Five new Sonic protos

Discussion in 'Prototype Discussion' started by drx, Aug 31, 2008.

  1. evilhamwizard

    evilhamwizard

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  2. Heran Bago

    Heran Bago

    Ah! It's Puyo battle then. Tech Member
    Amazing. Just fuckin amazing. Maybe I should have a seperate section on SonAR for protos? Not to compete with Hidden Palace of course, you're keepin the releases there for a while for the e-cred drx :)
     
  3. RattleMan

    RattleMan

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  4. I think they might be used in Hedgehog hammer. The Eggman there comes out of the hole like moles do.
     
  5. Polygon Jim

    Polygon Jim

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    Yes, that probably is what it is, Seeing as there's a blue one with skin color, and a yellow one with skin color.
     
  6. evilhamwizard

    evilhamwizard

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    Sorry for bumping this topic, but I wanted to repost this video/topic from CulT:

    http://forums.x-cult.org/index.php?showtopic=4127

    http://www.youtube.com/watch?v=uK8Kyp2QW0g

    So yeah, it looks like someone beat us to getting the debug crap out of the Trial build. :P

    It should be interesting if we try this on the Preview/Final builds. I forgot all about Cheat Engine, since I used to use it 24/7 with some of my PC games. I'm going to go check things out, hopefully Jimmy will do the same too. :words:
     
  7. Polygon Jim

    Polygon Jim

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    Hell yes I will. I'm going to check it out after I finished watching this movie.
     
  8. Dark Sonic

    Dark Sonic

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    Working on my art!
    Watching that vid made me realize how much better Sonic's shoes are than those awful soap shoes. Why did they make that change again?
     
  9. Phos

    Phos

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  10. Meat Miracle

    Meat Miracle

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    The soap shoes were the only good thing in Sonics redesign.
     
  11. evilhamwizard

    evilhamwizard

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    Here's something that's a little useless, but if this weren't just a Trial - this is probably what you could've played up until this point:

    [​IMG]
    (I would've copied this as text but Cheat Engine won't let me copy it. That, and I don't know where this list is - since it isn't anywhere in 1ST_READ)

    Too bad that all of the files for these stages don't exist on the disc, except for City Escape. :argh:

    also: rofl @ frying dog
     
  12. Polygon Jim

    Polygon Jim

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    If we can find the level changing code for the final we can do those test levels I bet.

    I'm also willing to bet, "BASIC TEST" is the test level in SA2B.
     
  13. Sik

    Sik

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    being an asshole =P
    "An assumed name"?
     
  14. Sazpaimon

    Sazpaimon

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    Just a little note. In the preview version (not the trial), I messed around with some random values, and was able to activate the a+ menu, which is basically the menu from the final, but loading random textures as the ones it needs to load don't exist. You can't activate dark's story because Eggman's story from the beginning isn't loaded, but it shows that the preview copy is just a modified beta.

    edit:

    Those strings are in TEXT_E.prs, decompress it using Nemesis's decompressor. There's nothing else useful in there, though. If you really want something intresting, decompress EVENT.prs
     
  15. sonicblur

    sonicblur

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    No, you can't. The files are not on the disc in the DC version.

    In the GC version, level specific data is stored in STGXX.rel files. The test level is in STG02.rel
    In the DC version, level specific data is stored in STGXX.prs files. There is no STG02.prs.
    Besides, I already tried this 2 years ago when I found the test level. I'm fairly confident there aren't any others to be found, since we know where they're stored.

    SA1 on the other hand, with it's different sub-levels, has more promise IMO. I don't think we have a definite way of knowing which level values can be loaded there and which can't. I'm still hopeful there's something we haven't seen there until there's a way to determine exactly what values are have data.

    (Sadly, I have nothing new to contribute. I re-checked the final DC version yesterday and these other debug modes don't appear to be accessible there.)
     
  16. Polygon Jim

    Polygon Jim

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    I doubt there's any levels in SA1. All levels are in STG??.prs files, one is missing, STG11.prs. There's no hidden levels there, believe me, I've decompressed every level model in the game.
     
  17. Sazpaimon

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    You're right, the preview build is also pretty much the same deal, looks like Sega didn't make the mistakes they made with the SADX preview copy in this one.
     
  18. evilhamwizard

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    Are you sure that Sonic Adventure 2: Battle might not have a chance at getting working debug screens, sonicblur? Gamecube emulation is getting better and better everyday, which means you can pretty much play SA2:B at fullspeed if you have a good computer. Unfortunately Cheat Engine doesn't get the results I want when I use Dolphin with it so I don't know.

    Here's another debug screen I managed to activate. It makes no sense to me though, maybe you know it's use:

    [​IMG]
    I'm refering to the 2P Info crap. I'm not sure if FatalFart found these too or not...

    Makes me wonder if the E3 version of Sonic Adventure might have some debug functionality, besides maybe this. Did anyone check?
     
  19. Sazpaimon

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    The E3 build of SA1 came after the JP release (though drx says that it may have been compiled prior, but I don't know about that). What really needs to be checked is the JP final of SA1, which, to my knowledge, hasn't even been ripped.
     
  20. evilhamwizard

    evilhamwizard

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    Heh, actually, I think that might be true. I managed to snag a copy of it in GDI format not too long ago. I can make a rip of it if you want. I don't think it would be that difficult to make one, unless you don't mind downsampled video/audio.

    Or if you have Usenet (Giganews), I can tell you where I found it. Or better yet, give you a NZB to it. That's how I got it anyway, plus a few other treasures that's only easy to get if you have Usenet. :V