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Discussion in 'Prototype Discussion' started by drx, Feb 23, 2008.

  1. SpinelSun

    SpinelSun

    Oldbie
    These two, Doom (32X) (Prototype - Oct 08, 1994) and Doom (32X) (Prototype - Oct 08, 1994) (E) are the same ROm same CRC32. Also this is the PAL Final version. Was this one, Doom (32X) (Prototype - Oct 08, 1994) supposed to be the NTSC Final and not a dupe of the PAL Final?

    edit: also

    just fyi

    36 Great Holes starring Fred Couples (32X) (Prototype - Dec 21, 1994) 36 Great Holes Starring Fred Couples (32X) (JU) [!]
    wrong checksum in header 0000, is only difference

    36 Great Holes starring Fred Couples (32X) (Prototype - Dec 21, 1994 - B) 36 Great Holes Starring Fred Couples (32X) (E) [!]
    wrong checksum in header 0000, is only difference

    Cosmic Carnage (32X) (Prototype - Sep 28, 1994) = Cosmic Carnage (32X) (JU) [!]
    same crc32

    Doom (32X) (Prototype - Oct 08, 1994) (E) = Doom (32X) (E) [!]
    same crc32

    Doom (32X) (Prototype - Oct 08, 1994) = Doom (32X) (E) [!]
    mistake? should it have been the (JU) [!] instead of dupe of PAL ver above?

    Knuckles' Chaotix (32X) (Prototype 0216 - Feb 16, 1995, 19.06) = Knuckles' Chaotix (32X) (JU) [!]
    same crc32

    Motocross Championship (32X) (Prototype - Nov 11, 1994) Motocross Championship (32X) (JU) [!]
    Different header data, checksum, serial, ROM size, RAM... actual data is same.

    Shadow Squadron (32X) (Prototype - Mar 18, 1995) = Shadow Squadron (32X) (UE) [!]
    same crc32

    Star Wars Arcade (32X) (Prototype - Oct 06, 1994 - J) = Star Wars Arcade (32X) (J) [!]
    same crc32

    Star Wars Arcade (32X) (Prototype - Oct 08, 1994) = Star Wars Arcade (32X) (E) [!]
    same crc32

    Star Wars Arcade (32X) (Prototype - Oct 09, 1994) = Star Wars Arcade (32X) (E) [!]
    same as above...

    Virtua Fighter (32X) (Prototype - Jul 26, 1995) = Virtua Fighter (32X) (JU) [!]
    same crc32

    Zaxxon's Motherbase 2000 (32X) (Prototype - Mar 31, 1995) Zaxxon's Motherbase 2000 (32X) (JU) [!]
    header month is only difference
     
  2. NiuuS

    NiuuS

    Pending Member
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    Sorry if it's been reported, but did anyone notice that there are wrongly named files? I haven't played all the games, but "Streets of Rage 3 (Prototype - Feb 24, 1994) (hidden-palace.org).bin" it's "World Heroes". Also, "Young Indiana Jones - Instrument of Chaos (Prototype - Dec 28, 1993) (hidden-palace.org).rar" could be from 1994 instead of 1993 (taking into account that all releases are dated from 1994), but I'm not sure.
     
  3. LocalH

    LocalH

    roxoring your soxors Tech Member
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    Watcom isn't a tablet, it's an x86 C compiler.
     
  4. drx

    drx

    mfw Researcher
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    :rolleyes:
    Yeah, I realize some of these are finals, I said that in my newspost. I included them so people could see the build dates.
     
  5. Aurochs

    Aurochs

    Единый, могучий Советский Союз! Tech Member
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    Whatever catches my fancy
    oh. durr. I was thinking of Wacom. EMBARRASSING
     
  6. SpinelSun

    SpinelSun

    Oldbie
    Yeah its just the fact that their labled as prototype so you don't know that their final.. I listed them for the hell of it in case any one is interested.

    However, like I mentioned Star Wars Arcade (32X) (Prototype - Sep 06, 1994) was built/combined bad, its all odd bytes (even bytes are duplicate of odd bytes. any chance of a fix?
     
  7. Genocide City Zone

    Genocide City Zone

    Pending Member
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    Thanks alot DRX, Sooooo many betas/prototypes/whatever :rolleyes:

    Not to sound cheeky, but on hidden-palace you say you have some Sonic Adventure DC prototypes, any information on these
     
  8. Quexinos

    Quexinos

    Since 1997 Oldbie
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    Hey, yeah with a SA DC prototype maybe we could find that long lost dragon...

    OH yeah we all ready did =D
     
  9. Lukeozade

    Lukeozade

    Pending Member
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    OMG DRX IS AMAZING-ER

    Just kidding, but he is still epic.

    Amazing work DRX, this many protos must be a sign for the best in this forum!
     
  10. Genocide City Zone

    Genocide City Zone

    Pending Member
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    Sorry to post this here DRX but I can't send PM's, are you interested in PSX beta's??

    After looking through bioflames (RE1.5 site) and the mess that happened with that game, someone called "RedfieldC_86" claims to have a beta of MGS1, quite an early one according to him

    this is all I could find at the moment
    http://www.bioflames.com/forum/viewtopic.php?t=2944

    im not much help donation wise, but I figured you might be interested
     
  11. FozzY2K

    FozzY2K

    Fozzcat Member
    Ahh. I decide to check Sonic Cult after many months/years of not going there and I see on the news page that the almighty drx has released over 1000 sega prototypes. Simply amazing. I have a lot of catching up to do!
     
  12. Hivebrain

    Hivebrain

    Administrator
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    What disc image format are the Gamecube protos, and what program was used to create them?
     
  13. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
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    The images are .gcm files. What created them is anyone's guess.
     
  14. evilhamwizard

    evilhamwizard

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    Okay, this made me laugh hysterically. First of all, let's take a look at one Pico game called "Huckle and Lowly's Busiest Day Ever (Pico) (Prototype - Mar 02, 1994) (hidden-palace.org)". Who want's to guess what it's actually called?

    FSEGA PICO ©SEGA 1993.JUNHello Kitty no Tanoshii Butoukai HPC-6002-00 C^

    But it's not Hello Kitty...

    [​IMG]

    Everyone should remember this show from NickJr back then. But this isn't what's making me laugh.

    Take a listen. (This is in VGM format)

    This programmer must've loved Michael Jackson. :P
     
  15. XCubed

    XCubed

    Will Someday Own a Rent-A-Center Oldbie
    I refuse to put WinAMP on my computer....but I remember the show, the game, and that music....and I remember thinking MJ when I heard it. I was very confused. EDIT: Yeah, still confused....I remember this not fitting at all and it still doesn't. The song sounds better in Moonwalker btw.


    Bah, I'm desperate, why the hell not, I've been missing out on a few other songs. I'll use winamp just for VGM+ other formats.
     
  16. Tweaker

    Tweaker

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    There's quite a few alternate media players that include support for the VGM format, if you don't like Winamp. You can find most of them at Project 2612.
     
  17. drx

    drx

    mfw Researcher
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    :rolleyes:
  18. setz

    setz

    Oldbie
    Hey man, I love you
     
  19. Skaarg

    Skaarg

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    Don't take me wrong and think I'm saying MJ = pedo, because I don't, but I do find it funny that there is an MJ song in a game that was for little kids. :P
     
  20. evilhamwizard

    evilhamwizard

    Researcher
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    I know this was probably posted in the irc channel, and ICEKnight posted about this game having source. But here's another weird thing, the November 7th build had ASM source inside the rom, but the 11th however...

    Code (C):
    1.     DrawScrollPlane(2, &CopyOfCamera2, camDX, lineCountForBackGround);
    2. #endif
    3.            
    4. #endif
    5.  
    6.         DrawObjects (CopyOfCamera2.currentTile, NumberOfTiles, RoadDistances,
    7.         TileScreenPositionArray, SM);
    8.  
    9.      DrawPlayerLapFlag(2);
    10.  
    11. #ifdef MARS
    12.     if (SM == MASTER)
    13. #endif
    14.     {
    15.         Camera1Data = CopyOfCamera1;
    16.         Camera2Data = CopyOfCamera2;
    17.     }
    18.  
    19.  
    20.     }
    21.     else /* Not split screen. */
    22.     {
    23.     CopyOfCamera1 = Camera1Data; /* Copy the whole structure. */
    24.  
    25. #ifdef DEBUGSPEED
    26.     WindowWidth = SMALLWINDOWWIDTH;
    27.     HalfWindowWidth = WindowWidth / 2;
    28.     WindowX = SCREENWIDTH / 2 - HalfWindowWidth;
    29.     WindowY = SCREENHEIGHT / 2 - SMALLWINDOWHEIGHT / 2;
    30.     WindowHeight = SMALLWINDOWHEIGHT;
    31.     WindowScaleFactor = 2;
    32. #else
    33.     WindowX = WINDOWXMARGIN;
    34.     WindowWidth = SCREENWIDTH - (WINDOWXMARGIN * 2);
    35.     HalfWindowWidth = WindowWidth / 2;
    36.     WindowY = 4;
    37.     WindowHeight = SCREENHEIGHT - (WINDOWYMARGIN * 2) - 4;
    38.     WindowScaleFactor = 1;
    39. #endif
    40.  
    41. #ifdef PC
    42.     /* PC background is a full screen and must be drawn first. */
    43.     drawBackground (FALSE, 0, 0, SM);
    44. #endif
    45.  
    46.     NumberOfTiles = CalculateTileAndCameraPositions (TileScreenPositionArray,
    47.     &CopyOfCamera1, &camDX, &camDY);
    48.  
    49. // .......... calc the difference in absolute heights between the bike and camera
    50.     heightDiffForHorizon =
    51.         (CopyOfCamera1.SubjectBikeTileHeight + CopyOfCamera1.subjectBike->bottomY) -
    52.         (CopyOfCamera1.absoluteTileHeight + CopyOfCamera1.yOffset);
    53.  
    54.     lineCountForBackGround = DrawGround (NumberOfTiles, RoadDistances,
    55.     TileScreenPositionArray, SM);
    56.  
    57. #ifdef MARS
    58. // .......... 32X background gets drawn after, to limit the # of lines that need to be drawn
    59.     DrawScrollPlane(1, &CopyOfCamera1, camDX, lineCountForBackGround);
    60.                    
    61. #endif
    62.     DrawObjects (CopyOfCamera1.currentTile, NumberOfTiles, RoadDistances,
    63.     TileScreenPositionArray, SM);
    64.  
    65.     DrawPlayerLapFlag(1);
    66.  
    67. #if 0
    68.     ShowNum(heightDiffForHorizon);
    69. #endif
    70.  
    71. #ifdef MARS
    72.     if (SM == MASTER)
    73. #endif
    74.     {
    75.         Camera1Data = CopyOfCamera1;
    76.     }
    77.  
    78. }
    79.  
    80.  
    81. #if 0
    82. #ifdef DEBUG
    83.     /* Print out the debug value. */
    84.     if (SM == MASTER)
    85.     {
    86.         char TempString [40];
    87.  
    88.         #ifdef DEBUGSPEED
    89.         #else
    90.         IntToAscii ((int) DebugValue, TempString, 10);
    91.         PutString (0, 0, "Debug value:", WHITECOLOUR);
    92.         PutString (120, 0, TempString, WHITECOLOUR);
    93.         #endif
    94.     }
    95. #endif
    96. #endif
    97. }
    98.  
    99. void ShowNum(int num)
    100. {
    101.     char String1[100],String2[20];
    102.  
    103.    StringCopy (String1,"Number: ");
    104.     IntToAscii (num, String2,10);
    105.  
    106.     StringCat(String1,String2);
    107.  
    108. #ifdef MARS
    109.    ColorAreaNOCLIP(50,50,100,20,0,0);
    110. #endif
    111.    PutString(50,50,String1,100);
    112. }
    113.  
    114. void ShowAbsoluteTileHeight(CameraDataRecord CopyOfCamera)
    115. {
    116.     char String1[100],String2[20];
    117.  
    118.    StringCopy (String1,"TileHeight: ");
    119.     IntToAscii ((int) CopyOfCamera.absoluteTileHeight, String2,10);
    120.  
    121.     StringCat(String1,String2);
    122. #ifdef MARS
    123.     ColorAreaNOCLIP(90,30,100,20,0,0);
    124. #endif
    125.    PutString(10,30,String1,100);
    126. }
    127.  
    128.  
    129. void ShowSegment(void)
    130. {
    131.     trackTilePointer   CurrentTilePtr;
    132.     char String1[100],String2[20];
    133.  
    134.     CurrentTilePtr = GetTrackTileForNumber (Camera1Data.currentTile);
    135.  
    136.     StringCopy (String1,"Segment # ");
    137.     IntToAscii ((int) CurrentTilePtr->segmentNumber, String2,10);
    138.  
    139.     StringCat(String1,String2);
    140.  
    141.     PutString(10,30,String1,100);
    142. }
    143.  
    144.  
    145.  
    146. /****************************************************************************
    147.  * Draw the race track and objects on it to the screen.
    148.  */
    149.  
    150. void Render (void)
    151. {
    152.     RenderTrackAndObjectsToRamScreen ();
    153.     DisplayStatusInfo ();
    154.  
    155.     //ShowSegment();
    156.  
    157. sendBuffersToScreen ();
    158. }
    There's some more misc programming stuff below all of this in the rom which looks like it's for a program for the PC, but it doesn't beat this. :P