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S&K 0525 discussion

Discussion in 'Prototype Discussion' started by drx, Feb 24, 2008.

  1. BlueLemonade

    BlueLemonade

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    In Ice Cap Zone Act 1:

    [​IMG]

    After you fall off the snowboard and come to the first signpost, Tails' flies down to join you, looking really glitchy.


    [​IMG]

    I jumped while being sprung back and forth, and landed here. When I spindash to the right, I don't move.
     
  2. MK

    MK

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    Yup.

    Also, can someone please split this rom properly? I wanna play Sonic 3 alone D:
     
  3. ComPro

    ComPro

    Just hangin' around. Member
    Here is Sonic 3 split from the S&K 0525 proto. I just split it; I haven't had a chance to look at it to see if it is identical to Sonic 3 Final, but I'd imagine it is.



    EDIT: Just compared. They are the same. (renamed to 1.bin and 2.bin to make it easy to type)

    Code (Text):
    1. C:\Documents and Settings\Louie\Desktop>fc 1.bin 2.bin
    2. Comparing files 1.bin and 2.BIN
    3. FC: no differences encountered
     
  4. MK

    MK

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    Interesting :o Can you split S&K as well and also compare it? (I'm sure it's not the same, but I'd like to see HOW different it is)
     
  5. ComPro

    ComPro

    Just hangin' around. Member
    When I ran FC against both of them, (S&K Split vs. S&K Final), as I figured would happen, there was a continuous list of differences. I dumped the differences to a text file, and that file ended up being 27.2 MB.
     
  6. Quexinos

    Quexinos

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    I didn't even know you could do something like that

    What does the text file say?
     
  7. Nemesis

    Nemesis

    Tech Member
    There are a lot of differences in this S&K build. The following are Nemesis art archives in the rom which don't match any archives in the final:
    0x001528B2
    0x00175C6C
    0x001926FC

    The following are Nemesis art archives which are in the final but don't match any in this version:
    0x000D6498
    0x000DDE34
    0x000DEA00
    0x00152BB2
    0x00174B28
    0x00189C7C
    0x00189F62
    0x0018A110

    There are 31 Kosinski archives in this beta which don't match any in the final, but I won't bother listing those.
     
  8. ComPro

    ComPro

    Just hangin' around. Member
    Code (Text):
    1. Comparing files 1.bin and 2.BIN
    2. 00000000: 00 01
    3. 000000BD: 00 05
    4. 000000BE: 02 E8
    5. 000000BF: 00 6E
    6. 0000018E: DF 7C
    7. 0000018F: B3 5C
    8. 000001A5: 1F 3F
    9. 000001E1: 4F 30
    10. 00000204: 4E 60
    11. 00000205: 71 FA
    12. 0000030A: 31 42
    13. 0000030B: FC 80
    14. 0000030C: 4E 10
    15. 0000030D: F9 39
    16. 0000030E: FF 00
    17. 0000030F: F0 A1
    18. 00000310: 21 00
    19. 00000311: FC 01
    20. 00000312: 00 EC
    21. 00000313: 00 08
    22. 00000314: 05 02
    23. 00000315: 84 00
    24. 00000316: FF 00
    25. 00000317: F2 03
    26. 00000318: 31 41
    Etc., etc.
     
  9. MK

    MK

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    Awesome. I'd be good to post a split rom for this. Then we can see if there are any gameplay differences in S&K alone that are overwritten when they are attached. (Knux's intro, for example)
     
  10. Quexinos

    Quexinos

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    let me ask another question, is it possible to put that into terms such as "This part of this level is different"?
     
  11. LocalH

    LocalH

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    If it's so buggy without the S3 ROM present at all, it may be more fruitful to hack the game to not recognize S3 in the hopes that S&K will then boot normally but still having access to necessary data in the S3 ROM. Try changing the S3 product code perhaps?
     
  12. Nemesis

    Nemesis

    Tech Member
    Um, no, not really. Well, someone could write a special purpose tool to figure that out, but I'm not going to. Faster and easier just to play the thing.
     
  13. Quexinos

    Quexinos

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    then what's the point of... never mind
     
  14. Gusiskirby

    Gusiskirby

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    I don't know if anyone has mentioned this yet, but the music on the title screen is different... so, yeah.
     
  15. ComPro

    ComPro

    Just hangin' around. Member
    Here is a split S&K ROM that requires a savestate to access anything.
     
  16. MK

    MK

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    This is quite epic (S&K split)

    All the badnik sprites are not loaded, so they are invisible, but are still fully functional.

    The level textures are garbled. You can see MHZ's palette change due to this :P Lava Reef 3 plays the HPZ music and crashes when the thing on the ceiling opens up to flash

    Knux's music is altered so you can only hear the background beat.

    The Knux fight in HPZ is intact, but with no music. Crashes when he runs offscreen

    Every zone crashes upon getting to the boss area (due to code trying to be execute from Sonic 3?)

    All the S3 levels are enabled in the level select but of course crash when accessed.

    So, could this be the first seperate S&K build?
     
  17. LocalH

    LocalH

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    Actually, I think this is the last build of S3C, even if it's a lockon deal. It still has the S3 title screen and it can't really run without S3 attached. I just did some quick hex searching and apparently the LLLRRRUUU code didn't appear until S&K 0610. I'm off now to see if there was indeed a code there but just different.

    Edit: I can't find one with a rudimentary search for bytes that are located around the cheat. However, all of the builds do contain the S3 level select code (UUDDUUUU). I can't remember if this is true for the final or not but I think it is.

    Edit2: All the evidence points to S&K not even being developed as a standalone game until S3C was already canceled. The timestamps on the builds suggest that 0525 came after the later S3C build, and the fact that 0525 doesn't boot as S&K when separated while the other ones do. Anyone tried combining the later builds with S3?

    Edit3: I just did, seems that all the S&K builds will boot as S3&K, dunno differences. Only 0525 has the different title screen music.
     
  18. MK

    MK

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    So, possible timeframe:

    *sometime before 0408*

    <Dev1> Ok, so we're going to release Sonic 3 part 1, then Sonic 3 part 2, then a special edition?
    <Dev2> Correct
    <Dev3> Good, but, we should work on the special edition FIRST, then 'split' it later.
    <Dev1> Good idea
    <Dev2> Hey, what if Sonic had a gun?
    <Dev1&3> ...

    *0408*

    <Dev1> How's work?
    <Dev3> We're doing good, we just need to do Doomsday.
    <Dev1> Hm...*idea for Death Egg 3* hey, remove that egg capsule, I have an idea for a prelude to Doomsday
    <Dev2> Hey, what if we made a black Sonic?
    <Dev1&3> ...

    *sometime after 0517 but before 0525*

    <Dev0> Good job, but...*memo*
    ...
    <Dev1> Ok, we're canning the special edition.
    <Dev3> Aw :thumbsup:
    <Dev1> So, start work on taking what we have now and splitting it.
    <Dev2> *epiphany*

    -----

    Yeah, it's 4 AM and I'm bored.
     
  19. LocalH

    LocalH

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    Something else that's interesting: We all know that in final S3, the all emeralds code is 02040506 on the sound test. In the builds up through 0608 the all emeralds code is 02040608. This includes S3C. It doesn't seem to exist after that.

    Also, you know how the cheats for S2 still exist in S3? Well, they also exist in S&K builds up through 0608. Yet more evidence that S&K came 100% after S3C was canceled.
     
  20. This proto features region lockout:

    [​IMG]
    [​IMG]
    [​IMG]

    Also, if the region is set to Japanese PAL (does such a thing even exist?), the game just crashes in an infinite loop displaying nothing.