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(GG) Sonic 2 Auto Demo Prototype (1991-12-05) - Info & Download + Sonic Labyrinth & Tails Adventures prereleases inside!

#31 User is offline Master Emerald 

Posted 20 August 2014 - 08:36 PM

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Why did they remove this?

;-;

Posted Image
This post has been edited by Master Emerald: 20 August 2014 - 08:37 PM

#32 User is offline doc eggfan 

Posted 20 August 2014 - 08:38 PM

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View PostMaster Emerald, on 20 August 2014 - 08:36 PM, said:

Why did they remove this?

;-;

Posted Image


!0_0!

I thought those unused tiles were for a loop.

#33 User is online steveswede 

Posted 20 August 2014 - 08:39 PM

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Just a question guys, why do the 8 bit SMS games have enormous borders
This post has been edited by steveswede: 20 August 2014 - 08:49 PM

#34 User is offline nineko 

Posted 20 August 2014 - 08:45 PM

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It's not fair, I couldn't take a deep look at this until now, and the song has already been discovered, I feel useless :(

#35 User is offline Master Emerald 

Posted 20 August 2014 - 08:50 PM

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To edit the ROM, just use Meka. It has a realtime ROM editor :)

#36 User is offline Ravenfreak 

Posted 20 August 2014 - 08:52 PM

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I disassembled the ROM myself. :v: But it looks like MJ beat me to unlocking the controls and the level/act values. xP Still going to mess around with this, and explore the levels. :v:

#37 User is offline nineko 

Posted 20 August 2014 - 08:59 PM

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Yeah I could find the song into the ROM and I was about to port it to the final version of Sonic 2 but I guess there's no point into doing that anymore :(

I hate my timezone.

#38 User is offline MarkeyJester 

Posted 20 August 2014 - 09:02 PM

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View PostRavenfreak, on 20 August 2014 - 08:52 PM, said:

I disassembled the ROM myself. :v:/>/>/> But it looks like MJ beat me to unlocking the controls and the level/act values. xP Still going to mess around with this, and explore the levels. :v:/>/>/>


Oh do so! I mean geez, the more people having a look, the better...

I'm also pretty damn hyped with Master Emerald's findings, they seem to fill an empty picture quite well.

View PostYou-Are-Pwned, on 20 August 2014 - 08:18 PM, said:

How did you discover those thing so fast? I'm interested in what kind of debugger of SMS or Z80 you use, if any.


Posted Image

Combined with experience and understanding of Z80 binary instructions, and how games function on the old consoles! It seems like a drag all these years, but I'm actually rather glad in the end.
This post has been edited by MarkeyJester: 20 August 2014 - 10:51 PM

#39 User is offline Tanks 

Posted 20 August 2014 - 09:08 PM

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So I tried a bit of an experiment and tried load Zone 2 Act 3 (Sky High). It ended up loading Zone 3 Act 0, the removed act from Underground except it did not load with the mine cart...

#40 User is offline Xilla 

Posted 20 August 2014 - 09:18 PM

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Tried some random zone and act values and ended up in a horrendously broken (even more so than usual) GHZ with what looks like a massively oversized (and non-functioning) bridge.

#41 User is offline Sodaholic 

Posted 20 August 2014 - 09:20 PM

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Wow, this is awesome!

This game was clearly rushed. Look at how much it was clearly stripped down from the design intentions of this build. Sonic also controls like utter shit. Honestly, I've always felt that Aspect did a poor job with this one. Chaos was more tolerable, and Triple Trouble was actually pretty neat. I especially like Tails Adventures, but they dropped the ball with Blast.

It is pretty fun to look into the vastly different levels. I find it amusing how Sonic disappears behind the lightning due to it simply being a palette cycling effect. Being behind the rain makes it feel less flat and "pasted on", but I can see why they changed it.

#42 User is offline Eric Wright 

Posted 20 August 2014 - 09:31 PM

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View PostDustArma, on 20 August 2014 - 08:32 PM, said:

The autodemo is so ridiculously broken, it makes Sonic Crackers look finished.

Come on, Crackers was at least relatively playable :P Except for that goofy carnival level with the inverted loops and non-existent collision detection for the ground ¬_¬



I'm pretty psyched to see what people do with this proto... I'm hoping for levels to be imported into the final version :)

#43 User is offline You-Are-Pwned 

Posted 20 August 2014 - 09:41 PM

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So, here's the recap of all the "official" levels in this ROM. There are more, of course, but I'm only listing the ones that are played automatically during the auto-demo.

Zone 4 Act 0 - Intro with running Sonic
Zone 4 Act 1 - Title Screen

Zone 0 Act 0 - First Stage
Zone 1 Act 2 - Second Stage
Zone 3 Act 1 - Third Stage

The SEGA screen and the COMING SOON screen are not Acts they are just screens on top.

#44 User is offline sonicblur 

Posted 20 August 2014 - 09:43 PM

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If it helps, here are the memory addresses for Sonic's Coordinates. Might be useful in Sky High, since there was some floor after the hang-glider section that you normally see during the demo.
X Position: 1510
Y Position: 1514
Scrolling is handled with a different address and changing the position won't auto-scroll there, so you're better off freezing these or making minor changes if you just want to explore.

#45 User is offline Tanks 

Posted 20 August 2014 - 09:58 PM

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I did an hours worth of streaming just fucking around the levels and generally fucking around with the ROM.

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