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Sonic 2 early prototype, dumped

Discussion in 'General Sonic Discussion' started by drx, Nov 7, 2006.

  1. Aurochs

    Aurochs

    Единый, могучий Советский Союз! Tech Member
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    Whatever catches my fancy
    I know that Cinos mentioned the source code, but I didn't see anybody talking about the fkn SYMBOL TABLE. I haven't figured out how it works yet, though. There also seems to be a lot of Japanese in there.

    For reference, the earliest symbol I've located is at $418B5.
     
  2. Quickman

    Quickman

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    Further to the above, I've been trying to reduce the symbol table to a human-readable form. I've made a few assumptions:
    1) Extra 0000 is just padding and is not significant.
    2) $ is a delimiter separating a label name from something else - if you see a label and then a gap and then "ceba" or "zdba" or something, there's a $ between the two.

    That said, here's the best I could come up with.
    Code (Text):
    1. 00000004 frameoutd2    zdba 000134BE
    2. 00000003 colichgtbl         000135E2
    3. 00000003 .loop          ceba 00013556
    4. 00000004 .frameout2    zdba 000134E6
    5. 00000003 colichgmove           0001352A
    6. 00000003 .end1          ceba 000135D4
    7. 00000003 .end2          ceba 000135D0
    8. 00000003 .end            ceba 000135E0
    9. 00000004 colichg_move_tbl     000134EA
    10. 00000004 .frameout      zdba 000134D4
    11. 00000003 colichgpat         00013602
    12. 00000003 .jump2        ceba 00013594
    13. 00000003 .jump3        ceba 000135A2
    14. 00000003 .jump4        ceba 000135C0
    A . at the beginning of a label is actually ASCII symbol 0x7F (DEL) which is a nonprinter.
     
  3. Kamek

    Kamek

    Magikoopa Member
    I never would have imagined this would ever happen. But it did.

    Congratulations! ;)

    And now I disappear again...
     
  4. Aurochs

    Aurochs

    Единый, могучий Советский Союз! Tech Member
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    Whatever catches my fancy
    Nice table. It just made me realize some things.

    First, $7F seems to mean "local symbol". You'll notice that there are a lot of labels in Cinos's source that are preceeded by dots - this is an indicator for locality. All local symbols are discarded when a non-local symbol is encountered; this lets you reuse names.

    Second, the dollar sign ($) makes perfect sense as a string delimiter, because that's precicely what MS-DOS uses for that very purpose when you use its print functions.

    EDIT: Note that the $ is only used when ceba or zdba is present. It seems that this word is part of the symbol.
     
  5. Ayla

    Ayla

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    Just noticed this, but I think that the earliest idea for going through pipes and stuff in Chemical Plant was the best. I like this early layout of Chemical Plant MUCH better than the final that we got =P
     
  6. Meow

    Meow

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    Thanks for releasing this DrX! Love all the discussion about it too. =)
     
  7. Quickman

    Quickman

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    Code (Text):
    1. Sonic The Hedgehog 2 (Early prototype)
    2. COMPRESSED GRAPHICS LIST
    3. ========================
    4. Documented by ICEknight with input from Quickman
    5.  
    6.  
    7. 0009DF8E - Shield
    8. 0009E114 - Invincibility stars
    9. 000A0960 - SEGA logo
    10. 000A1520 - Title Screen graphics
    11. 000A2E82 - Sonic & Tails at the Title Screen
    12. 000A39C6 - GHZ Bit of flower (S1)
    13. 000A3A10 - GHZ & MZ Platform with chain (S1)
    14. 000A3B2A - EHZ Log bridge
    15. 000A3C16 - Unused 16x16 block (S1)
    16. 000A3C5E - GHZ Rolling ball (S1)
    17. 000A3DFC - GHZ rolling log with spikes
    18. 000A4010 - GHZ Unused spikes around the rolling log (S1)
    19. 000A413C - Possible GHZ Rock (S1)
    20. 000A426A - GHZ Breakable wall (S1)
    21. 000A4308 - Some GHZ wall (S1)
    22. 000A4368 - Fire of some kind
    23. 000A44A0 - Burning log (unused)
    24. 000A45AE - Waterfall
    25. 000A46B4 - HTZ fireballs
    26. 000A4802 - GHZ Log brigde (S1)
    27. 000A48DA - HTZ crossing platform thingy
    28. 000A4BCE - HTZ Automatic door
    29. 000A4C46 - HTZ Seesaw with green ball
    30. 000A4DDE - HPZ bridge
    31. 000A4F56 - HPZ Waterfalls
    32. 000A52B8 - HPZ Big Emerald
    33. 000A552A - Fuck knows, blocks of colour
    34. 000A55EA - HPZ Glowing orb
    35. 000A5826 - Some platform
    36. 000A59C0 - UNKNOWN unused dust
    37. 000A5AE0 - CPZ floating platform
    38. 000A5C2E - Water surface
    39. 000A5D9E - Button (S1? S2?)
    40. 000A5E76 - Vertical spring
    41. 000A5F92 - Horizontal spring
    42. 000A605C - Diagonal springs
    43. 000A6230 - SCORE RINGS TIME
    44. 000A6338 - Lives HUD
    45. 000A644E - Rings
    46. 000A6542 - Monitors
    47. 000A696C - Vertical spikes
    48. 000A69BC - Gathered points
    49. 000A6A96 - Prototype checkpoint
    50. 000A6B3C - Prototype end of level panel
    51. 000A6F8A - Crocodile
    52. 000A732C - EHZ Buzz Bomber
    53. 000A7512 - HPZ Bat
    54. 000A7868 - OOZ Octopus
    55. 000A7B88 - Triceratops
    56. 000A7F84 - HPZ Dinobot
    57. 000A835A - Unused sideways piranha
    58. 000A8852 - OOZ Prototype horsefish
    59. 000A8CA0 - Unused rolling ball
    60. 000A8F36 - Unused three-eyed fish
    61. 000A9162 - Mother Bubbler
    62. 000A9384 - EHZ Snail
    63. 000A9580 - Prototype Crawler
    64. 000A9902 - EHZ Piranha
    65. 000A9B0E - Boss ship
    66. 000AA24A - CPZ Prototype boss
    67. 000AA7A8 - Big explosion
    68. 000AAE30 - Robotnik's ship boost
    69. 000AAEAE - Puff of smoke?
    70. 000AAF94 - EHZ Boss
    71. 000AB780 - EHZ Boss helicopter blades
    72. 000AB874 - SBZ Ball Hog (S1)
    73. 000ABC34 - Crabmeat
    74. 000AC122 - GHZ Buzz Bomber (S1)
    75. 000AC4C8 - POSSIBLE BUBBLER
    76. 000AC6B0 - LZ Burrobot (S1)
    77. 000ACD9A - GHZ Piranha (S1)
    78. 000AD002 - LZ Jaws (S1)
    79. 000AD28C - SYZ Roller (S1)
    80. 000AD7B0 - GHZ Motobug (S1)
    81. 000ADA3A - GHZ Newtron (S1)
    82. 000AE058 - SYZ Snail (S1)
    83. 000AE440 - MZ Bat (S1)
    84. 000AE73C - Splats (S1)
    85. 000AE984 - SLZ Bomb (S1)
    86. 000AEC1C - LZ Orbinaut (S1)
    87. 000AEDFA - Caterpillar enemy (S1)
    88. 000AEF88 - Title card
    89. 000AF596 - Explosions
    90. 000AFBFC - GAME OVER, TIME OVER
    91. 000AFD8E - Vertical spring (S1)
    92. 000AFE90 - Sideways spring
    93. 000AFF6C - Big ring flash
    94. 000B00E0 - End of level hidden bonuses (S1)
    95. 000B03E2 - Sonic at Continue screen + Continue star
    96. 000B0692 - CONTINUE + Minisonic
    97. 000B08CC - Bunny
    98. 000B0A24 - Chicken
    99. 000B0B80 - Penguin
    100. 000B0CFC - Seal
    101. 000B0E18 - Pig
    102. 000B0F4E - Flicky
    103. 000B1088 - Squirrel
    104. 000B2184 - EHZ graphics
    105. 000B5784 - HTZ graphics
    106. 000B6BAA - HTZ placeholders for animated tiles
    107. 000C0492 - HPZ graphics
    108. 000C31A0 - HPZ glowing orbs
    109. 000CC8F4 - CPZ graphics
    110. 000CFDC0 - UNKNOWN
    111. 000D8C34 - GHZ graphics (S1)
    112. 000DC1F0 - GHZ graphics (S1)
    113. 000E0B62 - Ending scene additional graphics (S1)
    114. 000E0DEA - Credits font (S1)
    115. 000E13E8 - SONIC THE HEDGEHOG ending text (S1)
    Finished the list off.

    [​IMG]
    0A4368
    [​IMG]
    0AAEAE

    Palettes may well be wrong.
     
  8. McAleeCh

    McAleeCh

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    Uh, dude, the 3-eyed fish *is* the Mother Bubbler, isn't it? = P According to the concept sketches ICEknight acquired a while back, anyway. Don't have the decompressor at the mo so I can't check out what you have labelled as the Mother Bubbler, but I assume it's the Bubbler (the unused enemy that looks like bubbles)..

    ..Which leads to the question as to what the hell this is supposed to be:

    Pics of all three for confirmation as to exactly what you're talking about for what entry, plz? =P
     
  9. Kama

    Kama

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    Awesome work Drx, tis a great victory for the community.

    It appears that this might be the very Nick arcade prototype.
     
  10. Quickman

    Quickman

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    I didn't make that document or any of the parts labelled; I assumed ICEknight is intelligent enough to know what he's talking about. The "possible Bubbler" is a bizarre blob which inflates rapidly and then disappears with a puff (apparently multiple frames of the thing).
     
  11. Dan Dyer

    Dan Dyer

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    Just noticed this while using debug and saw that no one had said about it, there are Waterslides in HPZ (attachment inclusded) but you have to use Debug to get to them.

    .: Dan Dyer :.
     

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  12. ICEknight

    ICEknight

    Researcher Researcher
    He can die in every possible way, what are you guys talking about?
    Or just a pirate thing.
    It's not the same smoke, this could be for the spindash.
    Which is also obvious with the scrolling clouds of GHZ, and the ordered levels in the level select menu.
     
  13. Skaarg

    Skaarg

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    Go here in GHZ3:
    [​IMG]
    The spike here used to be a horizontal left facing one. Now it's been changed to a vertical upwards facing one slightly off the ground. The problem is though when I jump on it, I get stuck in a never ending "lose ring" sequence. I just keep bouncing up and down there, and I can't move to the left or right at all.

    Another small thing to note. After you beat GHZ 3 and go to CPZ 1 The hud has garbage for gfx like in GHZ, but that's not what's important.
    (I found this only occurs with debug enabled wether it's the CPZ with the messed up hud or without)When you pass the yellow/black vertical bar and the last vertical bar for some reason it plays the sign post sound effect. Image shown for location clarification:
    [​IMG]

    Edit again: It's actually several places in the level I think it's whenever you pass that tall object that looks like some rings.
     
  14. Shadow Hog

    Shadow Hog

    "I'm a superdog!" Member
    Nobody mentioned it because everyone knew it already; it was in Wai's beta, too.
     
  15. Dan Dyer

    Dan Dyer

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    Ah, Didn't realise, Sorry ^^'

    .: Dan Dyer :.
     
  16. Yuski

    Yuski

    Dragons, dragons everywhere! Oldbie
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  17. ICEknight

    ICEknight

    Researcher Researcher
    I think they're the same as those in the other proto, only now they make sense with this different layout (Sonic doesn't get stuck and starts acting like an idiot, etc).
    You could already see in the other prototype that HPZ was even made with the Sonic 1 main palette (which makes the spikes look wrong), so yeah, it's quite possible.
     
  18. SMTP

    SMTP

    Tech Member
    I found the Hex location to HPZ's Object layout and HPZ's object debug list.. But I didnt keep notes... =P
     
  19. Hez

    Hez

    Oldbie
    So it makes me wonder, the ring monitor was replaced with the shield when they changed objects around. I bet that the shield monitor in the very begining was originally a 10 ring box. I'm half way curious if that tails monitor was even suposed to be a free life.

    I also wonder if HPZ was the first level even created? Or perhaps it was just worked on the most and canned the fastest. It seems like they had no motivation to work on the level anymore past what was done. Since it could have been the first level made, maybe they got sick of it fast?
     
  20. Skaarg

    Skaarg

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    If someone with techie knowledge could prove me wrong feel free, this is just another thought of mine. Does this enemy that's graphics are garbage remind anybody of the sketches of the frog enemy? Except this one just jumps back and forth.
    [​IMG]
    Edit: Forgot the image :P