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
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): Ballon Park Mask Desert Palace Mask Chrome Gadget Mask Endless Mine Mask And these to the end of file Code (Text): ;------------------------------------------------------------ [Ballon Park Mask] begin Edit Type = Mode 0 Folder = .\ Palette = Data\All\Sonic.Pal Palette2 = Data\AIz\AIz_1.Pal Tiles = Data\unknown\tiles.kmd Blocks = Data\unknown\blocks.kos Chunks = Data\unknown\chunks.kos Map = Data\BPz\BPz_Map.dat Objects = nul Rings = nul end; ;------------------------------------------------------------ [Desert Palace Mask] begin Edit Type = Mode 0 Folder = .\ Palette = Data\All\Sonic.Pal Palette2 = Data\AIz\AIz_1.Pal Tiles = Data\unknown\tiles_2.kmd Blocks = Data\unknown\blocks_2.kos Chunks = Data\unknown\chunks_2.kos Map = Data\DPz\DPz_Map.dat Objects = nul Rings = nul end; ;------------------------------------------------------------ [Chrome Gadget Mask] begin Edit Type = Mode 0 Folder = .\ Palette = Data\All\Sonic.Pal Palette2 = Data\AIz\AIz_1.Pal Tiles = Data\unknown\tiles_3.kmd Blocks = Data\unknown\blocks_3.kos Chunks = Data\unknown\chunks_3.kos Map = Data\CGz\CGz_Map.dat Objects = nul Rings = nul end; ;------------------------------------------------------------ [Endless Mine Mask] begin Edit Type = Mode 0 Folder = .\ Palette = Data\All\Sonic.Pal Palette2 = Data\AIz\AIz_1.Pal Tiles = Data\unknown\tiles_4.kmd Blocks = Data\unknown\blocks_4.kos Chunks = Data\unknown\chunks_4.kos Map = Data\EMz\EMz_Map.dat Objects = nul Rings = nul end; 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
Uh not to sound rude or anything, but your disassembly doesn't actually compile, apparently due to privileged instructions.