Well we're in the prototype discussion area... and he... uhm... Meh, sorry I didn't even think he was talking about the final. I THOUGHT he thought this was a 3D next gen Sonic topic. and I no longer have a copy of Heroes to check this out.
Here's my question, since 819 is the same as the previously released E3 beta, does that mean, this nosegay buisiness is in that proto too?
Sorry for the double posting, but I put all this up on the wiki. There were no differences noted about the 94 beta, so that is pretty much blank.
On the top right side theres a little drop down bo x that says tools. Just click that and it will give you a edit option. Yeah, its sorta annoying when your used to wikipedia.
I was responding to drx, I guess my post don't make sense now that he deleted his post. I was explaining how to edit a article in Retros wiki. Edit: some images.
Yay, time to bring this topic back from the dead (for a purpose). July 3rd, 1996: -Title Screen BGM plays at a slower tempo (just by a hair, I think). -Green Grove Act 1 BGM is missing a few instruments -Level Complete BGM plays at a slower tempo as well -To Be Continued BGM plays at a slower tempo as well -The Title Screen doesn't reset itself or go to a demo, it just stays on standby until you press a button -Header says "Sonic 3D" August 14th, 1996: -The Title Screen resets itself (going past the Sega logo though) with no demo gameplay -Green Grove Act 2 BGM is shorter by not having some lines of music programmed in (yet?), loops differently because of this -Rusty Ruins Act 1 BGM is shorter by not having some of the lines of music programmed in (yet?), loops differently because of this -Rusty Ruins Act 2 BGM is...using Act 1's BGM instead -Final Boss BGM is still being used as the normal boss BGM at this point -Spring Stadium Act 1 BGM is missing some instruments and might be mixed a little bit differently as well -Diamond Dust Act 1 BGM is missing some instruments (maybe) -Diamond Dust Act 2 BGM is...using Act 1's BGM instead -Volcano Valley Act 1 BGM is shorter by not having some of the lines of music programmed in (yet), loops differently because of this -Volcano Valley Act 2 BGM is...using Act 1's BGM instead -Gene Gadget Act 1 BGM is...using Volcano Valley Act 1's BGM instead -Gene Gadget Act 2 BGM is...using Volcano Valley Act 1's BGM instead -Panic Puppet Act 1 BGM's ending is slightly different about 10 seconds before it loops again -Panic Puppet Act 2 BGM is...using Panic Puppet Act 1's BGM instead -Header says "Sonic 3D" August 25th, 1996: -BGM 0F and 10 are both the Special Stage BGM - but they don't seem to be playing properly (kicks and snares seem to respond late) -SFX test has Sonic 3 & Knuckles sounds as well. Even though it's not really a surprise, but it might have some "unused" SFX as it seems to stop at the 99 value. September 4th, 1996: -Those artist strings for each BGM make their first appearance here. So I guess it was a late addition for some reason, heh. September 11th, 1996 (final): -The "C O N G R A T U L A T I O N S - SECRET LEVEL SELECT" thing makes it's first appearance here I know it's kinda lame, but there's a reason for this. I think a lot of the good stuff is buried underneath the ROM. But as you can see, I'm interested in the changes between all the music tracks. My request is that I want someone to go look at the two of our earliest prototypes (73 and 814) to look for any unused/different music tracks. Or hell, just get all the music out that's actually in the game. I'm curious...
As much as I don't know a lot about this game, you brought back an excellent thread, sir. (hurr hurr derp the hedgehog :D) If you want music out, people have done that already I believe.
I'm wondering if there's any more unused shit in some of the earlier ROMs we haven't found yet, a la the Sonic 4 Boss theme =P
I found that unused Sonic 3D/4 track by ignoring the common misconception that it wasn't possible to find any music tracks not referenced by the pointers. I started looking for music headers inside the ROM, copy-pasting entire songs over a known one, and there it was, along with the Sonic 3 gumball machine track. Perhaps somebody with more time could start doing a checklist of all the songs that are actually stored inside the ROMs, rather than just the ones that are supposed to be in there because the pointers say so.
Where's Sik when you need him? I'm sure that even though in the 814 build they reused the Act 1 music many times in Act 2 stages, the real Act 2 music is somewhere in the rom - unfinished or not. I think in drx's first prototype release back eons a go had some music that was composed for some acts but never used even though they were finished. So maybe... I don't know how to check for all this though, but it's worth investigating. The earliest prototype we have shouldn't be a problem since most of the game is decompressed (I think?).
The music should be there, yes. I remember making a series of savestates at one point that played the unfinished songs in their entirety. Unfortunately, Fileden wiped my old files and the savestates no longer exist. I should still have the information necessary to recreate them, but I'm still rather annoyed by how I lost them.
There is, I assure you, it's just people got bored too quickly of the drx release - at very least I recall a debugging function in one of the Sonic 3C builds that I never quite figured out how did it work, neither I've seen anyone posting (publically) an explanation. I wish I had the time to look into this now, but anyhow, the possibility there's still stuff to be found in the drx proto release is there, imo.
I know for a fact there is, but like you said, not a lot of people care enough to hack through every single rom to possibly find some insignificant. :\ I would love to rip each rom a new one, but it's hard to find information and time to do everything quickly. But someone here must be interested at giving it a shot, at least.
Stuff: 73 music locations (there aren't any other): Code (Text): ec104 - Green Grove 1 ed24b - Title Screen ed657 - Final Boss edb68 - Sonic 3 Act Complete edd1c - Game Over edf77 - No Way No Wai ee391 - 1up 814's music is byte-for-byte identical to 819 (the prototype I bought on cart(s))
This game needs more hax. Object array for 73 (note: the 'predicted' stuff is unused in this version): Code (Text): ROM:ECF8 ObjectSubroutineList: ROM:ECF8 bra.w Obj_UnusedCrabBadnik ; Predicted (Jump Table Entry) ROM:ECF8 ; End of function ObjectSubroutineList ROM:ECF8 ROM:ECFC ; --------------------------------------------------------------------------- ROM:ECFC bra.w Obj_BadnikInsectGGz ROM:ED00 ; --------------------------------------------------------------------------- ROM:ED00 bra.w Obj_SpikeballGGz ROM:ED04 ; --------------------------------------------------------------------------- ROM:ED04 bra.w Obj_ConeBadnikGGzBody ROM:ED08 ; --------------------------------------------------------------------------- ROM:ED08 bra.w Obj_SnakeBadnikGGzHead ROM:ED0C ; --------------------------------------------------------------------------- ROM:ED0C bra.w Obj_SnakeBadnikGGzBody ROM:ED10 ; --------------------------------------------------------------------------- ROM:ED10 bra.w Obj_Spring ROM:ED14 ; --------------------------------------------------------------------------- ROM:ED14 bra.w Obj_GGzFloorGate ROM:ED18 ; --------------------------------------------------------------------------- ROM:ED18 bra.w Obj_GenericStatic ROM:ED1C ; --------------------------------------------------------------------------- ROM:ED1C bra.w Obj_SpinningThingy ROM:ED20 ; --------------------------------------------------------------------------- ROM:ED20 bra.w Obj_GenericStatic ROM:ED24 ; --------------------------------------------------------------------------- ROM:ED24 bra.w Obj_BigExplosion ROM:ED28 ; --------------------------------------------------------------------------- ROM:ED28 bra.w Obj_SmallExplosion ROM:ED2C ; --------------------------------------------------------------------------- ROM:ED2C bra.w Obj_ConeBadnikGGzSpikeball ROM:ED30 ; --------------------------------------------------------------------------- ROM:ED30 bra.w Obj_LoopBlock ROM:ED34 ; --------------------------------------------------------------------------- ROM:ED34 bra.w Obj_Monitor ROM:ED38 ; --------------------------------------------------------------------------- ROM:ED38 bra.w Obj_BigRing ROM:ED3C ; --------------------------------------------------------------------------- ROM:ED3C bra.w Obj_Medal ROM:ED40 ; --------------------------------------------------------------------------- ROM:ED40 bra.w Obj_Eggman ROM:ED44 ; --------------------------------------------------------------------------- ROM:ED44 bra.w Obj_GGz3Claws ROM:ED48 ; --------------------------------------------------------------------------- ROM:ED48 bra.w Obj_GGz3Spikeball ROM:ED4C ; --------------------------------------------------------------------------- ROM:ED4C bra.w Obj_GGzTurrets ROM:ED50 ; --------------------------------------------------------------------------- ROM:ED50 bra.w Obj_Mine ROM:ED54 ; --------------------------------------------------------------------------- ROM:ED54 bra.w Obj_InflatableBadnik ; Predicted (Jump Table Entry) ROM:ED58 ; --------------------------------------------------------------------------- ROM:ED58 bra.w Obj_RandWalkBadnik ROM:ED5C ; --------------------------------------------------------------------------- ROM:ED5C bra.w Obj_OctopusBadnikGnGdz ROM:ED60 ; --------------------------------------------------------------------------- ROM:ED60 bra.w Obj_GnGdzFloorHazard ; Predicted (Jump Table Entry) ROM:ED64 ; --------------------------------------------------------------------------- ROM:ED64 bra.w Obj_GnGdzGateBeams ; Predicted (Jump Table Entry) ROM:ED68 ; --------------------------------------------------------------------------- ROM:ED68 bra.w Obj_GnGdzTeleporterDoor ROM:ED6C ; --------------------------------------------------------------------------- ROM:ED6C bra.w Obj_GnGdzFloorGate ; Predicted (Jump Table Entry) ROM:ED70 ; --------------------------------------------------------------------------- ROM:ED70 bra.w Obj_GnGdzMovingPlatform ; Predicted (Jump Table Entry) ROM:ED74 ; --------------------------------------------------------------------------- ROM:ED74 bra.w Obj_AutomaticGun ; Predicted (Jump Table Entry) ROM:ED78 ; --------------------------------------------------------------------------- ROM:ED78 bra.w Obj_GenericStatic ; Predicted (Jump Table Entry) ROM:ED7C ; --------------------------------------------------------------------------- ROM:ED7C bra.w Obj_RRzSpikeballs ; Predicted (Jump Table Entry) ROM:ED80 ; --------------------------------------------------------------------------- ROM:ED80 bra.w Obj_RRzSpikeballsChain ; Predicted (Jump Table Entry) ROM:ED84 ; --------------------------------------------------------------------------- ROM:ED84 bra.w Obj_RRzHiddenPlatforms ; Predicted (Jump Table Entry) ROM:ED88 ; --------------------------------------------------------------------------- ROM:ED88 bra.w Obj_RRzFloorGate ; Predicted (Jump Table Entry) ROM:ED8C ; --------------------------------------------------------------------------- ROM:ED8C bra.w Obj_ErraticBadnik ; Predicted (Jump Table Entry) ROM:ED90 ; --------------------------------------------------------------------------- ROM:ED90 bra.w Obj_MovingPlatform ; Predicted (Jump Table Entry) ROM:ED94 ; --------------------------------------------------------------------------- ROM:ED94 bra.w Obj_CrocodileBadnikRRz ; Predicted (Jump Table Entry) ROM:ED98 ; --------------------------------------------------------------------------- ROM:ED98 bra.w Obj_RRzFireball ; Predicted (Jump Table Entry) ROM:ED9C ; --------------------------------------------------------------------------- ROM:ED9C bra.w Obj_GenericStatic ; Predicted (Jump Table Entry) ROM:EDA0 ; --------------------------------------------------------------------------- ROM:EDA0 bra.w Obj_BumperLight ; Predicted (Jump Table Entry) ROM:EDA4 ; --------------------------------------------------------------------------- ROM:EDA4 bra.w Obj_RRzRollingSpikes ; Predicted (Jump Table Entry) ROM:EDA8 ; --------------------------------------------------------------------------- ROM:EDA8 bra.w Obj_DDz3Launcher ROM:EDAC ; --------------------------------------------------------------------------- ROM:EDAC bra.w Obj_DDz3Launcher ; Predicted (Jump Table Entry) ROM:EDB0 ; --------------------------------------------------------------------------- ROM:EDB0 bra.w Obj_RRz3Cannon ROM:EDB4 ; --------------------------------------------------------------------------- ROM:EDB4 bra.w Obj_DDz3Launcher ROM:EDB8 ; --------------------------------------------------------------------------- ROM:EDB8 bra.w Obj_RRz3Hand ROM:EDBC ; --------------------------------------------------------------------------- ROM:EDBC bra.w Obj_DDzBounceEnemy ; unused ROM:EDC0 ; --------------------------------------------------------------------------- ROM:EDC0 bra.w Obj_DDzMovingSnowman ; unused ROM:EDC4 ; --------------------------------------------------------------------------- ROM:EDC4 rts For sake of comparison, here's the final's object list (this is from Sik's S3db disassembly): Code (Text): ROM:0001BF42 ObjectSubroutineList: ; CODE XREF: RunObjects+ACp ROM:0001BF42 bra.w Obj_GenericStatic ; Null ROM:0001BF46 ; --------------------------------------------------------------------------- ROM:0001BF46 bra.w Obj_BadnikInsectGGz ; Insect badnik from GGz ROM:0001BF4A ; --------------------------------------------------------------------------- ROM:0001BF4A bra.w Obj_SpikeballGGz ; Spikeball from GGz ROM:0001BF4E ; --------------------------------------------------------------------------- ROM:0001BF4E bra.w Obj_ConeBadnikGGzBody ; "Cone" badnik from GGz's body ROM:0001BF52 ; --------------------------------------------------------------------------- ROM:0001BF52 bra.w Obj_SnakeBadnikGGzHead ; Snake badnik from GGz's head ROM:0001BF56 ; --------------------------------------------------------------------------- ROM:0001BF56 bra.w Obj_SnakeBadnikGGzBody ; ...and it's body ROM:0001BF5A ; --------------------------------------------------------------------------- ROM:0001BF5A bra.w Obj_Spring ; Springs ROM:0001BF5E ; --------------------------------------------------------------------------- ROM:0001BF5E bra.w Obj_GGzFloorGate ; GGz floor gate ROM:0001BF62 ; --------------------------------------------------------------------------- ROM:0001BF62 bra.w Obj_GenericStatic ; Rock from GGz2 ROM:0001BF66 ; --------------------------------------------------------------------------- ROM:0001BF66 bra.w Obj_SpinningThingy ; Spinning thingy ROM:0001BF6A ; --------------------------------------------------------------------------- ROM:0001BF6A bra.w Obj_GenericStatic ; Breakable walls from GGz ROM:0001BF6E ; --------------------------------------------------------------------------- ROM:0001BF6E bra.w Obj_BigExplosion ; Big explosions ROM:0001BF72 ; --------------------------------------------------------------------------- ROM:0001BF72 bra.w Obj_SmallExplosion ; Small explosions ROM:0001BF76 ; --------------------------------------------------------------------------- ROM:0001BF76 bra.w Obj_ConeBadnikGGzSpikeball ; "Cone" badnik from GGz's spikeball ROM:0001BF7A ; --------------------------------------------------------------------------- ROM:0001BF7A bra.w Obj_LoopBlock ; The things that block the paths to loops ROM:0001BF7E ; --------------------------------------------------------------------------- ROM:0001BF7E bra.w Obj_Monitor ; Monitors ROM:0001BF82 ; --------------------------------------------------------------------------- ROM:0001BF82 bra.w Obj_BigRing ; Big rings ROM:0001BF86 ; --------------------------------------------------------------------------- ROM:0001BF86 bra.w Obj_Medal ; Medals (the ones that give continues) ROM:0001BF8A ; --------------------------------------------------------------------------- ROM:0001BF8A bra.w Obj_Eggman ; Eggman ROM:0001BF8E ; --------------------------------------------------------------------------- ROM:0001BF8E bra.w Obj_GGz3Claws ; GGz3 eggmobile claws ROM:0001BF92 ; --------------------------------------------------------------------------- ROM:0001BF92 bra.w Obj_GGz3Spikeball ; GGz3 spikeball ROM:0001BF96 ; --------------------------------------------------------------------------- ROM:0001BF96 bra.w Obj_GGzTurrets ; GGz turrets ROM:0001BF9A ; --------------------------------------------------------------------------- ROM:0001BF9A bra.w Obj_Mine ; Mine ROM:0001BF9E ; --------------------------------------------------------------------------- ROM:0001BF9E bra.w Obj_InflatableBadnik ; Inflatable badnik ROM:0001BFA2 ; --------------------------------------------------------------------------- ROM:0001BFA2 bra.w Obj_RandWalkBadnik ; GnGdz rat ROM:0001BFA6 ; --------------------------------------------------------------------------- ROM:0001BFA6 bra.w Obj_OctopusBadnikGnGdz ; GnGdz octopus ROM:0001BFAA ; --------------------------------------------------------------------------- ROM:0001BFAA bra.w Obj_GnGdzFloorHazard ; GnGdz floor hazard ROM:0001BFAE ; --------------------------------------------------------------------------- ROM:0001BFAE bra.w Obj_GnGdzGateBeams ; GnGdz gate beams ROM:0001BFB2 ; --------------------------------------------------------------------------- ROM:0001BFB2 bra.w Obj_GnGdzTeleporterDoor ; GnGdz teleporter doors ROM:0001BFB6 ; --------------------------------------------------------------------------- ROM:0001BFB6 bra.w Obj_GnGdzFloorGate ; GnGdz floor gate ROM:0001BFBA ; --------------------------------------------------------------------------- ROM:0001BFBA bra.w Obj_GnGdzMovingPlatform ; Moving platform (GnGdz, PPz) ROM:0001BFBE ; --------------------------------------------------------------------------- ROM:0001BFBE bra.w Obj_AutomaticGun ; Automatic gun (GnGdz, PPz) ROM:0001BFC2 ; --------------------------------------------------------------------------- ROM:0001BFC2 bra.w Obj_GenericStatic ; RRz pillars ROM:0001BFC6 ; --------------------------------------------------------------------------- ROM:0001BFC6 bra.w Obj_RRzSpikeballs ; RRz spikeballs ROM:0001BFCA ; --------------------------------------------------------------------------- ROM:0001BFCA bra.w Obj_RRzSpikeballsChain ; RRz spikeballs' chain ROM:0001BFCE ; --------------------------------------------------------------------------- ROM:0001BFCE bra.w Obj_RRzHiddenPlatforms ; RRz hidden platforms ROM:0001BFD2 ; --------------------------------------------------------------------------- ROM:0001BFD2 bra.w Obj_RRzFloorGate ; RRz floor gates ROM:0001BFD6 ; --------------------------------------------------------------------------- ROM:0001BFD6 bra.w Obj_ErraticBadnik ; RRz bee badnik ROM:0001BFDA ; --------------------------------------------------------------------------- ROM:0001BFDA bra.w Obj_MovingPlatform ; Moving platform (RRz) ROM:0001BFDE ; --------------------------------------------------------------------------- ROM:0001BFDE bra.w Obj_CrocodileBadnikRRz ; RRz crocodile badnik ROM:0001BFE2 ; --------------------------------------------------------------------------- ROM:0001BFE2 bra.w Obj_RRzFireball ; RRz fireball ROM:0001BFE6 ; --------------------------------------------------------------------------- ROM:0001BFE6 bra.w Obj_GenericStatic ; RRz blocked wall ROM:0001BFEA ; --------------------------------------------------------------------------- ROM:0001BFEA bra.w Obj_BumperLight ; RRz bumper light ROM:0001BFEE ; --------------------------------------------------------------------------- ROM:0001BFEE bra.w Obj_RRzRollingSpikes ; RRz horizontal-going rolling spikes ROM:0001BFF2 ; --------------------------------------------------------------------------- ROM:0001BFF2 bra.w Obj_DDz3Launcher ; RRz3 scenery: piece of left shoulder ROM:0001BFF6 ; --------------------------------------------------------------------------- ROM:0001BFF6 bra.w Obj_DDz3Launcher ; RRz3 boss helmet ROM:0001BFFA ; --------------------------------------------------------------------------- ROM:0001BFFA bra.w Obj_RRz3Cannon ; Cannon at the bottom of RRz3's boss ROM:0001BFFE ; --------------------------------------------------------------------------- ROM:0001BFFE bra.w Obj_DDz3Launcher ; RRz3 boss arm... balls :V ROM:0001C002 ; --------------------------------------------------------------------------- ROM:0001C002 bra.w Obj_RRz3Hand ; RRz3 boss hand ROM:0001C006 ; --------------------------------------------------------------------------- ROM:0001C006 bra.w Obj_DDzBounceEnemy ; Bouncing enemy from DDz ROM:0001C00A ; --------------------------------------------------------------------------- ROM:0001C00A bra.w Obj_DDzMovingSnowman ; DDz moving snowman ROM:0001C00E ; --------------------------------------------------------------------------- ROM:0001C00E bra.w Obj_DDzGate ; DDz gates ROM:0001C012 ; --------------------------------------------------------------------------- ROM:0001C012 bra.w Obj_BumperLight ; DDz bumper light ROM:0001C016 ; --------------------------------------------------------------------------- ROM:0001C016 bra.w Obj_DDzTurret ; DDz turret sprite ROM:0001C01A ; --------------------------------------------------------------------------- ROM:0001C01A bra.w Obj_GenericStatic ; DDz ice pool sealed opening ROM:0001C01E ; --------------------------------------------------------------------------- ROM:0001C01E bra.w Obj_GenericStatic ; DDz snow blocks hiding springs ROM:0001C022 ; --------------------------------------------------------------------------- ROM:0001C022 bra.w Obj_DDzExplodeSnowman ; DDz exploding snowman ROM:0001C026 ; --------------------------------------------------------------------------- ROM:0001C026 bra.w Obj_DDzIceball ; DDz turret iceballs ROM:0001C02A ; --------------------------------------------------------------------------- ROM:0001C02A bra.w Obj_GenericStatic ; DDz spikey blocks sprite ROM:0001C02E ; --------------------------------------------------------------------------- ROM:0001C02E bra.w Obj_DDzWalkingEnemy ; That weird DDz walking enemy :S ROM:0001C032 ; --------------------------------------------------------------------------- ROM:0001C032 bra.w Obj_FrozenFlicky ; Frozen flicky from DDz ROM:0001C036 ; --------------------------------------------------------------------------- ROM:0001C036 bra.w Obj_DDz3Launcher ; DDz3 boss launcher ROM:0001C03A ; --------------------------------------------------------------------------- ROM:0001C03A bra.w Obj_DDz3IceThrower ; DDz3 boss ice throwers ROM:0001C03E ; --------------------------------------------------------------------------- ROM:0001C03E bra.w Obj_DDz3IceBall ; DDz3 boss ice balls ROM:0001C042 ; --------------------------------------------------------------------------- ROM:0001C042 bra.w Obj_VVzVampire ; VVz vampire ROM:0001C046 ; --------------------------------------------------------------------------- ROM:0001C046 bra.w Obj_RandWalkBadnik ; VVz turtle ROM:0001C04A ; --------------------------------------------------------------------------- ROM:0001C04A bra.w Obj_FrontAndBackBadnik ; VVz scorpion ROM:0001C04E ; --------------------------------------------------------------------------- ROM:0001C04E bra.w Obj_ErraticBadnik ; VVz gasp ROM:0001C052 ; --------------------------------------------------------------------------- ROM:0001C052 bra.w Obj_VVzGate ; VVz gate ROM:0001C056 ; --------------------------------------------------------------------------- ROM:0001C056 bra.w Obj_VVzBigFireball ; VVz big fireball ROM:0001C05A ; --------------------------------------------------------------------------- ROM:0001C05A bra.w Obj_VVzSpikeball ; VVz spikeballs ROM:0001C05E ; --------------------------------------------------------------------------- ROM:0001C05E bra.w Obj_GenericStatic ; VVz breakable walls ROM:0001C062 ; --------------------------------------------------------------------------- ROM:0001C062 bra.w Obj_VVzFireball ; VVz fireball chain... fireball ROM:0001C066 ; --------------------------------------------------------------------------- ROM:0001C066 bra.w Obj_GenericStatic ; VVz breakable rock ROM:0001C06A ; --------------------------------------------------------------------------- ROM:0001C06A bra.w Obj_MovingPlatform ; VVz moving platform ROM:0001C06E ; --------------------------------------------------------------------------- ROM:0001C06E bra.w Obj_VVzRaisingPlatform ; VVz raising platform ROM:0001C072 ; --------------------------------------------------------------------------- ROM:0001C072 bra.w Obj_DDz3Launcher ; VVz3 boss pipe orifices (before they break) ROM:0001C076 ; --------------------------------------------------------------------------- ROM:0001C076 bra.w Obj_VVz3FiryGas ; VVz3 boss firy gas ROM:0001C07A ; --------------------------------------------------------------------------- ROM:0001C07A bra.w Obj_VVz3Firechain ; VVz3 fire chain ROM:0001C07E ; --------------------------------------------------------------------------- ROM:0001C07E bra.w Obj_SSzSpring ; SSz spring ROM:0001C082 ; --------------------------------------------------------------------------- ROM:0001C082 ROM:0001C082 loc_1C082: ; DATA XREF: ROM:00023694o ROM:0001C082 bra.w Obj_BumperLight ; SSz horizontal bumpers ROM:0001C086 ; --------------------------------------------------------------------------- ROM:0001C086 bra.w Obj_ErraticBadnik ; SSz insect badnik ROM:0001C08A ; --------------------------------------------------------------------------- ROM:0001C08A bra.w Obj_FrontAndBackBadnik ; SSz spidey? badnik ROM:0001C08E ; --------------------------------------------------------------------------- ROM:0001C08E bra.w Obj_RandWalkBadnik ; SSz spikey badnik ROM:0001C092 ; --------------------------------------------------------------------------- ROM:0001C092 bra.w Obj_SSzBalloon ; SSz balloon ROM:0001C096 ; --------------------------------------------------------------------------- ROM:0001C096 bra.w Obj_SSzSpikePole ; SSz spike pole (don't get pole'd!) ROM:0001C09A ; --------------------------------------------------------------------------- ROM:0001C09A bra.w Obj_SSzSpikeballThrower ; SSz spikeball thrower ROM:0001C09E ; --------------------------------------------------------------------------- ROM:0001C09E bra.w Obj_Tails ; Tails! ROM:0001C0A2 ; --------------------------------------------------------------------------- ROM:0001C0A2 bra.w Obj_Knuckles ; Knuckles! ROM:0001C0A6 ; --------------------------------------------------------------------------- ROM:0001C0A6 bra.w Obj_GnGdz3Rocket ; GnGdz3 rockets ROM:0001C0AA ; --------------------------------------------------------------------------- ROM:0001C0AA bra.w Obj_DDz3Launcher ; GnGdz3 rocket launcher ROM:0001C0AE ; --------------------------------------------------------------------------- ROM:0001C0AE bra.w Obj_DDz3Launcher ; GnGdz3 mines ROM:0001C0B2 ; --------------------------------------------------------------------------- ROM:0001C0B2 bra.w Obj_DDz3Launcher ; SSz3 hand ROM:0001C0B6 ; --------------------------------------------------------------------------- ROM:0001C0B6 bra.w sub_1888E ; SSz3 arm ball ROM:0001C0BA ; --------------------------------------------------------------------------- ROM:0001C0BA bra.w Obj_PPzSpideyBadnik ; PPz spidey badnik ROM:0001C0BE ; --------------------------------------------------------------------------- ROM:0001C0BE bra.w Obj_ErraticBadnik ; PPz fan badnik ROM:0001C0C2 ; --------------------------------------------------------------------------- ROM:0001C0C2 bra.w sub_15F60 ; PPz turrets ROM:0001C0C6 ; --------------------------------------------------------------------------- ROM:0001C0C6 bra.w sub_17B02 ; PPz doors ROM:0001C0CA ; --------------------------------------------------------------------------- ROM:0001C0CA bra.w Obj_GenericStatic ; Breakable wall in PPz2 ROM:0001C0CE ; --------------------------------------------------------------------------- ROM:0001C0CE bra.w sub_17606 ; PPz2 rising platforms ROM:0001C0D2 ; --------------------------------------------------------------------------- ROM:0001C0D2 bra.w sub_16196 ; PPz2 hole floors ROM:0001C0D6 ; --------------------------------------------------------------------------- ROM:0001C0D6 bra.w sub_16136 ; PPz1 switches ROM:0001C0DA ; --------------------------------------------------------------------------- ROM:0001C0DA bra.w Obj_GenericStatic ; PPz1 breakable wall ROM:0001C0DE ; --------------------------------------------------------------------------- ROM:0001C0DE bra.w sub_1680C ; PPz1 flicky containers ROM:0001C0E2 ; --------------------------------------------------------------------------- ROM:0001C0E2 bra.w sub_15D8E ; PPz3 first boss: hand ROM:0001C0E6 ; --------------------------------------------------------------------------- ROM:0001C0E6 bra.w sub_15DE0 ; PPz3: alarm light ROM:0001C0EA ; --------------------------------------------------------------------------- ROM:0001C0EA bra.w Obj_GenericStatic ROM:0001C0EE ; --------------------------------------------------------------------------- ROM:0001C0EE bra.w sub_15DB4 ROM:0001C0F2 ; --------------------------------------------------------------------------- ROM:0001C0F2 bra.w sub_1888E ROM:0001C0F6 ; --------------------------------------------------------------------------- ROM:0001C0F6 bra.w sub_15D3A ROM:0001C0FA ; --------------------------------------------------------------------------- ROM:0001C0FA bra.w sub_15CF4 ROM:0001C0FE ; --------------------------------------------------------------------------- ROM:0001C0FE bra.w sub_15C84 ; 6000 9B84 ROM:0001C102 ; --------------------------------------------------------------------------- ROM:0001C102 bra.w Obj_FFz5thWeapon ; FFz 5th weapon ROM:0001C106 ; --------------------------------------------------------------------------- ROM:0001C106 rts ROM:0001C106 ; End of function ObjectSubroutineList The unused/predicted branches are for the levels that aren't included in this build. Notice how there are some objects for Diamond Dust in this build. The first object in the list is unused, and is actually partially null in the final! When loaded in game, it appears to be an object that moves side to side and hurts Sonic when touched (but can't be destroyed for some reason). The animation data for this object is located at D4EC. When loaded in game, it does this: The movements and it's placement in the object list lead me to believe this is probably the unused crab badnik from the early prototype shots: Another thing, the level init table was truncated for just the stages available in the prototype. There could be a possibility that the data/code for the other stages are still in the game but just not included in the table, but very unlikely since the rom is already as small as it is. It seems that they really wanted to truncate the build of unused data as much as they could, for whatever reason.