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
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.
Yeah, I realize some of these are finals, I said that in my newspost. I included them so people could see the build dates.
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?
Thanks alot DRX, Sooooo many betas/prototypes/whatever Not to sound cheeky, but on hidden-palace you say you have some Sonic Adventure DC prototypes, any information on these
Hey, yeah with a SA DC prototype maybe we could find that long lost dragon... OH yeah we all ready did =D
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!
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
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!
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... 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
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.
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.
<!--quoteo(post=188050:date=Apr 13 2008, 07:06 AM:name=evilhamwizard)--><div class='quotetop'>QUOTE (evilhamwizard @ Apr 13 2008, 07:06 AM) 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[/quote] Indeed, that's funny. I found it on the release day, guess you should have hung around #protos =P
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
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): DrawScrollPlane(2, &CopyOfCamera2, camDX, lineCountForBackGround); #endif #endif DrawObjects (CopyOfCamera2.currentTile, NumberOfTiles, RoadDistances, TileScreenPositionArray, SM); DrawPlayerLapFlag(2); #ifdef MARS if (SM == MASTER) #endif { Camera1Data = CopyOfCamera1; Camera2Data = CopyOfCamera2; } } else /* Not split screen. */ { CopyOfCamera1 = Camera1Data; /* Copy the whole structure. */ #ifdef DEBUGSPEED WindowWidth = SMALLWINDOWWIDTH; HalfWindowWidth = WindowWidth / 2; WindowX = SCREENWIDTH / 2 - HalfWindowWidth; WindowY = SCREENHEIGHT / 2 - SMALLWINDOWHEIGHT / 2; WindowHeight = SMALLWINDOWHEIGHT; WindowScaleFactor = 2; #else WindowX = WINDOWXMARGIN; WindowWidth = SCREENWIDTH - (WINDOWXMARGIN * 2); HalfWindowWidth = WindowWidth / 2; WindowY = 4; WindowHeight = SCREENHEIGHT - (WINDOWYMARGIN * 2) - 4; WindowScaleFactor = 1; #endif #ifdef PC /* PC background is a full screen and must be drawn first. */ drawBackground (FALSE, 0, 0, SM); #endif NumberOfTiles = CalculateTileAndCameraPositions (TileScreenPositionArray, &CopyOfCamera1, &camDX, &camDY); // .......... calc the difference in absolute heights between the bike and camera heightDiffForHorizon = (CopyOfCamera1.SubjectBikeTileHeight + CopyOfCamera1.subjectBike->bottomY) - (CopyOfCamera1.absoluteTileHeight + CopyOfCamera1.yOffset); lineCountForBackGround = DrawGround (NumberOfTiles, RoadDistances, TileScreenPositionArray, SM); #ifdef MARS // .......... 32X background gets drawn after, to limit the # of lines that need to be drawn DrawScrollPlane(1, &CopyOfCamera1, camDX, lineCountForBackGround); #endif DrawObjects (CopyOfCamera1.currentTile, NumberOfTiles, RoadDistances, TileScreenPositionArray, SM); DrawPlayerLapFlag(1); #if 0 ShowNum(heightDiffForHorizon); #endif #ifdef MARS if (SM == MASTER) #endif { Camera1Data = CopyOfCamera1; } } #if 0 #ifdef DEBUG /* Print out the debug value. */ if (SM == MASTER) { char TempString [40]; #ifdef DEBUGSPEED #else IntToAscii ((int) DebugValue, TempString, 10); PutString (0, 0, "Debug value:", WHITECOLOUR); PutString (120, 0, TempString, WHITECOLOUR); #endif } #endif #endif } void ShowNum(int num) { char String1[100],String2[20]; StringCopy (String1,"Number: "); IntToAscii (num, String2,10); StringCat(String1,String2); #ifdef MARS ColorAreaNOCLIP(50,50,100,20,0,0); #endif PutString(50,50,String1,100); } void ShowAbsoluteTileHeight(CameraDataRecord CopyOfCamera) { char String1[100],String2[20]; StringCopy (String1,"TileHeight: "); IntToAscii ((int) CopyOfCamera.absoluteTileHeight, String2,10); StringCat(String1,String2); #ifdef MARS ColorAreaNOCLIP(90,30,100,20,0,0); #endif PutString(10,30,String1,100); } void ShowSegment(void) { trackTilePointer CurrentTilePtr; char String1[100],String2[20]; CurrentTilePtr = GetTrackTileForNumber (Camera1Data.currentTile); StringCopy (String1,"Segment # "); IntToAscii ((int) CurrentTilePtr->segmentNumber, String2,10); StringCat(String1,String2); PutString(10,30,String1,100); } /**************************************************************************** * Draw the race track and objects on it to the screen. */ void Render (void) { RenderTrackAndObjectsToRamScreen (); DisplayStatusInfo (); //ShowSegment(); sendBuffersToScreen (); } 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