoteo(post=149913:date=Nov 12 2006, 12:22 AM:name=drx)--><div class='quotetop'>QUOTE (drx @ Nov 12 2006, 12:22 AM) [/quote] Actually, these graphics had a whole Animated Art Cue designed - which is not used in this proto. Totally weird... Could this be art from Level 01, which was scraped already? [/quote] Could you post the animations from the game in action? I'm interested to see where they were loaded, and how they animated in-game.
it probably IS because of Labrynth, interesting how you got the level to wrap though, that was neat, I didn't notice that before. EDIT: you know and I think I knew this but that'll work for any level, I just kinda had to remind myself about that. I'd like to say that I think where the water is in the second level makes most sense, like if they made the level, the water should have been there... and... yeah >.>
<!--quoteo(post=149926:date=Nov 12 2006, 10:21 AM:name=Tweaker)--><div class='quotetop'>QUOTE (Tweaker @ Nov 12 2006, 10:21 AM) [/quote] Actually, these graphics had a whole Animated Art Cue designed - which is not used in this proto. Totally weird... Could this be art from Level 01, which was scraped already? [/quote] Could you post the animations from the game in action? I'm interested to see where they were loaded, and how they animated in-game. [/quote] It's not possible for me to do that - that animations belonged in the Main Patters of that level - so all I can do is make animated gifs of how the stuff would look like, but I doubt you'd want that.
<!--quoteo(post=149928:date=Nov 12 2006, 04:39 AM:name=drx)--><div class='quotetop'>QUOTE (drx @ Nov 12 2006, 04:39 AM) [/quote] Actually, these graphics had a whole Animated Art Cue designed - which is not used in this proto. Totally weird... Could this be art from Level 01, which was scraped already? [/quote] Could you post the animations from the game in action? I'm interested to see where they were loaded, and how they animated in-game. [/quote] It's not possible for me to do that - that animations belonged in the Main Patters of that level - so all I can do is make animated gifs of how the stuff would look like, but I doubt you'd want that. [/quote] Were the animated patterns set for the CPZ slot? Where in VRAM are they loaded to?
<!--quoteo(post=149928:date=Nov 12 2006, 08:39 PM:name=drx)--><div class='quotetop'>QUOTE (drx @ Nov 12 2006, 08:39 PM) [/quote] Actually, these graphics had a whole Animated Art Cue designed - which is not used in this proto. Totally weird... Could this be art from Level 01, which was scraped already? [/quote] Could you post the animations from the game in action? I'm interested to see where they were loaded, and how they animated in-game. [/quote] It's not possible for me to do that - that animations belonged in the Main Patters of that level - so all I can do is make animated gifs of how the stuff would look like, but I doubt you'd want that. [/quote] I already made that a few pages back anyway: Link
<!--quoteo(post=149931:date=Nov 12 2006, 04:42 AM:name=Vangar)--><div class='quotetop'>QUOTE (Vangar @ Nov 12 2006, 04:42 AM) [/quote] Actually, these graphics had a whole Animated Art Cue designed - which is not used in this proto. Totally weird... Could this be art from Level 01, which was scraped already? [/quote] Could you post the animations from the game in action? I'm interested to see where they were loaded, and how they animated in-game. [/quote] It's not possible for me to do that - that animations belonged in the Main Patters of that level - so all I can do is make animated gifs of how the stuff would look like, but I doubt you'd want that. [/quote] I already made that a few pages back anyway: Link [/quote] Yeah, but that's not in-game... I want to see them in-game to have some sort of clue as to how they'd be used.
Code (Text): AnimCue_Unk: dc.w 7 dc.l Art_UnkZone_1+$7000000 dc.w $9000 dc.b 2 dc.b 4 dc.b 0, 4 ; 0 dc.l Art_UnkZone_2+$7000000 dc.w $9080 dc.b 3 dc.b 8 dc.b 0, 8 ; 0 dc.b $10, 0 ; 2 dc.l Art_UnkZone_3+$7000000 dc.w $9180 dc.b 4 dc.b 2 dc.b 0, 2 ; 0 dc.b 0, 4 ; 2 dc.l Art_UnkZone_4+$B000000 dc.w $91C0 dc.b 4 dc.b 2 dc.b 0, 2 ; 0 dc.b 4, 2 ; 2 dc.l Art_UnkZone_5+$F000000 dc.w $9200 dc.b $A dc.b 1 dc.b 0 ; 0 dc.b 0 ; 1 dc.b 1 ; 2 dc.b 2 ; 3 dc.b 3 ; 4 dc.b 4 ; 5 dc.b 5 ; 6 dc.b 4 ; 7 dc.b 5 ; 8 dc.b 4 ; 9 dc.l Art_UnkZone_6+$3000000 dc.w $9220 dc.b 4 dc.b 4 dc.b 0, 4 ; 0 dc.b 8, 4 ; 2 dc.l Art_UnkZone_7+$7000000 dc.w $92A0 dc.b 6 dc.b 3 dc.b 0, 3 ; 0 dc.b 6, 9 ; 2 dc.b $C, $F ; 4 dc.l Art_UnkZone_8+$7000000 dc.w $9300 dc.b 4 dc.b 1 dc.b 0 ; 0 dc.b 1 ; 1 dc.b 2 ; 2 dc.b 3 ; 3 The animation script for the graphics. This script is not interpreted by any code. It's set for nearly all levels, but more as a Null script rather than anything. But I guess you could enable the script interpreter for some level just to check it out :P
The only reason the old beta had any leftovers in it was because it was actually an overdump, iirc, and had those extra bits of Wonderboy thrown in. This is a correct dump.
Ryoga - you're wrong. For example, this Desert Zone-esque graphic is in fact from an other game, which is an effect of overwriting the EPROM with quick write mode on (which skips chunks of FFs, thus resulting in leftover data). I already ran a quick search on GoodGen to find that data, with no luck. Probably a canned game.
Oh and yea - those graphics are certainly of an early scraped level. There's not much doubt about it :P PS. GHZ waterfalls are missing :P
Edit: Fuck this, I simply put out my thoughts and get fucked with because of it, I'm sorry if I'm not a fuckin' technical genius. I'm out.
It is using CPZ pallete? If yes, then it's definitely not from CPZ. These tiles looks real ugly with that pallete =P Lost pallete?
Wow, a little late on the draw, but my younger brother and I have spent the morning playing around with this - it has rekindled my intrest in Sonic. Thank you drx for finding it aswell as the money you've shelled out for it (aswell as anyone else who has). If I have enough money after I get my paycheck I'll try to make a donation (if you are still accepting them).
Of course he does, he's currently trying to get more protos (including a couple of Sonic-related ones).