To answer some questions:
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There are a large number of unused objects in the game which have code, but probably missing graphics for them. (offsets: $9B75, $9BE8, $9C70, $96F8, $96A8, $8218, $83C1, $94A5, $AE35, $B0F4, $8ECA, $8F6C, $BCDF)
When I can reverse engineer how the objects work I might be able to work out what the AI these objects have and give them new graphics.
I'm in the middle of unpicking the music data, so I will post here if I find any more unused songs.
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There's a pointer table for the game music at $C716. Green Hill begins at $C7D0 and I discovered Marble Zone wedged inbetween it and the next song. You can find it at $CD0A.
I used the music notes on the SCHG to unpick the bytes, so credit for this discovery must go to ValleyBell.
I don't know how to do VGM stuff, but I hope this data helps the peeps who know.
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I've rewritten most of that page already and plan to completely overhaul it. When I started there were a large number of unknown bytes in the level headers and I've now gotten that down to 1: Unknown Byte "9" is actually a bank number for loading the sprite data -- more proof the game used to be bigger -- but I haven't added that info to the wiki yet.
Since the response has been so nice, I'll share with you my current disassembly -- just be warned that this is only 5% done, but I've mostly got it formatted in ASM and have started commenting it.
Sonic 1 Master System Disassembly: (23-NOV-13) http://camendesign.co.uk/_stuff/S1.sms.asm


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