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.
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): 00000004 frameoutd2 zdba 000134BE 00000003 colichgtbl 000135E2 00000003 .loop ceba 00013556 00000004 .frameout2 zdba 000134E6 00000003 colichgmove 0001352A 00000003 .end1 ceba 000135D4 00000003 .end2 ceba 000135D0 00000003 .end ceba 000135E0 00000004 colichg_move_tbl 000134EA 00000004 .frameout zdba 000134D4 00000003 colichgpat 00013602 00000003 .jump2 ceba 00013594 00000003 .jump3 ceba 000135A2 00000003 .jump4 ceba 000135C0 A . at the beginning of a label is actually ASCII symbol 0x7F (DEL) which is a nonprinter.
I never would have imagined this would ever happen. But it did. Congratulations! And now I disappear again...
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.
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
Code (Text): Sonic The Hedgehog 2 (Early prototype) COMPRESSED GRAPHICS LIST ======================== Documented by ICEknight with input from Quickman 0009DF8E - Shield 0009E114 - Invincibility stars 000A0960 - SEGA logo 000A1520 - Title Screen graphics 000A2E82 - Sonic & Tails at the Title Screen 000A39C6 - GHZ Bit of flower (S1) 000A3A10 - GHZ & MZ Platform with chain (S1) 000A3B2A - EHZ Log bridge 000A3C16 - Unused 16x16 block (S1) 000A3C5E - GHZ Rolling ball (S1) 000A3DFC - GHZ rolling log with spikes 000A4010 - GHZ Unused spikes around the rolling log (S1) 000A413C - Possible GHZ Rock (S1) 000A426A - GHZ Breakable wall (S1) 000A4308 - Some GHZ wall (S1) 000A4368 - Fire of some kind 000A44A0 - Burning log (unused) 000A45AE - Waterfall 000A46B4 - HTZ fireballs 000A4802 - GHZ Log brigde (S1) 000A48DA - HTZ crossing platform thingy 000A4BCE - HTZ Automatic door 000A4C46 - HTZ Seesaw with green ball 000A4DDE - HPZ bridge 000A4F56 - HPZ Waterfalls 000A52B8 - HPZ Big Emerald 000A552A - Fuck knows, blocks of colour 000A55EA - HPZ Glowing orb 000A5826 - Some platform 000A59C0 - UNKNOWN unused dust 000A5AE0 - CPZ floating platform 000A5C2E - Water surface 000A5D9E - Button (S1? S2?) 000A5E76 - Vertical spring 000A5F92 - Horizontal spring 000A605C - Diagonal springs 000A6230 - SCORE RINGS TIME 000A6338 - Lives HUD 000A644E - Rings 000A6542 - Monitors 000A696C - Vertical spikes 000A69BC - Gathered points 000A6A96 - Prototype checkpoint 000A6B3C - Prototype end of level panel 000A6F8A - Crocodile 000A732C - EHZ Buzz Bomber 000A7512 - HPZ Bat 000A7868 - OOZ Octopus 000A7B88 - Triceratops 000A7F84 - HPZ Dinobot 000A835A - Unused sideways piranha 000A8852 - OOZ Prototype horsefish 000A8CA0 - Unused rolling ball 000A8F36 - Unused three-eyed fish 000A9162 - Mother Bubbler 000A9384 - EHZ Snail 000A9580 - Prototype Crawler 000A9902 - EHZ Piranha 000A9B0E - Boss ship 000AA24A - CPZ Prototype boss 000AA7A8 - Big explosion 000AAE30 - Robotnik's ship boost 000AAEAE - Puff of smoke? 000AAF94 - EHZ Boss 000AB780 - EHZ Boss helicopter blades 000AB874 - SBZ Ball Hog (S1) 000ABC34 - Crabmeat 000AC122 - GHZ Buzz Bomber (S1) 000AC4C8 - POSSIBLE BUBBLER 000AC6B0 - LZ Burrobot (S1) 000ACD9A - GHZ Piranha (S1) 000AD002 - LZ Jaws (S1) 000AD28C - SYZ Roller (S1) 000AD7B0 - GHZ Motobug (S1) 000ADA3A - GHZ Newtron (S1) 000AE058 - SYZ Snail (S1) 000AE440 - MZ Bat (S1) 000AE73C - Splats (S1) 000AE984 - SLZ Bomb (S1) 000AEC1C - LZ Orbinaut (S1) 000AEDFA - Caterpillar enemy (S1) 000AEF88 - Title card 000AF596 - Explosions 000AFBFC - GAME OVER, TIME OVER 000AFD8E - Vertical spring (S1) 000AFE90 - Sideways spring 000AFF6C - Big ring flash 000B00E0 - End of level hidden bonuses (S1) 000B03E2 - Sonic at Continue screen + Continue star 000B0692 - CONTINUE + Minisonic 000B08CC - Bunny 000B0A24 - Chicken 000B0B80 - Penguin 000B0CFC - Seal 000B0E18 - Pig 000B0F4E - Flicky 000B1088 - Squirrel 000B2184 - EHZ graphics 000B5784 - HTZ graphics 000B6BAA - HTZ placeholders for animated tiles 000C0492 - HPZ graphics 000C31A0 - HPZ glowing orbs 000CC8F4 - CPZ graphics 000CFDC0 - UNKNOWN 000D8C34 - GHZ graphics (S1) 000DC1F0 - GHZ graphics (S1) 000E0B62 - Ending scene additional graphics (S1) 000E0DEA - Credits font (S1) 000E13E8 - SONIC THE HEDGEHOG ending text (S1) Finished the list off. 0A4368 0AAEAE Palettes may well be wrong.
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
Awesome work Drx, tis a great victory for the community. It appears that this might be the very Nick arcade prototype.
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).
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 :.
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.
Go here in GHZ3: 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: 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.
<!--quoteo(post=149178:date=Nov 7 2006, 09:03 PM:name=SKAARG)--><div class='quotetop'>QUOTE (SKAARG @ Nov 7 2006, 09:03 PM) This shows that not all screenshots with Sonic off-center are fake. Edit: I'm probably wrong with this idea becuase of what Gerbilsoft and Rika said on irc. [23:02] <GerbilSoft> all the screenshots with sonic off-center weren't after a spindash [23:02] <GerbilSoft> (the magazine scans, at least) [23:07] <rika> yeah, cause he was just walking. [23:08] <rika> off center while spinning or running with speed boost or sneakers is nothing out of the ordinary.[/quote] BOO! =P I?s a bug with the camera that happens when Tails dies. EDIT: Another one.. the camera focus on Tails when he returns after dying.
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.
I found the Hex location to HPZ's Object layout and HPZ's object debug list.. But I didnt keep notes... =P
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?
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. Edit: Forgot the image :P