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Sonic 2 early prototype, dumped

#601 User is offline Aurochs 

Posted 05 December 2006 - 06:25 PM

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It would appear that each symbol table is built for a seperate file, and symbols don't have scope in any other file unless they're explicitly exported and imported. In that way, their assembler has an architecture quite similar to the common C compiler (or, to take an example from my personal hardon, AS's sections).

Too bad we don't have the comments anymore. Those are a good indicator to how many people were editing a particular file. Don't take that as a complaint, though; we're plenty lucky enough to have the labels.

#602 User is offline Nemesis 

Posted 05 December 2006 - 06:25 PM

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Are you sure the symbol table belongs to a sonic game, and not something else that was on the cart? Have you found a name or reference that links that data to sonic resources?

#603 User is offline Aurochs 

Posted 05 December 2006 - 06:31 PM

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http://cinos.gunsha....2proto_code.txt

This is so obviously the code for debug (edit, as they called it) mode that it hurts. Note that the symbol conventions are roughly the same in this file as in the debug tables that drx is working with.

#604 User is offline drx 

Posted 05 December 2006 - 06:36 PM

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View PostNemesis, on Dec 6 2006, 12:25 AM, said:

Are you sure the symbol table belongs to a sonic game, and not something else that was on the cart? Have you found a name or reference that links that data to sonic resources?


Yes, I'm sure about this, it's actually harder to describe than to just look at it, but I'll try:

-the whole 0x20000 byte chunk of code is consistent - it's pretty clear that it's an exerpt from the assembler's buffer (which was somehow uncleared at the time). the whole chunk has also other numbers assigned to each label and address (which is probably to identify it all, and some parameters - there are different types of references, labels etc).

-it contains code that is very similar and/or (depending on the 'file') identical to what we have in the nick arcade build (like this boss code)

-the labels are followed with absolute or relative addresses, which fit perfectly with the code

-somewhere inside this (from the top of my head - around 0x60000), there is a fully uncompiled exerpt of the debug mode source code

-inside this, some nifty stuff slipped in - Main level load blocks and pattern load cues from the earlier build

-they reference to tails as 'fox' :P

And like I said, I'm going to get it all together in a your-style breakdown or something.

#605 User is offline SMTP 

Posted 05 December 2006 - 08:20 PM

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Im interested in the HTZ leftovers, are they block mappings or a level layout?

#606 User is offline Caitlin 

Posted 05 December 2006 - 08:55 PM

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I myself am particularly interested in this 'different' CPZ.

#607 User is offline Vangar 

Posted 06 December 2006 - 07:05 AM

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View PostThunderSpeed, on Dec 6 2006, 12:55 PM, said:

I myself am particularly interested in this 'different' CPZ.


Same. When the code is completed, what will be of it? Level layout? Art?

#608 User is offline Jan Abaza 

Posted 06 December 2006 - 07:44 AM

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Oh well, might as well post here now that someone else beat me to it. CPZ has a different debug code, consisting of objects not found in drx's beta. Hill Top isn't there at all, from what I could see, where did you see that? O_o

There are references to "sandcrab" and "bubbler", along with bits and pieces of Sonic 1 being turned Sonic 2. The most interesting bits deal with enemy and boss data, though.

Example of this un-arranged fossilized code:

; enemy: Gator (HPZ)

	gatorchg00	c
	gatorchg01	c$
	gatorchg02	c'
	gator					b
	gatorsp00					cH
	gatorsp01					cj
	gatorsp02					cî
	gatorsp03					c«
	gatorsp04					cđ
	gatorsp05					c˛
	gatorsp06					d 
	gatorsp07					d6
	gatorsp08					dX
	gatorsp09					dz
	gatorsp10					dť
	gatorsp11					dż
	gatorpat					c0
	.end$tdba					b¦
	.end$pdba					b`
	.out$udba					c 
	.set$udba					c 
	gator_0					 bé
	gator_1					 bŽ
	.lft$udba					bŔ
	gator_move_tbl	b 
	gatorinit					b 
	gatormove					bb
	.jump2$tdba			  bĂ
	gatormove_tbl		   b~
	gatorchg				   c 
	checksonic 	bŮ
	.jump$sdba	bĄ
	.rt$udba					b°
	.jump$beba	ep


Near the end it you can see how it does the "mouth opening" routine. =) By the way, I don't think this is ASM, but rather a custom sccripting language based off it (some things are handled very swiftly). In any case, it's the Sonic 1 source code - with garbled pointers - but can probably be restored, and drx is already on it, as I see.

...this is probably highly illegal to view or use, though'.
This post has been edited by Jan Abaza: 06 December 2006 - 08:18 AM

#609 User is offline Quickman 

Posted 06 December 2006 - 08:50 AM

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um excuse me but wtf r u talkin about

#610 User is offline drx 

Posted 06 December 2006 - 09:30 AM

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What you posted, CNZ, is a list of labels. And yea I'm gonna convert them along with the code into something human-readable sometime soon.

#611 User is offline Aurochs 

Posted 06 December 2006 - 06:50 PM

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View PostCarnival Night Zone, on Dec 6 2006, 07:44 AM, said:

By the way, I don't think this is ASM, but rather a custom sccripting language based off it (some things are handled very swiftly).

Could you repeat that please? I think I had something retarded in my ear.

#612 User is offline Jan Abaza 

Posted 07 December 2006 - 04:14 AM

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The retarded thing might not be in your ear, but in your sense of sarcasm. After going through the code though, I'd better either ask for that post to be deleted or just shut up in general (which I probably will anyway), so no flames necessary. :P
This post has been edited by Jan Abaza: 07 December 2006 - 04:18 AM

#613 User is offline Tweaker 

Posted 07 December 2006 - 10:04 AM

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script? I think you might be thinking of the macros they used, which is all handled by the assembler.

#614 User is offline Serginho 

  Posted 19 December 2006 - 10:34 PM

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hi, I'm new at the forum.

I was reading the topic and found you talking about the unused collision animation when sonic hits a wall fast.
playing the game, I noticed another animation (don't know if someone already seen it, I jumped from the page 20 to here) that's not used in the final version, you can see it when you run and turn to the other side, making sonic brake.
here's a screenshot:

Posted Image

bye

#615 User is offline Quickman 

Posted 19 December 2006 - 11:52 PM

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We've known the braking animation is different since time immemorial. How exactly did you pass the test if you weren't even able to check on the website and figure that out?
This post has been edited by Quickman: 19 December 2006 - 11:53 PM

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