Cancelled SegaSonic game SegaSonic Bros. (1992) found

Discussion in 'General Sonic Discussion' started by TimmiT, Feb 4, 2016.

  1. Clownacy

    Clownacy

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    Ahaha, I was right! I disassembled the driver (SMPS 68k Type 2. Code starts at 0x26F98), and it does use FM drums! It probably uses the ADPCM chip for SFX, since the original DAC SFX code is replaced with something new.

    There are even two unused drums that aren't listed in the table!

    Edit: Here's the disasm, if you're interested.
     
  2. Hez

    Hez

    Asshole Oldbie
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    Kind of funny the special stage in Sonic 3 has you turn blue spheres red in a box to get rid of them. Wonder if that idea came from this game while they were picking music?
     
  3. GoldS

    GoldS

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  4. evilhamwizard

    evilhamwizard

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    Track 85 and 86 were used in Sega Channel (Japan) as well.

    https://www.youtube.com/watch?v=T6BFz8WUqas
    https://www.youtube.com/watch?v=lWEU6lujzOk
     
  5. ICEknight

    ICEknight

    Researcher Researcher
    Just a heads up that these ROMs are not the actual dumps from the original PCB. They were modified so that they could work in a multi-game board, then re-extracted to make them standalone again, so there's a chance that there's a few differences from the original code in here.
     
  6. ashthedragon

    ashthedragon

    Dragon Team Researcher
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    Sonic Paradise & Sonic Ages
    Wow, SEGA really hates trashing music, doesn't it?

    Also... if the red hedgehog is called Ketchup, and the yellow one is Mustard.... whay about calling the new, white one Mayo? :v:

    There are advances on porting the game to Mega Drive, Dustin M.O'Dell has been posting his research and advances on porting it into Megadrive/genesis on twitter. It also seems like this game started its life as a Mega Drive game, then ported to C2? It does not only have a Megadrive styled header, but also has the TMSS code, and seems like it it was written over megadrive code https://twitter.com/DustinOfcYT/status/1070468227333902336 https://twitter.com/DustinOfcYT/status/1070476222713319424

    This is great. The game is full of surprises!
     
  7. Overlord

    Overlord

    ...did we just switch realities? Moderator
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    Once again, massive things happen when I disappear for a couple of days. This time something positive, which is nice :)

    Great to see this has seen the light of day, drama regarding the fallout can be dealt with later. 8B was quite the surprise too!
     
  8. ICEknight

    ICEknight

    Researcher Researcher
    Interesting...
    Also, it's kinda working already.
     
  9. JaxTH

    JaxTH

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    Jack shit.
    It never fails.
     
  10. SystemsReady

    SystemsReady

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    yoooo the special stage theme!!

    There are some differences. 8b's backing percussion has a different structure (intense emphasis on beats 2 and 4, which makes it feel plodding...), its snare is very loud, and its hi-hats are much quieter. The bridge before the track loops feels much sloppier than the Sonic 3 version in a way I can't place, though it might be the percussion's fault there.

    The waveforms are really, really different despite sounding similar enough that you can (mostly) layer the two versions together without it being an unholy mess, though how much of that is due to the Sonic 3 rip I don't know.

    [​IMG]

    All in all, I don't think the Sonic 3 version is a simple "copy-paste", it got polished up a bit before being reused.
     
  11. Clownacy

    Clownacy

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    The percussion's the exact same (bar everything being FM). The only differences in the song are some smpsModSet commands being shuffled around in the FM melody tracks.

    Anyway, the reason the song doesn't work properly in Sonic 1 is because S1's driver moved the smpsReturn command from $F2 to something else, while this game's driver kept it in the normal slot.

    Here's the song in SMPS2ASM format:

    Code (ASM):
    1. SSBros_S3SpecialS_Header:
    2.     smpsHeaderStartSong 1, 1
    3.     smpsHeaderVoice     SSBros_S3SpecialS_Voices
    4.     smpsHeaderChan      $06, $03
    5.     smpsHeaderTempo     $01, $06
    6.  
    7.     smpsHeaderDAC       SSBros_S3SpecialS_DAC,  $00, $06
    8.     smpsHeaderFM        SSBros_S3SpecialS_FM1,  $00, $1A
    9.     smpsHeaderFM        SSBros_S3SpecialS_FM2,  $00, $12
    10.     smpsHeaderFM        SSBros_S3SpecialS_FM3,  $00, $1A
    11.     smpsHeaderFM        SSBros_S3SpecialS_FM4,  $00, $1A
    12.     smpsHeaderFM        SSBros_S3SpecialS_FM5,  $00, $22
    13.     smpsHeaderPSG       SSBros_S3SpecialS_PSG1, $00, $06, $00, fTone_03
    14.     smpsHeaderPSG       SSBros_S3SpecialS_PSG2, $00, $06, $00, fTone_03
    15.     smpsHeaderPSG       SSBros_S3SpecialS_PSG3, $00, $05, $00, fTone_02
    16.  
    17. ; FM1 Data
    18. SSBros_S3SpecialS_FM1:
    19.     smpsSetvoice        $01
    20.     dc.b    nE5, $06, nRst, $0C, nE4, $06, nB3, nRst, nE4, nRst, nFs4, nRst
    21.     dc.b    nAb4, nRst, nB4, nRst, nD5, nRst, nE5, nE5, nRst, nE5, nE5, nRst
    22.     dc.b    nE5, nE5, nRst, nD5, nRst, nD5, nD5, $0C, nE5, nRst, $60
    23.  
    24. SSBros_S3SpecialS_Jump03:
    25.     smpsSetvoice        $03
    26.     smpsCall            SSBros_S3SpecialS_Call00
    27.     smpsCall            SSBros_S3SpecialS_Call01
    28.     smpsCall            SSBros_S3SpecialS_Call02
    29.     dc.b    nE6
    30.     smpsAlterVol        $06
    31.     smpsSetvoice        $04
    32.     smpsModSet          $01, $01, $01, $04
    33.     dc.b    nA6, $66, nA5, $06, nA6, nA5, nA6, $0C
    34.     smpsCall            SSBros_S3SpecialS_Call03
    35.     dc.b    nEb4
    36.     smpsAlterVol        $FA
    37.     smpsModSet          $00, $00, $00, $00
    38.     smpsSetTempoMod     $04 ; In SegaSonic Bros.' driver, this command *adds* to the current tempo, speeding the song up
    39.     smpsJump            SSBros_S3SpecialS_Jump03
    40.  
    41. SSBros_S3SpecialS_Call00:
    42.     dc.b    nA5, $0C, nE5, $06, nA5, nRst, nB5, nRst, nC6, $02, smpsNoAttack, nCs6
    43.     dc.b    smpsNoAttack, nD6, $08, nCs6, $06, nB5, nRst, nA5, $0C, nB5, nA5, $0C
    44.     dc.b    nE5, $06, nA5, nRst, nB5, nRst, nC6, $02, smpsNoAttack, nCs6, smpsNoAttack, nD6
    45.     dc.b    $08, nCs6, $06, nB5, nRst, nA5, $18
    46.     smpsLoop            $00, $02, SSBros_S3SpecialS_Call00
    47.     dc.b    nFs5, $12, nAb5, nA5, $0C, nBb5, $03, smpsNoAttack, nB5, $09, nA5, $06
    48.     dc.b    nAb5, nRst, nFs5, $12, nE5, $12, nB5, nA5, $24, nE5, $18, nFs5
    49.     dc.b    $12, nAb5, nA5, $0C, nAb5, $12, nA5, nB5, $0C, nCs6, $18, nB5
    50.     dc.b    nCs6, nE6
    51.     smpsReturn
    52.  
    53. SSBros_S3SpecialS_Call01:
    54.     dc.b    nFs6, $12, nFs6, nE6, $0C, nFs6, $12, nFs6, nE6, $06, nFs6, nA6
    55.     dc.b    $12, nAb6, nE6, $0C, nCs6, $24, nD6, $06, nE6, nFs6, $12, nFs6
    56.     dc.b    nE6, $0C, nFs6, $12, nFs6, nE6, $06, nFs6, nA6, $12, nAb6, nCs7
    57.     dc.b    $3C, nFs6, $12, nFs6, nE6, $0C, nFs6, $12, nFs6, nE6, $06, nFs6
    58.     dc.b    nA6, $12, nAb6, nE6, $0C, nCs6, $24, nD6, $06, nE6, nFs6, $12
    59.     dc.b    nFs6, nE6, $0C, nFs6, $12, nFs6, nE6, $06, nFs6, nA6, $12, nAb6
    60.     dc.b    nCs7, $24, nAb6, $18, nFs6, $24, $06, nAb6, nA6, $12, nAb6, nE6
    61.     dc.b    $0C, nA6, $60
    62.     smpsReturn
    63.  
    64. SSBros_S3SpecialS_Call02:
    65.     dc.b    nFs6, $24, $06, $06, $12, nE6, nD6, $0C, nE6, $60, nD6, $24
    66.     dc.b    $06, $06, $12, nCs6, nB5, $0C, nCs6, $48, nB5, $18, nA5, $24
    67.     dc.b    $06, $06, $12, nB5, nCs6, $0C
    68.  
    69. SSBros_S3SpecialS_Loop22:
    70.     dc.b    nA5, $30, $12, nB5, nCs6, $0C
    71.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop22
    72.     dc.b    nCs6, $18, nB5, nCs6
    73.     smpsReturn
    74.  
    75. SSBros_S3SpecialS_Call03:
    76.     dc.b    nG6, $06, nE6, nD6, $0C, nD6, $02, nE6, $04, nD6, $0C, nE6
    77.     dc.b    nD6, nD5, $06, nB4, nA4, nG4, nE4, nD4, nE4, nG4, nE4, nG4
    78.     dc.b    nA4, nB4, nA4, nB4, nD5, nD5, $03, nE5, $09, nD5, $0C, nB4
    79.     dc.b    $06, nA4, nB4, nD5, nE5, nD5, nE5, nFs5, nG5, nA5, nB5, nCs6
    80.     dc.b    nD6, nCs6, nB5, nG6, nFs6, nE6, nFs6, nE6, nD6, nFs6, nE6, nD6
    81.     dc.b    nCs6, $04, nD6, nCs6, nB5, $06, nA5, nFs5, nE5, nD5, nCs5, $04
    82.     dc.b    nD5, $06, nCs5, $08, nB4, $06, nA4, nG4, $0C, nA4, $06, nG4
    83.     dc.b    $0C, nFs4, nE4, nFs4, $06, nD4, nE4, nFs4, nG4, nA4, nB4, nG4
    84.     dc.b    nA4, nCs5, nD5, nE5, nFs5, nG5, nFs5, nG5, $03, nA5, $09, nG5
    85.     dc.b    $06, nE5, $0C, nD5, $06, nRst, nE5, nRst, nD5, nA4, nG4, smpsNoAttack
    86.     dc.b    $0C, nFs4, $03, nF4, nE4
    87.     smpsReturn
    88.  
    89. ; FM2 Data
    90. SSBros_S3SpecialS_FM2:
    91.     smpsSetvoice        $00
    92.     dc.b    nRst, $12, nA2, $06, nE2, nRst, nA2, nRst, nB2, nRst, nCs3, nRst
    93.     dc.b    nE2, nRst, nFs2, nRst, nA2, nA2, nE3, nA3, nA3, nRst, nA3, nA3
    94.     dc.b    nRst, nG3, nRst, nG3, nG2, nD3, nG3, $0C, nRst, $60
    95.  
    96. SSBros_S3SpecialS_Loop0D:
    97.     dc.b    nA2, $12, nE3, nA2, $0C, nG2, $12, nD3, nG2, $0C
    98.     smpsLoop            $00, $04, SSBros_S3SpecialS_Loop0D
    99.  
    100. SSBros_S3SpecialS_Loop0E:
    101.     dc.b    nFs2, $12, nCs3, nFs2, $0C, nB2, $12, nFs2, nB2, $0C, nE2, $12
    102.     dc.b    nB2, nE2, $0C, nA2, $12, nE3, nA2, $0C
    103.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop0E
    104.  
    105. SSBros_S3SpecialS_Loop0F:
    106.     dc.b    nD2, $12, nA2, nD3, $0C, nD2, $12, nA2, nD2, $0C, nA2, $12
    107.     dc.b    nA2, $06, nRst, $0C, nE2, nA2, $18, nE2
    108.     smpsLoop            $00, $04, SSBros_S3SpecialS_Loop0F
    109.     dc.b    nD2, $12, nA2, nD2, $0C, nE2, $12, nAb2, nB2, $0C, nA2, $06
    110.     dc.b    nA2, nE3, nA3, nA3, nRst, nA3, nA3, nRst, nG3, nRst, nG3, nG2
    111.     dc.b    nD3, nG3, $0C
    112.  
    113. SSBros_S3SpecialS_Loop10:
    114.     dc.b    nD2, $12, nA2, $06, nRst, $0C, nD3, $3C, nA2, $12, nA2, $06
    115.     dc.b    nRst, $0C, nA2, $3C
    116.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop10
    117.     dc.b    nFs2, $12, nA2, $06, nRst, $0C, nCs3, $3C, nF2, $12, nA2, $06
    118.     dc.b    nRst, $0C, nCs3, $3C, nE2, $12, nA2, $06, nRst, $0C, nCs3, $3C
    119.     dc.b    nA2, $18, nAb2, nFs2, nE2
    120.  
    121. SSBros_S3SpecialS_Loop11:
    122.     dc.b    nA2, $12, nE3, nA2, $0C, nG2, $12, nD3, nG2, $0C
    123.     smpsLoop            $00, $07, SSBros_S3SpecialS_Loop11
    124.     dc.b    nA2, $12, nE3, nA2, $0C, nG2, $06, $0C, nG3, $12, nA3, $0C
    125.     smpsJump            SSBros_S3SpecialS_Loop0D
    126.  
    127. ; FM3 Data
    128. SSBros_S3SpecialS_FM3:
    129.     smpsSetvoice        $01
    130.     smpsPan             panRight, $00
    131.     dc.b    nA4, $06, nRst, $0C, nA3, $06, nE3, nRst, nA3, nRst, nB3, nRst
    132.     dc.b    nCs4, nRst, nE4, nRst, nG4, nRst, nA4, nA4, nRst, nA4, nA4, nRst
    133.     dc.b    nA4, nA4, nRst, nG4, nRst, nG4, nG4, $0C, nA4, nRst, $60
    134.  
    135. SSBros_S3SpecialS_Jump02:
    136.     smpsSetvoice        $02
    137.  
    138. SSBros_S3SpecialS_Loop09:
    139.     dc.b    nCs4, $0C, nA3, $06, nE3, nRst, nA3, nRst, nB3, $0C, nG3, $06
    140.     dc.b    nG3, nG3, $0C, nD3, $06, nB3, nB3
    141.     smpsLoop            $00, $04, SSBros_S3SpecialS_Loop09
    142.  
    143. SSBros_S3SpecialS_Loop0A:
    144.     dc.b    nA3, $0C, nFs3, $06, nA3, nRst, nFs3, nRst, nB3, $0C, nD3, $06
    145.     dc.b    nD3, nFs3, $0C, nD3, $06, nFs3, nB3, nE3, $0C, nB2, $06, nB2
    146.     dc.b    nRst, nE3, nRst, nA3, $0C, nE3, $06, nE3, nA3, $0C, nA2, $06
    147.     dc.b    nE3, nCs3
    148.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop0A
    149.  
    150. SSBros_S3SpecialS_Loop0B:
    151.     dc.b    nA3, $12, $06, nRst, $18
    152.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop0B
    153.     dc.b    nCs4, $12, $06, nRst, $0C, nA3, $3C
    154.     smpsLoop            $01, $04, SSBros_S3SpecialS_Loop0B
    155.     dc.b    nA3, $30, nB3, $12, nB3, nB3, $0C
    156.     smpsSetvoice        $01
    157.     dc.b    nA4, $06, nA4, nRst, nA4, nA4, nRst, nA4, nA4, nRst, nG4, nRst
    158.     dc.b    nG4, nG4, $0C, nA4
    159.     smpsSetvoice        $02
    160.     dc.b    nA3, $60, nA3, nA3, nA3, nFs3, nF3, nE3, nA3, $18, nAb3, nFs3
    161.     dc.b    nE3
    162.  
    163. SSBros_S3SpecialS_Loop0C:
    164.     dc.b    nCs4, $0C, nA3, $06, nE3, nRst, nA3, nRst, nB3, $0C, nG3, $06
    165.     dc.b    nG3, nG3, $0C, nD3, $06, nB3, nB3
    166.     smpsLoop            $00, $07, SSBros_S3SpecialS_Loop0C
    167.     smpsSetvoice        $01
    168.     smpsAlterVol        $08
    169.     dc.b    nE4, $12
    170.     smpsAlterVol        $FC
    171.     dc.b    nA4
    172.     smpsAlterVol        $FC
    173.     dc.b    nA4
    174.     smpsAlterVol        $FB
    175.     dc.b    nG4, $0C, $12, nA4, $0C
    176.     smpsAlterVol        $05
    177.     smpsJump            SSBros_S3SpecialS_Jump02
    178.  
    179. ; FM4 Data
    180. SSBros_S3SpecialS_FM4:
    181.     smpsSetvoice        $01
    182.     smpsPan             panLeft, $00
    183.     dc.b    nA5, $06, nRst, $0C, nA4, $06, nE4, nRst, nA4, nRst, nB4, nRst
    184.     dc.b    nCs5, nRst, nE5, nRst, nG5, nRst, nA5, nA5, nRst, nA5, nA5, nRst
    185.     dc.b    nA5, nA5, nRst, nG5, nRst, nG5, nG5, $0C, nA5, nRst, $60
    186.  
    187. SSBros_S3SpecialS_Jump01:
    188.     smpsSetvoice        $02
    189.  
    190. SSBros_S3SpecialS_Loop05:
    191.     dc.b    nE4, $0C, nA4, $06, nCs4, nRst, nE4, nRst, nD4, $12, nB3, $06
    192.     dc.b    nD4, $0C, nG3, $06, nG4, nD4
    193.     smpsLoop            $00, $04, SSBros_S3SpecialS_Loop05
    194.  
    195. SSBros_S3SpecialS_Loop06:
    196.     dc.b    nCs4, $0C, nFs4, $06, nCs4, nRst, nCs4, nRst, nD4, $0C, nFs3, $06
    197.     dc.b    nB3, nD4, $0C, nFs3, $06, nB3, nD4, nB3, $0C, nE3, $06, nAb3
    198.     dc.b    nRst, nB3, nRst, nCs4, $0C, nA3, $06, nB3, nCs4, $0C, nE3, $06
    199.     dc.b    nA3, nCs4
    200.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop06
    201.  
    202. SSBros_S3SpecialS_Loop07:
    203.     dc.b    nFs4, $12, nFs4, $06, nRst, $18
    204.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop07
    205.     dc.b    nA4, $12, nA4, $06, nRst, $0C, nE4, $3C
    206.     smpsLoop            $01, $04, SSBros_S3SpecialS_Loop07
    207.     dc.b    nFs4, $30, nAb4, $12, nAb4, nAb4, $0C
    208.     smpsSetvoice        $01
    209.     dc.b    nA5, $06, nA5, nRst, nA5, nA5, nRst, nA5, nA5, nRst, nG5, nRst
    210.     dc.b    nG5, nG5, $0C, nA5
    211.     smpsSetvoice        $02
    212.     dc.b    nFs4, $60, nE4, nD4, nCs4, nCs4, nCs4, nCs4, nCs4, $18, nB3, nA3
    213.     dc.b    nAb3
    214.  
    215. SSBros_S3SpecialS_Loop08:
    216.     dc.b    nE4, $0C, nA4, $06, nCs4, nRst, nE4, nRst, nD4, $12, nB3, $06
    217.     dc.b    nD4, $0C, nG3, $06, nG4, nD4
    218.     smpsLoop            $00, $07, SSBros_S3SpecialS_Loop08
    219.     smpsSetvoice        $01
    220.     smpsAlterVol        $08
    221.     dc.b    nA4, $12
    222.     smpsAlterVol        $FC
    223.     dc.b    nCs5
    224.     smpsAlterVol        $FC
    225.     dc.b    nE5
    226.     smpsAlterVol        $FB
    227.     dc.b    nG5, $0C, $12, nA5, $0C
    228.     smpsAlterVol        $05
    229.     smpsJump            SSBros_S3SpecialS_Jump01
    230.  
    231. ; FM5 Data
    232. SSBros_S3SpecialS_FM5:
    233.     smpsSetvoice        $02
    234.     dc.b    nA5, $06, nRst, $0C, nA4, $06, nE4, nRst, nA4, nRst, nB4, nRst
    235.     dc.b    nCs5, nRst, nE5, nRst, nG5, nRst, nA5, nA5, nRst, nA5, nA5, nRst
    236.     dc.b    nA5, nA5, nRst, nG5, nRst, nG5, nG5, $0C, nA5, nRst, $60
    237.     smpsDetune          $F8
    238.  
    239. SSBros_S3SpecialS_Jump00:
    240.     smpsSetvoice        $03
    241.     dc.b    nRst, $12
    242.     smpsCall            SSBros_S3SpecialS_Call00
    243.     smpsCall            SSBros_S3SpecialS_Call01
    244.     smpsCall            SSBros_S3SpecialS_Call02
    245.     dc.b    nE6, $06
    246.     smpsSetvoice        $04
    247.     smpsModSet          $01, $01, $01, $04
    248.     smpsAlterVol        $FB
    249.     dc.b    nE6, $66, nRst, $06, nE6, nRst, nE6, $0C
    250.     smpsAlterVol        $0A
    251.     dc.b    nRst, $03
    252.     smpsCall            SSBros_S3SpecialS_Call03
    253.     smpsAlterVol        $FB
    254.     smpsModSet          $00, $00, $00, $00
    255.     smpsJump            SSBros_S3SpecialS_Jump00
    256.  
    257. ; PSG1 Data
    258. SSBros_S3SpecialS_PSG1:
    259.     dc.b    nRst, $12, nA2, $06, nE2, nRst, nA2, nRst, nB2, nRst, nCs3, nRst
    260.     dc.b    nE3, nRst, nG3, nRst, nA3, nA3, nRst, nA3, nA3, nRst, nA3, nA3
    261.     dc.b    nRst, nG3, nRst, nG3, nG3, $0C, nA3, nRst, $60
    262.  
    263. SSBros_S3SpecialS_Loop1E:
    264.     dc.b    nE2, $0C, nA2, $06, nCs2, nRst, nE2, nRst, nD2, $12, nB1, $06
    265.     dc.b    nD2, $0C, nG1, $06, nG2, nD2
    266.     smpsLoop            $00, $04, SSBros_S3SpecialS_Loop1E
    267.  
    268. SSBros_S3SpecialS_Loop1F:
    269.     dc.b    nCs2, $0C, nFs2, $06, nCs2, nRst, nCs2, nRst, nD2, $0C, nFs1, $06
    270.     dc.b    nB1, nD2, $0C, nFs1, $06, nB1, nD2, nB1, $0C, nE1, $06, nAb1
    271.     dc.b    nRst, nB1, nRst, nCs2, $0C, nA1, $06, nB1, nCs2, $0C, nE1, $06
    272.     dc.b    nA1, nCs2
    273.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop1F
    274.     smpsPSGvoice        fTone_09
    275.  
    276. SSBros_S3SpecialS_Loop20:
    277.     dc.b    nFs2, $60, nE2, nFs2, nA2
    278.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop20
    279.     dc.b    nFs2, $30, nAb2, $12, nAb2, nAb2, $0C
    280.     smpsPSGvoice        fTone_03
    281.     dc.b    nA3, $06, nA3, nRst, nA3, nA3, nRst, nA3, nA3, nRst, nG3, nRst
    282.     dc.b    nG3, nG3, $0C, nA3
    283.     smpsPSGvoice        fTone_09
    284.     smpsCall            SSBros_S3SpecialS_Call04
    285.     dc.b    nG1, nAb1, nA1, nBb1, nB1, nC2
    286.     smpsPSGAlterVol     $02
    287.     smpsPSGvoice        fTone_03
    288.  
    289. SSBros_S3SpecialS_Loop21:
    290.     dc.b    nE2, $0C, nA2, $06, nCs2, nRst, nE2, nRst, nD2, $12, nB1, $06
    291.     dc.b    nD2, $0C, nG1, $06, nG2, nD2
    292.     smpsLoop            $00, $07, SSBros_S3SpecialS_Loop21
    293.     dc.b    nE2, $0C, nA2, $06, nCs2, nRst, nE2, nRst, nD2, $0C, nG2, $0C
    294.     dc.b    $12, nA2, $0C
    295.     smpsJump            SSBros_S3SpecialS_Loop1E
    296.  
    297. ; PSG2 Data
    298. SSBros_S3SpecialS_PSG2:
    299.     dc.b    nRst, $12, nA1, $06, nE1, nRst, nA1, nRst, nB1, nRst, nCs2, nRst
    300.     dc.b    nE2, nRst, nG2, nRst, nE2, nE2, nRst, nE2, nE2, nRst, nE2, nE2
    301.     dc.b    nRst, nD2, nRst, nD2, nD2, $0C, nE2, nRst, $60
    302.  
    303. SSBros_S3SpecialS_Loop1A:
    304.     dc.b    nCs2, $0C, nA1, $06, nE1, nRst, nA1, nRst, nB1, $0C, nG1, $06
    305.     dc.b    nG1, nG1, $0C, nD1, $06, nB1, nB1
    306.     smpsLoop            $00, $04, SSBros_S3SpecialS_Loop1A
    307.  
    308. SSBros_S3SpecialS_Loop1B:
    309.     dc.b    nA1, $0C, nFs1, $06, nA1, nRst, nFs1, nRst, nB1, $0C, nD1, $06
    310.     dc.b    nD1, nFs1, $0C, nD1, $06, nFs1, nB1, nE1, $0C, nB0, $06, nB0
    311.     dc.b    nRst, nE1, nRst, nA1, $0C, nE1, $06, nE1, nA1, $0C, nA0, $06
    312.     dc.b    nE1, nCs1
    313.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop1B
    314.     smpsPSGvoice        fTone_09
    315.  
    316. SSBros_S3SpecialS_Loop1C:
    317.     dc.b    nD2, $60, nCs2, nD2, nE2
    318.     smpsLoop            $00, $02, SSBros_S3SpecialS_Loop1C
    319.     dc.b    nD2, $30, nE2, $12, nE2, nE2, $0C
    320.     smpsPSGvoice        fTone_03
    321.     dc.b    nE2, $06, nE2, nRst, nE2, nE2, nRst, nE2, nE2, nRst, nD2, nRst
    322.     dc.b    nD2, nD2, $0C, nE2
    323.     smpsPSGvoice        fTone_09
    324.     smpsDetune          $FE
    325.     smpsPSGAlterVol     $02
    326.     dc.b    nRst, $12
    327.     smpsCall            SSBros_S3SpecialS_Call04
    328.     smpsPSGvoice        fTone_03
    329.  
    330. SSBros_S3SpecialS_Loop1D:
    331.     dc.b    nCs2, $0C, nA1, $06, nE1, nRst, nA1, nRst, nB1, $0C, nG1, $06
    332.     dc.b    nG1, nG1, $0C, nD1, $06, nB1, nB1
    333.     smpsLoop            $00, $07, SSBros_S3SpecialS_Loop1D
    334.     dc.b    nCs2, $0C, nA1, $06, nE1, nRst, nA1, nRst, nB1, $0C, nD2, $0C
    335.     dc.b    $12, nCs2, $0C
    336.     smpsJump            SSBros_S3SpecialS_Loop1A
    337.  
    338. SSBros_S3SpecialS_Call04:
    339.     dc.b    nD2, $24, $06, $06, $12, nCs2, nB1, $0C, nCs2, $60, nA1, $24
    340.     dc.b    $06, $06, $12, $12, nE1, $0C, nA1, $48, nAb1, $18, nFs1, $24
    341.     dc.b    $06, $06, $12, nAb1, nA1, $0C, nF1, $30, $12, nAb1, nA1, $0C
    342.     dc.b    nE1, $30, $12, nAb1, nA1, $0C, nA1, $18, nAb1
    343.     smpsPSGAlterVol     $FE
    344.     dc.b    nA0, $03, nBb0, nB0, nC1, nCs1, nD1, nEb1, nE1, nF1, nFs1
    345.     smpsReturn
    346.  
    347. ; PSG3 Data
    348. SSBros_S3SpecialS_PSG3:
    349.     smpsPSGform         $E7
    350.     smpsPSGvoice        fTone_02
    351.     dc.b    nMaxPSG, $06, nMaxPSG
    352.     smpsPSGvoice        fTone_01
    353.     dc.b    nMaxPSG, $0C
    354.  
    355. SSBros_S3SpecialS_Loop12:
    356.     smpsPSGvoice        fTone_02
    357.     dc.b    nMaxPSG, $06
    358.     smpsPSGvoice        fTone_01
    359.     dc.b    nMaxPSG
    360.     smpsPSGvoice        fTone_02
    361.     dc.b    nMaxPSG
    362.     smpsPSGvoice        fTone_01
    363.     dc.b    nMaxPSG
    364.     smpsLoop            $00, $03, SSBros_S3SpecialS_Loop12
    365.  
    366. SSBros_S3SpecialS_Loop13:
    367.     smpsPSGvoice        fTone_02
    368.     dc.b    nMaxPSG, nMaxPSG
    369.     smpsPSGAlterVol     $FC
    370.     dc.b    nMaxPSG
    371.     smpsPSGAlterVol     $04
    372.     dc.b    nMaxPSG
    373.     smpsLoop            $00, $07, SSBros_S3SpecialS_Loop13
    374.     dc.b    nMaxPSG, nMaxPSG, nMaxPSG
    375.     smpsPSGvoice        fTone_01
    376.     dc.b    nMaxPSG
    377.  
    378. SSBros_S3SpecialS_Loop14:
    379.     smpsPSGvoice        fTone_02
    380.     dc.b    nMaxPSG, nMaxPSG
    381.     smpsPSGAlterVol     $FC
    382.     dc.b    nMaxPSG
    383.     smpsPSGAlterVol     $04
    384.     dc.b    nMaxPSG
    385.     smpsLoop            $00, $03, SSBros_S3SpecialS_Loop14
    386.     dc.b    nMaxPSG, nMaxPSG, nMaxPSG
    387.     smpsPSGvoice        fTone_01
    388.     dc.b    nMaxPSG
    389.     smpsLoop            $01, $04, SSBros_S3SpecialS_Loop14
    390.  
    391. SSBros_S3SpecialS_Loop15:
    392.     smpsPSGvoice        fTone_02
    393.     dc.b    nMaxPSG, nMaxPSG
    394.     smpsPSGAlterVol     $FC
    395.     dc.b    nMaxPSG
    396.     smpsPSGAlterVol     $04
    397.     dc.b    nMaxPSG
    398.     smpsLoop            $00, $0F, SSBros_S3SpecialS_Loop15
    399.     dc.b    nMaxPSG, nMaxPSG, nMaxPSG
    400.     smpsPSGvoice        fTone_01
    401.     dc.b    nMaxPSG
    402.  
    403. SSBros_S3SpecialS_Loop16:
    404.     smpsPSGvoice        fTone_02
    405.     dc.b    nMaxPSG, $06, nMaxPSG
    406.     smpsPSGvoice        fTone_01
    407.     dc.b    nMaxPSG, $0C
    408.     smpsPSGvoice        fTone_02
    409.     dc.b    nMaxPSG, $06, nMaxPSG
    410.     smpsPSGAlterVol     $FC
    411.     dc.b    nMaxPSG
    412.     smpsPSGAlterVol     $04
    413.     dc.b    nMaxPSG
    414.     smpsLoop            $00, $10, SSBros_S3SpecialS_Loop16
    415.  
    416. SSBros_S3SpecialS_Loop17:
    417.     dc.b    nMaxPSG, $06, nMaxPSG
    418.     smpsPSGAlterVol     $FC
    419.     dc.b    nMaxPSG
    420.     smpsPSGAlterVol     $04
    421.     dc.b    nMaxPSG
    422.     smpsLoop            $00, $03, SSBros_S3SpecialS_Loop17
    423.     dc.b    nMaxPSG, $06, nMaxPSG, nMaxPSG
    424.     smpsPSGvoice        fTone_01
    425.     dc.b    nMaxPSG
    426.     smpsPSGvoice        fTone_02
    427.     smpsLoop            $01, $02, SSBros_S3SpecialS_Loop17
    428.  
    429. SSBros_S3SpecialS_Loop18:
    430.     dc.b    nMaxPSG, $06, nMaxPSG
    431.     smpsPSGAlterVol     $FC
    432.     dc.b    nMaxPSG
    433.     smpsPSGAlterVol     $04
    434.     dc.b    nMaxPSG
    435.     smpsLoop            $00, $20, SSBros_S3SpecialS_Loop18
    436.  
    437. SSBros_S3SpecialS_Loop19:
    438.     smpsPSGvoice        fTone_02
    439.     dc.b    nMaxPSG, nMaxPSG
    440.     smpsPSGAlterVol     $FC
    441.     dc.b    nMaxPSG
    442.     smpsPSGAlterVol     $04
    443.     dc.b    nMaxPSG
    444.     smpsLoop            $00, $03, SSBros_S3SpecialS_Loop19
    445.     dc.b    nMaxPSG, nMaxPSG, nMaxPSG
    446.     smpsPSGvoice        fTone_01
    447.     dc.b    nMaxPSG
    448.     smpsLoop            $01, $08, SSBros_S3SpecialS_Loop19
    449.     smpsJump            SSBros_S3SpecialS_Loop14
    450.  
    451. ; DAC Data
    452. SSBros_S3SpecialS_DAC:
    453.     dc.b    dQuickLooseSnare, $06, dKickS3, $0C, dQuickLooseSnare, $06, dKickS3, $0C, dKickS3, dKickS3, dKickS3, dQuickLooseSnare
    454.     dc.b    dKickS3, dQuickLooseSnare, $06, dQuickLooseSnare, $0C, dQuickLooseSnare, $06, dKickS3, $0C, dQuickLooseSnare, $06, dQuickLooseSnare
    455.     dc.b    $0C, dKickS3, dKickS3, $06, dQuickLooseSnare, $0C, dQuickLooseSnare, $06, dQuickLooseSnare, dKickS3, $06, dElectricHighTom
    456.     dc.b    $03, dElectricHighTom, dElectricHighTom, $06, dElectricHighTom, dElectricMidTom, dElectricMidTom, dElectricMidTom, dElectricLowTom, dElectricLowTom, dElectricLowTom, dKickS3
    457.     dc.b    dKickS3, dQuickLooseSnare, dKickS3, $12
    458.  
    459. SSBros_S3SpecialS_Loop00:
    460.     dc.b    dKickS3, $12, dKickS3, $06, dQuickLooseSnare, dKickS3, $0C, dKickS3, dKickS3, $12, dQuickLooseSnare, $06
    461.     dc.b    dKickS3, $12
    462.     smpsLoop            $00, $03, SSBros_S3SpecialS_Loop00
    463.     dc.b    dKickS3, $12, dKickS3, $06, dQuickLooseSnare, dKickS3, $0C, dKickS3, dKickS3, $12, dQuickLooseSnare, $0C
    464.     dc.b    dQuickLooseSnare, $06, dQuickLooseSnare
    465.  
    466. SSBros_S3SpecialS_Loop01:
    467.     dc.b    dKickS3, $12, dKickS3, $06, dQuickLooseSnare, $0C, dKickS3, $06, dQuickLooseSnare, $12, dKickS3, $0C
    468.     dc.b    dQuickLooseSnare, dKickS3, $06, dKickS3
    469.     smpsLoop            $00, $03, SSBros_S3SpecialS_Loop01
    470.     dc.b    dKickS3, $12, dKickS3, $06, dQuickLooseSnare, $0C, dKickS3, dQuickLooseSnare, dKickS3, dQuickLooseSnare, dKickS3
    471.  
    472. SSBros_S3SpecialS_Loop02:
    473.     dc.b    dKickS3, $12, dKickS3, $06, dQuickLooseSnare, $0C, dKickS3
    474.     smpsLoop            $00, $10, SSBros_S3SpecialS_Loop02
    475.     dc.b    dKickS3, $12, dKickS3, $06, dQuickLooseSnare, $0C, dKickS3, $12, dKickS3, dQuickLooseSnare, $06, dKickS3
    476.     dc.b    $12, dQuickLooseSnare, $06, dQuickLooseSnare, $0C, dQuickLooseSnare, $06, dKickS3, $0C, dQuickLooseSnare, $06, dQuickLooseSnare
    477.     dc.b    $0C, dKickS3, dKickS3, $06, dQuickLooseSnare, $0C, dQuickLooseSnare, $06, dQuickLooseSnare, $06
    478.  
    479. SSBros_S3SpecialS_Loop03:
    480.     dc.b    dKickS3, $12, dKickS3, dKickS3, $24, dQuickLooseSnare, $18
    481.     smpsLoop            $00, $07, SSBros_S3SpecialS_Loop03
    482.     dc.b    dKickS3, $12, dKickS3, $06, dQuickLooseSnare, $0C, dKickS3, $1E, dKickS3, $06, dQuickLooseSnare, dQuickLooseSnare
    483.     dc.b    dQuickLooseSnare, dQuickLooseSnare
    484.  
    485. SSBros_S3SpecialS_Loop04:
    486.     dc.b    dKickS3, $12, dKickS3, $06, dQuickLooseSnare, dKickS3, $0C, dKickS3, dKickS3, $12, dQuickLooseSnare, $06
    487.     dc.b    dKickS3, $12
    488.     smpsLoop            $00, $07, SSBros_S3SpecialS_Loop04
    489.     dc.b    dKickS3, $06, dKickS3, dQuickLooseSnare, dKickS3, dKickS3, dQuickLooseSnare, $0C, dQuickLooseSnare, $06, dKickS3, dElectricHighTom
    490.     dc.b    $03, dElectricHighTom, dElectricHighTom, $06, dElectricHighTom, dElectricMidTom, dElectricMidTom, dElectricLowTom, dElectricLowTom
    491.     smpsJump            SSBros_S3SpecialS_Loop00
    492.  
    493. SSBros_S3SpecialS_Voices:
    494. ;   Voice $00
    495. ;   $3C
    496. ;   $01, $00, $00, $00,     $1F, $1F, $15, $1F,     $11, $0D, $12, $05
    497. ;   $07, $04, $09, $02,     $55, $3A, $25, $1A,     $1A, $80, $07, $80
    498.     smpsVcAlgorithm     $04
    499.     smpsVcFeedback      $07
    500.     smpsVcUnusedBits    $00
    501.     smpsVcDetune        $00, $00, $00, $00
    502.     smpsVcCoarseFreq    $00, $00, $00, $01
    503.     smpsVcRateScale     $00, $00, $00, $00
    504.     smpsVcAttackRate    $1F, $15, $1F, $1F
    505.     smpsVcAmpMod        $00, $00, $00, $00
    506.     smpsVcDecayRate1    $05, $12, $0D, $11
    507.     smpsVcDecayRate2    $02, $09, $04, $07
    508.     smpsVcDecayLevel    $01, $02, $03, $05
    509.     smpsVcReleaseRate   $0A, $05, $0A, $05
    510.     smpsVcTotalLevel    $80, $07, $80, $1A
    511.  
    512. ;   Voice $01
    513. ;   $3D
    514. ;   $01, $01, $01, $01,     $94, $19, $19, $19,     $0F, $0D, $0D, $0D
    515. ;   $07, $04, $04, $04,     $25, $1A, $1A, $1A,     $15, $80, $80, $80
    516.     smpsVcAlgorithm     $05
    517.     smpsVcFeedback      $07
    518.     smpsVcUnusedBits    $00
    519.     smpsVcDetune        $00, $00, $00, $00
    520.     smpsVcCoarseFreq    $01, $01, $01, $01
    521.     smpsVcRateScale     $00, $00, $00, $02
    522.     smpsVcAttackRate    $19, $19, $19, $14
    523.     smpsVcAmpMod        $00, $00, $00, $00
    524.     smpsVcDecayRate1    $0D, $0D, $0D, $0F
    525.     smpsVcDecayRate2    $04, $04, $04, $07
    526.     smpsVcDecayLevel    $01, $01, $01, $02
    527.     smpsVcReleaseRate   $0A, $0A, $0A, $05
    528.     smpsVcTotalLevel    $80, $80, $80, $15
    529.  
    530. ;   Voice $02
    531. ;   $03
    532. ;   $00, $D7, $33, $02,     $5F, $9F, $5F, $1F,     $13, $0F, $0A, $0A
    533. ;   $10, $0F, $02, $09,     $35, $15, $25, $1A,     $13, $16, $15, $80
    534.     smpsVcAlgorithm     $03
    535.     smpsVcFeedback      $00
    536.     smpsVcUnusedBits    $00
    537.     smpsVcDetune        $00, $03, $0D, $00
    538.     smpsVcCoarseFreq    $02, $03, $07, $00
    539.     smpsVcRateScale     $00, $01, $02, $01
    540.     smpsVcAttackRate    $1F, $1F, $1F, $1F
    541.     smpsVcAmpMod        $00, $00, $00, $00
    542.     smpsVcDecayRate1    $0A, $0A, $0F, $13
    543.     smpsVcDecayRate2    $09, $02, $0F, $10
    544.     smpsVcDecayLevel    $01, $02, $01, $03
    545.     smpsVcReleaseRate   $0A, $05, $05, $05
    546.     smpsVcTotalLevel    $80, $15, $16, $13
    547.  
    548. ;   Voice $03
    549. ;   $34
    550. ;   $00, $02, $01, $01,     $1F, $1F, $1F, $1F,     $10, $06, $06, $06
    551. ;   $01, $06, $06, $06,     $35, $1A, $15, $1A,     $10, $80, $18, $80
    552.     smpsVcAlgorithm     $04
    553.     smpsVcFeedback      $06
    554.     smpsVcUnusedBits    $00
    555.     smpsVcDetune        $00, $00, $00, $00
    556.     smpsVcCoarseFreq    $01, $01, $02, $00
    557.     smpsVcRateScale     $00, $00, $00, $00
    558.     smpsVcAttackRate    $1F, $1F, $1F, $1F
    559.     smpsVcAmpMod        $00, $00, $00, $00
    560.     smpsVcDecayRate1    $06, $06, $06, $10
    561.     smpsVcDecayRate2    $06, $06, $06, $01
    562.     smpsVcDecayLevel    $01, $01, $01, $03
    563.     smpsVcReleaseRate   $0A, $05, $0A, $05
    564.     smpsVcTotalLevel    $80, $18, $80, $10
    565.  
    566. ;   Voice $04
    567. ;   $3E
    568. ;   $07, $01, $02, $01,     $1F, $1F, $1F, $1F,     $0D, $06, $00, $00
    569. ;   $08, $06, $00, $00,     $15, $0A, $0A, $0A,     $1B, $80, $80, $80
    570.     smpsVcAlgorithm     $06
    571.     smpsVcFeedback      $07
    572.     smpsVcUnusedBits    $00
    573.     smpsVcDetune        $00, $00, $00, $00
    574.     smpsVcCoarseFreq    $01, $02, $01, $07
    575.     smpsVcRateScale     $00, $00, $00, $00
    576.     smpsVcAttackRate    $1F, $1F, $1F, $1F
    577.     smpsVcAmpMod        $00, $00, $00, $00
    578.     smpsVcDecayRate1    $00, $00, $06, $0D
    579.     smpsVcDecayRate2    $00, $00, $06, $08
    580.     smpsVcDecayLevel    $00, $00, $00, $01
    581.     smpsVcReleaseRate   $0A, $0A, $0A, $05
    582.     smpsVcTotalLevel    $80, $80, $80, $1B
    583.  
    584.  

    ...Who is this Dustin guy anyway? I've never heard of him before.
     
  12. Ravenfreak

    Ravenfreak

    Sucks at sprite art Tech Member
    2,826
    24
    18
    O'Fallon Mo
    Sonic 1 Game Gear Disassembly
    Dustin O'Dell uploads high quality Genesis music to his Youtube channel. I've been subscribed to him for a while now, it's interesting to see that he's taking the time to port the game to the Genesis! I've mentioned Retro to him in the past, he's done quite a bit to rip Jurassic Park: Rampage Edtion's music.
     
  13. Naean

    Naean

    Artist, photographer, audio and video editor. Member
    583
    10
    18
    United Kingdom
    2D. Sonic Level Designs
    Everything surrounding the discovery of this game and unearthing its contents has been amazing. Hats off to all involved! :thumbsup:

    To think that all this time, the Special Stage music for Sonic 3 & Knuckles actually originated somewhere else prior! It reminds me a bit of the Hard Times song discovery for IceCap Zone's music. :)


    As I was listening through the soundtrack you provided, track 85 caught my attention almost immediately, in that (to me, at least) it has more than a passing resemblance to an unused music track from Sonic Jam.

    I've put together a quick-ish audio comparison video, starting off with a rough mashup, followed by comparing segments of each track side by side. I also slowed down the SegaSonic Bros. track to match the speed of the Sonic Jam track.

    http://www.youtube.com/watch?v=xGzWogQ7DGU

    To be fair, there are some points where they don't match up well (The mashup portion clashes pitch-wise.), and both tracks have significant differences to be sure, yet at the same time, they feel quite similar to me.

    Is it just me? Am I the only one hearing a big similarity with this? ^o^
     
  14. evilhamwizard

    evilhamwizard

    Researcher
    1,326
    119
    43
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Game mode 01, which is loc_755C loads this up if you change the game mode while in the main game. It freezes everywhere else. It's supposed to be used at the title screen. Interestingly, the code for going to the options menu is still there in the title screen routine. It checks to see if the currently pressed button if $70, which doesn't correlate to anything for the System C afaik. But it could correlate to A,B,C on the original Megadrive controller. It's also set to branch away from the game mode change always, which kinda makes it pointless anyways:

    Code (ASM):
    1. ROM:0000736A loc_736A:                               ; CODE XREF: ROM:00007342j
    2. ROM:0000736A                                         ; ROM:00007352j
    3. ROM:0000736A                 cmpi.b  #$70,(word_FFE10C).w ; 'p' ; Compare Immediate
    4. ROM:00007370                 bra.s   loc_737A        ; Branch Always
    5. ROM:00007372 ; ---------------------------------------------------------------------------
    6. ROM:00007372                 move.w  #1,(RAM_CurrentGameModeID).w ; Move Data from Source to Destination
    7. ROM:00007378                 rts                     ; Return from Subroutine
    [​IMG]

    Some really interesting things there. Evidence of localization and a menu screen. Selecting English doesn't change anything. 1P mode (which doesn't work). VS mode (which loads the VS mode in the current game), and a 2P mode which still works. :)/>/>/>/>/>/>

    Selecting options gives you another version of the test menu, which is more of a debugging menu at this point.

    Also sometimes I can get stars to appear on the title screen at random. Not sure what triggers it:

    [​IMG]

    Here are all the game modes accessible by the main loop:

    Code (Text):
    1.  
    2. ROM:0000052C ; ---------------------------------------------------------------------------
    3. ROM:0000052E Array_GameModes:dc.l GM_SegaLogoLoop    ; 00 - 00
    4. ROM:00000532                 dc.l GM_OptionsLoop     ; 04 - 01
    5. ROM:00000536                 dc.l loc_3A26           ; 08 - 02
    6. ROM:0000053A                 dc.l GM_MainGameInit    ; 0c - 03
    7. ROM:0000053E                 dc.l GM_MainGameLoop    ; 10 - 04
    8. ROM:00000542                 dc.l GM_TitleScreenInit ; 14 - 05
    9. ROM:00000546                 dc.l GM_HowToPlayLoop   ; 18 - 06
    10. ROM:0000054A                 dc.l GM_TopScoreLoop    ; 1c - 07
    11. ROM:0000054E                 dc.l GM_TitleScreenLoop ; 20 - 08
    12. ROM:00000552                 dc.l GM_PlayTypeSelectLoop ; 24 - 09
    13. ROM:00000556                 dc.l GM_WarningLoop     ; 28 - 0a
    The only one I can't identify is loc_3A26. This gets called when you select 1P Mode, but changing to it crashes the game.
     
  15. RyogaMasaki

    RyogaMasaki

    0xffffffff Oldbie
  16. ICEknight

    ICEknight

    Researcher Researcher
  17. Andrew75

    Andrew75

    Technical Artist Member
    1,949
    19
    18
    Project AXSX(Sonic Xtreme) + Misc Projects
    Ok so we probably all noticed backgrounds from or similar to Sonic 1 being used in the game, Makes one wonder if perhaps some of the graphics in this game were early prototype graphics from sonic 1. maybe some we had never seen before.
     
  18. ICEknight

    ICEknight

    Researcher Researcher
    Well, Robotnik juggles a set of all-blue Chaos Emeralds like those in GG Sonic 1, so there's that.
     
  19. Pengi

    Pengi

    Member
    752
    26
    28
    Oh, cool! Earlier in the thread, I noted how track 85 had similarities to the Sonic Jam credits song. I'd completely forgotten about the unused song, and now I'm even more convinced. The unused Jam song is sort of a connective tissue between the two.

    Sonic Jam's composers were Masaru Setsumaru and Kenichi Tokoi. According to the wiki, it was Setsumaru who composed the staff roll song (not sure where the info of who composed each song came from). The wiki also says that he was the composer for Sonic Eraser. So that's certainly something.

    Yeah, that seems too specific to be a coincidence.

    We know that 8-bit Sonic 1 had some scrapped elements from the 16-bit version, like Sonic singing, and the basic idea of the final boss (and unused turrets).