Sonic and Sega Retro Message Board: New Sonic 1 Alpha Screens Discovered - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 17 Pages +
  • ◄ First
  • 14
  • 15
  • 16
  • 17
    Locked
    Locked Forum

New Sonic 1 Alpha Screens Discovered

#226 User is offline JumpingRyle 

Posted 25 May 2015 - 11:41 AM

  • Posts: 29
  • Joined: 09-May 15

View PostThe KKM, on 25 May 2015 - 10:09 AM, said:

well then, in that case

this was to go on last post, but tumblr ate the ask, so I'll add it now

Quote

To me, it just doesn't make sense for Vector to be named after the aviation thing when he has nothing linking him to it. Sonic and Mach are terms seen a lot in aviation, but that's because aviation is the only place you see things that fast (it does make the jet link sensible with the Mary Garnet story)...


And in response to your post now,

Quote

Okay, so I'm pretty certain that Ohshima also made Espio, and Espio's name is derived from espionage. One problem; there is no specific term for espionage in Japanese, it's just スパイ (Supai, SPY). The only way to get エスピオ (Esupio) would be to work out the name you want in English, then give it a rudimentary conversion to Katakana. It wouldn't surprise me if that same process got applied to Vector, but the conversion came out as the common one and not the specialist one.


I'll add that this last one seems to me to make the most sense- whatever the reason why Vector was chosen as a name, it then got the spelling it did simply because it was them writing it from the English, even if they, for an example, meant the term that comes from German.


I don't understand. Vector is a common aviation term (lift vector, thrust vector, etc.). Mach is a common aviation term. Sonic is, well, probably not common but certainly associated with aviation. This is also true in Japanese. The fact that vector is used in other places does not somehow make it no longer associated with aviation. When 3 out of the 5 band member names have a strong connection with aviation (and a 4th member also, although more general), and a big part of one of the character's origin stories involves aviation, I don't think it's a stretch of the imagination to see where the names originated. Especially since these characters were meant to appeal to children, who were not likely familiar with Vector Synthesis (!).

エスピオナージ "Espionage" is most certainly a Japanese word, and it's in the dictionary: http://dictionary.go.../jn2/23825/m0u/

I'd say it's a less-common loan word, but a quick google search will show you that it's still used quite a bit.

I don't understand how there can be a "common" vector and a "specialist" vector in Japanese. They are different words, used in different contexts, to refer to somewhat different things. They are not interchangeable. It would be strange to suddenly call "Vector synthesis" Bekutaa shinseshisu since that's not what it is. Again, this has absolutely nothing to do with English. These are 100% Japanese words. I think your knowledge of English might be deceiving you into seeing bekutaa and bekutoru as being basically the same thing, but they are only 50% similar in Japanese. Of course, I think most Japanese people would know that they are derived from the same word, but that makes them no more interchangeable than "hospice" and "hospital" in English (which are actually more than 50% similar).
This post has been edited by JumpingRyle: 25 May 2015 - 11:48 AM

#227 User is offline speedyink 

Posted 25 May 2015 - 08:13 PM

  • Posts: 15
  • Joined: 12-April 15

View PostDigitalDuck, on 24 May 2015 - 10:55 AM, said:

View Poststeveswede, on 24 May 2015 - 10:08 AM, said:

View PostBlack Squirrel, on 24 May 2015 - 07:32 AM, said:

Posted Image


Posted Image


Holy crap, I just noticed how the trees were way taller in those earlier builds. My guess is power ups hidden in trees weren't thought of yet.

#228 User is offline ICEknight 

Posted 25 May 2015 - 09:28 PM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18
I like how they bothered changing the terrain's shape when they decided to add a set of spikes in there. Shows how much they cared about every little detail, even when there wasn't a real need for it.

#229 User is offline DigitalDuck 

Posted 26 May 2015 - 04:36 AM

  • Arriving four years late.
  • Posts: 3364
  • Joined: 23-June 08
  • Gender:Male
  • Location:Lincs, UK
  • Project:TurBoa, S1RL

View PostICEknight, on 25 May 2015 - 09:28 PM, said:

I like how they bothered changing the terrain's shape when they decided to add a set of spikes in there. Shows how much they cared about every little detail, even when there wasn't a real need for it.


I'd say it's more likely they changed that part to accommodate a new bridge rather than the spikes.

Also, there's no swing coming from an upper path - I'd suggest that maybe the top (initial) path of Act 2 didn't exist at first, and you started at the bottom part (where the spikes and item boxes are).

Complete speculation, though.

#230 User is offline MamboCat 

Posted 26 May 2015 - 06:13 AM

  • Old Fogey
  • Posts: 10
  • Joined: 28-January 15
  • Gender:Female
  • Location:Prague
  • Project:STCO colouring!
This stuff is absolutely fascinating. Thanks for finding and scanning it.

The more I look at the Madonna and monster-era stuff, the more I think Sonic was meant to be something along the lines of AoSTH: a wacky world of all kinds of different weird creatures and vivid landscapes. I wonder if there's anything to that? *shrug*

Also the egg monster guy kinda reminds me of Dizzy, Prince of the Yolk Folk! :D

#231 User is offline Sodaholic 

Posted 26 May 2015 - 08:46 AM

  • Colony ship for sale, cheap!
  • Posts: 1004
  • Joined: 05-September 04
  • Gender:Male
  • Location:Ohio
Thanks for the comments. Made a bit more progress:

Posted Image

#232 User is offline Xeal 

Posted 26 May 2015 - 08:49 AM

  • We're enemies. Rivals. Opposites. Reverses of one another.
  • Posts: 487
  • Joined: 06-March 14
  • Gender:Male
  • Location:Pale Blue Dot
  • Project:College

View PostSodaholic, on 26 May 2015 - 08:46 AM, said:

Thanks for the comments. Made a bit more progress:

Posted Image


Well this is very neat.

#233 User is offline MamboCat 

Posted 26 May 2015 - 11:05 AM

  • Old Fogey
  • Posts: 10
  • Joined: 28-January 15
  • Gender:Female
  • Location:Prague
  • Project:STCO colouring!
It's certainly very bright and colourful. :) I seem to remember Sonic's sprites in the first game being a tad on the grey side, rather than the cobalt blue we all know!

One observation: his wider pupils remind me of the "high" Sonic sprites from After the Sequel's Sugar Splash Zone!!

#234 User is offline ICEknight 

Posted 26 May 2015 - 01:40 PM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostSodaholic, on 26 May 2015 - 08:46 AM, said:

Thanks for the comments. Made a bit more progress:

Posted Image

The first frame was a pretty good approximation, but now you cheated and based the rest of the sprites on the final ones. =P

#235 User is offline rata 

Posted 26 May 2015 - 03:16 PM

  • Posts: 74
  • Joined: 11-January 15
  • Gender:Male
  • Location:Argentina
  • Project:Trying to be useful somehow.
Judging for the only image we have from that stage of development, the frames aparently were identical in every aspect except on the shading. I don't see how he cheated.

#236 User is offline ICEknight 

Posted 26 May 2015 - 04:29 PM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View Postrata, on 26 May 2015 - 03:16 PM, said:

Judging for the only image we have from that stage of development, the frames aparently were identical in every aspect except on the shading. I don't see how he cheated.
Not the only image. Go a few pages back.

#237 User is offline Rika Chou 

Posted 26 May 2015 - 05:51 PM

  • Adopt
  • Posts: 5093
  • Joined: 11-January 03
  • Gender:Not Telling
  • Location:CA US
  • Wiki edits:4
Posted Image

So the shading was different, the pupil was shorter, and his ear was shaped/angled different.
This post has been edited by Rika Chou: 26 May 2015 - 05:54 PM

#238 User is offline rata 

Posted 27 May 2015 - 09:07 AM

  • Posts: 74
  • Joined: 11-January 15
  • Gender:Male
  • Location:Argentina
  • Project:Trying to be useful somehow.
Oh, right, I got lost between vector syntesis and google chrome crashes at that page so I must have skipped it. Thanks for make me notice it and sorry for talking crap, it won't happen again.

#239 User is offline ICEknight 

Posted 27 May 2015 - 10:53 AM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostRika Chou, on 26 May 2015 - 05:51 PM, said:

Posted Image

So the shading was different, the pupil was shorter, and his ear was shaped/angled different.
Also, there seem to be some small changes in his arms, hand and shoes too.

#240 User is offline LOst 

Posted 30 May 2015 - 06:54 PM

  • Posts: 4879
  • Joined: 10-January 03
  • Gender:Male
  • Wiki edits:2
Awesome find! This quality scan together with the discovery of the checkered ball in action (a few month back) are to live for!






As for the parallax scrolling techniques often talked about in this demo:
I did found a few references in Sonic 1's code labels that state there were once two layers of objects in the game. Just imagine it as two cameras moving at different speeds and creating and potentially destroying objects as they move over a grid of 128 pixels. By having two object layouts, it is possible to spawn background or foreground objects at a different scroll rate, such as the rocks and clouds in the foreground. A huge amount of RAM was allocated for this effect, and it was probably removed in favor of other effects. Having foreground and background objects in the game is still possible, but require special programming as can be seen by the trusses in Starlight Zone and Chemical Plant Zone, and the Death Egg background sprite in Lava Reef Zone Act 2, and then we have special foreground palm leaves in Angel Island.


Here are some of the Sonic 1 references (ported to C). The name of the second object layer was officially Z:

extern FIX16				scra_h_posiw;				// $FFF700: Scroll A horizontal.
extern FIX16				scra_v_posiw;				// $FFF704: Scroll A vertical.
extern FIX16				scrb_h_posiw;				// $FFF708: Scroll B horizontal.
extern FIX16				scrb_v_posiw;				// $FFF70C: Scroll B vertical.
extern FIX16				scrz_h_posiw;				// $FFF710: Scroll Z horizontal. << Object layer 2 scroll
extern FIX16				scrz_v_posiw;				// $FFF714: Scroll Z vertical. << Object layer 2 scroll
extern FIX16				scrc_h_posiw;				// $FFF718: Scroll C horizontal.
extern FIX16				scrc_v_posiw;				// $FFF71C: Scroll C vertical.



extern unsigned short int		scrflaga;				// $FFF754: Scroll A update flags.
extern unsigned short int		scrflagb;				// $FFF756: Scroll B update flags.
extern unsigned short int		scrflagz;				// $FFF758: Scroll Z update flags. << Object layer 2 scroll
extern unsigned short int		scrflagc;				// $FFF75A: Scroll C update flags.



extern ASETDATA const*			asetadr;				// $FFF770: Actset high address.
extern ASETDATA const*			asetadr2;				// $FFF774: Actset low address.
extern ASETDATA const*			asetadrz;				// $FFF770: Actset high address for scroll Z. << Object layer 2 scroll
extern ASETDATA const*			asetadrz2;				// $FFF774: Actset low address for scroll Z. << Object layer 2 scroll



extern signed short int			asetxposiz;				// $FFF78A: Last horizontal spawn meta grid for scroll Z. << Object layer 2 scroll
extern signed short int			asetyposiz;				// Last vertical spawn meta grid for scroll Z. << Object layer 2 scroll

extern signed short int			flagxposiz;				// Current horizontal spawn meta grid for scroll Z. << Object layer 2 scroll
extern signed short int			flagyposiz;				// Current vertical spawn meta grid for scroll Z. << Object layer 2 scroll

extern signed short int			flagxposi;				// Current horizontal spawn meta grid ($FFEF64 in Sonic 3).
extern signed short int			flagyposi;				// Current vertical spawn meta grid ($FFF7DA in Sonic 3).

extern FLAGWKCNT			flagwkcnt;				// $FFFC00: Spawn remember buffer index.
extern FLAGWKCNT			flagwkcntz;				// $FFF78C: Spawn remember buffer index for scroll Z. << Object layer 2 scroll




In the source file ACTSET, the spawn tables are initialized according to the active stage, and some of the Z scrolling stuff is indeed left initialized in Sonic 1:

void actsetchk ()
{
	unsigned int I;
	signed int x, y, xz, yz;

	enum
	{
		actsetinit, 
		actset
	};

	switch (actset_rno)
	{
	case actsetinit:
		++actset_rno;

		asetadr = asetadr2		= asettbl [(((stageno.zone << 1) + stageno.zone) + stageno.act) << 1];
		asetadrz = asetadrz2		= asettbl [((((stageno.zone << 1) + stageno.zone) + stageno.act) << 1) + 1]; // << Object layer 2 scroll

		flagwkcnt.flagworkcnt = flagwkcnt.flagworkcnt2 = 1;
		flagwkcntz.flagworkcnt = flagwkcntz.flagworkcnt2 = 1; // << Object layer 2 scroll

		for (I = 0; I < 0x200; I++)
		{
			flagwork [I] = 0x00;
		}

		if ((x = (signed int) scra_h_posiw.integer - STAGE_ACTSET) < 0)
		{
			x = 0;
		}
		
		x &= ~(STAGE_ACTSET - 1);

		while (x > asetadr->xposi)
		{
			if ((signed char) asetadr->actno < 0)
			{
				++flagwkcnt.flagworkcnt;
			}

			++asetadr;
		}

		... Continues initializing spawn boundaries ...



Sorry about the technical stuff above. The main thing is, Sonic 1 will always be special and I hope more discoveries will follow, being it graphics, music, or code.

Off topic: I did discover the name of the queued/buffered compressed art in the labels as well. The name is divdevwk. Remember this is not the name of the compression, but the name of the system for dividing the job of decoding a little bit of data per frame to have smooth loading of bosses etc.

  • 17 Pages +
  • ◄ First
  • 14
  • 15
  • 16
  • 17
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users