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Sonic 3 (Nov 03, 1993) Disassembly

Discussion in 'Engineering & Reverse Engineering' started by Esrael, Jan 10, 2021.

  1. Esrael

    Esrael

    Neto Tech Member
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    Brazil, São Paulo, Guarulhos
    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    This disassembly was generated with use of "Neto Assembler Editor v0.14a"

    Sonic 3 Beta (rev 03/11/1993) disassembly

    You can view all levels and unused maps / palettes of this beta in "Neto Assembler Editor".
    Run "Neto Assembler Editor" and then Click in Tools -> Sonic Series Level Layout Editor and Load File "S303111993.epr".


    Neto Assembler Editor v0.14a

    Enjoy!

    Best regards.
    ------------------
    Neto
     
    Last edited: Jul 24, 2021
  2. Rrose80149

    Rrose80149

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    That looks good.
     
  3. Joseph A. Rose

    Joseph A. Rose

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    Wow. I never though of you using that.
     
  4. JoseTB

    JoseTB

    Tech Member
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    Woah. Any notable findings worth sharing? Don't leave us hanging :)
     
  5. Esrael

    Esrael

    Neto Tech Member
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    Brazil, São Paulo, Guarulhos
    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    For curiosity in the Disassembly you will see some unknown Tiles, Blocks and chunks after label "Offset_0x1B9568:". But I successfully loaded them and figured they are some type of proto masks for 2P levels.

    If you want to see these. Open the file "S303111993.epr" and add these entry to main block
    Code (Text):
    1.  
    2.     Ballon Park Mask
    3.     Desert Palace Mask
    4.     Chrome Gadget Mask
    5.     Endless Mine Mask
    6.  
    And these to the end of file

    Code (Text):
    1. ;------------------------------------------------------------
    2. [Ballon Park Mask]
    3.   begin
    4.     Edit Type   = Mode 0
    5.     Folder      = .\
    6.     Palette     = Data\All\Sonic.Pal
    7.     Palette2    = Data\AIz\AIz_1.Pal
    8.     Tiles       = Data\unknown\tiles.kmd
    9.     Blocks      = Data\unknown\blocks.kos
    10.     Chunks      = Data\unknown\chunks.kos
    11.     Map         = Data\BPz\BPz_Map.dat
    12.     Objects     = nul
    13.     Rings       = nul
    14.   end;
    15. ;------------------------------------------------------------
    16. [Desert Palace Mask]
    17.   begin
    18.     Edit Type   = Mode 0
    19.     Folder      = .\
    20.     Palette     = Data\All\Sonic.Pal
    21.     Palette2    = Data\AIz\AIz_1.Pal
    22.     Tiles       = Data\unknown\tiles_2.kmd
    23.     Blocks      = Data\unknown\blocks_2.kos
    24.     Chunks      = Data\unknown\chunks_2.kos
    25.     Map         = Data\DPz\DPz_Map.dat
    26.     Objects     = nul
    27.     Rings       = nul
    28.   end;  
    29. ;------------------------------------------------------------
    30. [Chrome Gadget Mask]
    31.   begin
    32.     Edit Type   = Mode 0
    33.     Folder      = .\
    34.     Palette     = Data\All\Sonic.Pal
    35.     Palette2    = Data\AIz\AIz_1.Pal
    36.     Tiles       = Data\unknown\tiles_3.kmd
    37.     Blocks      = Data\unknown\blocks_3.kos
    38.     Chunks      = Data\unknown\chunks_3.kos
    39.     Map         = Data\CGz\CGz_Map.dat
    40.     Objects     = nul
    41.     Rings       = nul
    42.   end;  
    43. ;------------------------------------------------------------
    44. [Endless Mine Mask]
    45.   begin
    46.     Edit Type   = Mode 0
    47.     Folder      = .\
    48.     Palette     = Data\All\Sonic.Pal
    49.     Palette2    = Data\AIz\AIz_1.Pal
    50.     Tiles       = Data\unknown\tiles_4.kmd
    51.     Blocks      = Data\unknown\blocks_4.kos
    52.     Chunks      = Data\unknown\chunks_4.kos
    53.     Map         = Data\EMz\EMz_Map.dat
    54.     Objects     = nul
    55.     Rings       = nul
    56.   end;        
    57. end;  
    And then open the Sonic Series Level Layout Editor and load the file "S303111993.epr", Select one and you will see the strange masks that match with current levels.
    Eg: If you select "Endless Mine Mask" and after 'Endless Mine" you will see that they match.


    Best regards.
    ------------------
    Neto
     
    Last edited: Jan 25, 2021
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  6. Uh not to sound rude or anything, but your disassembly doesn't actually compile, apparently due to privileged instructions.
     
  7. Esrael

    Esrael

    Neto Tech Member
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    Brazil, São Paulo, Guarulhos
    Neto Assembler Editor / Sonic 2 Delta / Neto MD-DOS
    Hi, The code targets Snasm68K.


    Best regards.
    ------------------
    Neto