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Sonic 2 Disassembly - 2005 Edition

Discussion in 'Engineering & Reverse Engineering' started by Aurochs, Sep 30, 2005.

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  1. Aurochs

    Aurochs

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    Whatever catches my fancy
    New release imminent. Features:
    • Most xrefs removed (they inflated the filesize significantly and were absolutely useless)
    • V_INT completly reverse-engineered (This is a very importiant part of the engine, and understanding it is key to understanding the game)
    • A slew of routines have been given human-readable names.
    • Fairly comprehensive memory maps of both the VDP and 68k RAM have been included at the top of the file.
    • C-style descriptions of many data structures, similar to what's currently in the SCHG. This may not be very useful for the ones that have been split out of the file, though...
    • Stealth's edits to the split file have been incorporated. This makes it fully SonEd 2 compatable, as long as you fix the project files.
    • Nameless temporary symbols. I haven't come across any routines where named temporary symbols would be better, so I haven't used them yet.
    • Failed attempts at style consistency.
    • Plenty of less significant changes that I can't remember.
    It'll probably be done by the end of the month, and released soon thereafter.
     
  2. ICEknight

    ICEknight

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    Hmm... Shouldn't it be preferable to edit the tool it doesn't work on, rather than the disassembly itself? I mean, for accuracy purposes and stuff.
     
  3. Rika Chou

    Rika Chou

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    Also, SonED 2 used a two part split collision array, this disassembly does not.

    Although this is easy to fix, it should be noted.




    I would also like to say, I love this disassembly. The other one just didn't want to work for me. So thinks for making this, it's really making my life easier.
     
  4. Aurochs

    Aurochs

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    Actually, Stealth fixed a few problems created by Nemesis. The collision arrays were originally split out into a single file when it made more sense to use two. Further, he never did remove the sprite data for the Casino Night Zone bumpers. Stealth fixed those two problems and released the edited s2.txt with SonEd 2; I had to manually port them over to my version of the split file because of all the edits I made.
     
  5. ICEknight

    ICEknight

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    Just wondering, does it output a regular Sonic 2 ROM when compiled or do those changes make it a bit different?
     
  6. Aurochs

    Aurochs

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    It will be slightly rearranged, and there may be different optimizations applied, but the compiled ROM will behave exactly like the retail ROM. The only difference is the missing checksum test routine.

    The changes WILL make their savestates incompatible, though.
     
  7. ICEknight

    ICEknight

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    So technically it won't be 100% accurate? Hmm, oh well. =\
     
  8. .hack//zero

    .hack//zero

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    Working on a vulkan game engine for fun. Learning Ray-Tracing.
    Sorry to bug you, but do you have any updates on this thing? Not trying to rush you, but I just wanted know what's happening with it. Guess, it doesn't really matter since I'm taking a week or 2 break. Mainly because I'm playing Disgaea 2.
     
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