<!--quoteo(post=149269:date=Nov 8 2006, 10:30 AM:name=SKAARG)--><div class='quotetop'>QUOTE (SKAARG @ Nov 8 2006, 10:30 AM) Edit: Forgot the image :P[/quote] No that is the Unused Fish Robot you are placing. He is also placable in the other beta...
<!--quoteo(post=149272:date=Nov 8 2006, 09:40 AM:name=SMTP)--><div class='quotetop'>QUOTE (SMTP @ Nov 8 2006, 09:40 AM) Edit: Forgot the image :P[/quote] No that is the Unused Fish Robot you are placing. He is also placable in the other beta... [/quote] Okay, thanks for clarifying that. I'd forgotten about that fish.
Just noticed they differentiate between "seahorse" and "skyhorse", the latter possibly being the one with a jetpack on its back. So the robot seahorse we know might have intended to go underwater. EDIT: Code (Text): seahorsewings ...So the "seahorse" is indeed the one with little wings.
That gargled up enemy resmbles the bat enemys in HPZ so maybe that's what they are. I can kinda see the wing gargled in there. It's tough to tell. What does the fish enemy look like? Can you post a picture?
ICE, care to comment on the additions I made to your listing, and the queries someone raised about that?
I've just found out that there's the programming of two Sonic 2 bosses: Driller (EHZ) and Vacuum (CPZ)! Code (Text): vacumeguy PEqE?E?4E? patchg2E?DE?4E?$ drillerguyhEr\E?|E?4E?X actionsublEpE??E?4E? bossvacpE?E?4E?? bossdriller ...At least in the uncompiled code, but it's most likely there in usable form.
Looks like I was too tired yesterday. That "possible bubbler" looks more like an explosion from the ground, like a landmine or something... But it might be just something from Sonic 1. Here's a sligthly corrected list, with Quickman's additions: Code (Text): Sonic The Hedgehog 2 (Early prototype) COMPRESSED GRAPHICS LIST ======================== Documented by ICEknigh7, except where stated. 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 (S1) 000A4010 - GHZ Unused spikes around the rolling log (S1) 000A413C - GHZ Rock (S1) 000A426A - GHZ Breakable wall (S1) 000A4308 - Some GHZ wall (S1) 000A4368 - Unknown fire [Quickman] 000A44A0 - Unused, possible burning log 000A45AE - Waterfall 000A46B4 - Unused HTZ fireballs [Quickman] 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 - Unknown blocks [Quickman] 000A55EA - HPZ Glowing orb 000A5826 - Some platform 000A59C0 - UNKNOWN unused dust 000A5AE0 - CPZ floating platform [Quickman] 000A5C2E - Water surface 000A5D9E - Button [Quickman] 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 sign 000A6F8A - Crocodile 000A732C - EHZ Buzz Bomber 000A7512 - HPZ Bat 000A7868 - OOZ Octopus 000A7B88 - Triceratops 000A7F84 - HPZ Dinobot 000A835A - Unused sideways piranha 000A8852 - OOZ Prototype seahorses 000A8CA0 - Unused rolling ball 000A8F36 - Unused Mother Bubbler 000A9162 - Unused 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 [Quickman] 000AAF94 - EHZ Boss 000AB780 - EHZ Boss helicopter blades 000AB874 - SBZ Ball Hog (S1) 000ABC34 - Crabmeat 000AC122 - GHZ Buzz Bomber (S1) 000AC4C8 - Possible unknown explosion from the ground 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 - MZ Catakiller (S1) [Quickman] 000AEF88 - Title card (S1) 000AF596 - Explosions 000AFBFC - GAME OVER, TIME OVER 000AFD8E - Vertical spring [Quickman] 000AFE90 - Sideways spring 000AFF6C - Big ring flash 000B00E0 - End of level hidden bonuses (S1) 000B03E2 - Sonic at Continue screen + Continue star (S1) 000B0692 - CONTINUE + Minisonic (S1) 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) I'm figuring all this out without putting the tiles together, because I don't have a program for that. So which one do you guys recommend?
Hahaha, "vacumeguy." This is new, though, since the unused sprite with the blob falling on Eggman's head was related to the normal CPZ boss. Or maybe the Japanese staff just didn't know what 'vacuum' means.
IceKnigh7: I think TLP is the best for such things, though some people prefer TilED. Also, on a side note, I've decided I'll make a full disassembly of the game in the weekend (or at least start) so we can tear it apart like there's no tomorrow.
By the way, the "unknown fire" and "fireballs from HTZ" are parts of the HTZ lava fireball item described on Sonic CulT.
<!--quoteo(post=149274:date=Nov 8 2006, 10:45 AM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Nov 8 2006, 10:45 AM) I'm guessing that at this point, the "water" seahorse was probably intended for Hidden Palace, since it's the only water level in the game at the moment. I also don't think "vacumeguy" has anything to do with the CPZ boss... but if it did, then it's probably something totally different. Either that, or a leftover from Sonic 1.
Hidden Palace Zone weird stuff: Sonic changes his colour at every turn, while using debug mode. Sonic doesn't get air if he leaves the water after wall-bouncing. Look at that fukd block near to him -- it's a drowning countdown number. It remains despite he's not on water. If Sonic lands on a badnik after a wall-bouncing, he won't get hurt until he stands up again.
I'm sure this was a known fact already but I never thought about it til now. When using the debug (c, c, u, d, d, d, d, u, a + start) and level select code (u, d, d, d, u, a + start) on Drx's Sonic 2 prototype, it also works for Simons Sonic 2 prototype as well on the title screen. what's wierd is how the level select in Simons S2 prototype is already activated but that might be due the pirating in which the pirates did themselves (same reason why the pirates removed the SEGA logo before the title screen in Simons S2 proto).