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Sonic 2 early proto dumped
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LocalH



Joined: 15 May 2004
Posts: 160

PostPosted: Wed Nov 08, 2006 7:19 am    Post subject: Sonic 2 early proto dumped Reply with quote

Enjoy.

Thanks to drx for finding, and Execbyte, Kat, Aurochs, myself, Orangefox, Erik JS, CheeseBacon, ScarredSun and Cyberdude for donating funds.
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Wonderbutt



Joined: 30 Nov 2003
Posts: 323
Location: Doritos Inc.

PostPosted: Wed Nov 08, 2006 11:37 am    Post subject: Reply with quote

Hey Cool Local. Thanks guys, especially the pork product fella!
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NES-a-holic



Joined: 05 Jan 2006
Posts: 27
Location: The Netherlands

PostPosted: Wed Nov 08, 2006 12:30 pm    Post subject: Reply with quote

Sweet, thanks for sharing! Wink
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Shiratski



Joined: 03 Jul 2005
Posts: 33
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PostPosted: Wed Nov 08, 2006 2:19 pm    Post subject: Reply with quote

Thanks.
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Pemdawg



Joined: 25 Oct 2006
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PostPosted: Wed Nov 08, 2006 10:25 pm    Post subject: Reply with quote

Hey, cool! Thanks. Cool
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Smeg
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Joined: 26 Aug 2003
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Location: beneath enemy scrotum

PostPosted: Wed Nov 08, 2006 10:41 pm    Post subject: Reply with quote

I have a boner now.
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LocalH



Joined: 15 May 2004
Posts: 160

PostPosted: Wed Nov 08, 2006 11:36 pm    Post subject: Reply with quote

Oh, and just for the record, we're 99.9% sure this is the same build as used on Nick Arcade. Might even be the same cart, but that doesn't really matter.
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drx



Joined: 15 Apr 2006
Posts: 150

PostPosted: Thu Nov 09, 2006 1:19 am    Post subject: Reply with quote

I bought the cart expecting it to have like 2 minor differences somwhere. Imagine my shock when I powered up my Megadrive...
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Mia D



Joined: 06 Jun 2004
Posts: 162
Location: AUSTIN TEXAS

PostPosted: Thu Nov 09, 2006 12:27 pm    Post subject: Reply with quote

oh man mikey's going to the right


(deep do dee do deedee do dee do dee)

VIDEO CHALLENGE


Actually this is so awesome that this is finally out there, because everytime I'd watch an episode of that show after I got HELLA ROM KNOWLEDGE I'd be all GODDAMNIT I WANT THAT (proto)
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ICEknight



Joined: 15 Dec 2003
Posts: 569

PostPosted: Fri Nov 10, 2006 10:00 pm    Post subject: Reply with quote

I just found this pic lying inside the ROM, does anybody recognize those graphics from any other game? (Don't pay attention to the colors, it just didn't have a palette)

It might be just a test to get the hang of the graphic tools or somehting, anyway.
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LocalH



Joined: 15 May 2004
Posts: 160

PostPosted: Fri Nov 10, 2006 10:42 pm    Post subject: Reply with quote

Just so everyone here knows, that graphic is not in standard Genesis tile format - it's one byte per pixel, and I only noticed even values under $10. It's also a straight bitmap rather than 8x8 tiles. You can view it with Tile Molester if you set it to 8bpp linear and 2-dimensional.
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hiroshi



Joined: 07 Oct 2004
Posts: 50

PostPosted: Sat Nov 11, 2006 12:39 am    Post subject: Reply with quote

Level Select
up, down (4x), up

Debug
C (2x), up, down (4x), up

I'm not really sure how to make use of the debug. The only difference I know is that when you pause it, you can quit to the title screen, play in slow motion, or advance the frame. I guess you can't place sonic wherever you want, or place items anywhere in this version.
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Smeg
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Joined: 26 Aug 2003
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PostPosted: Sat Nov 11, 2006 1:54 am    Post subject: Reply with quote

hiroshi wrote:
Level Select
up, down (4x), up


Wow. Arousal to priapism in six keystrokes.
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LocalH



Joined: 15 May 2004
Posts: 160

PostPosted: Sat Nov 11, 2006 3:11 am    Post subject: Reply with quote

hiroshi wrote:
I'm not really sure how to make use of the debug. The only difference I know is that when you pause it, you can quit to the title screen, play in slow motion, or advance the frame. I guess you can't place sonic wherever you want, or place items anywhere in this version.

Have you never used debug in any other Genesis Sonic game? You press B to enter/exit object placement mode, A to step forward through the list, hold A and press C to step backward through the list, and press C to place the selected object.
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Smeg
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Joined: 26 Aug 2003
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PostPosted: Sat Nov 11, 2006 3:36 am    Post subject: Reply with quote

LocalH wrote:
hiroshi wrote:
I'm not really sure how to make use of the debug. The only difference I know is that when you pause it, you can quit to the title screen, play in slow motion, or advance the frame. I guess you can't place sonic wherever you want, or place items anywhere in this version.

Have you never used debug in any other Genesis Sonic game? You press B to enter/exit object placement mode, A to step forward through the list, hold A and press C to step backward through the list, and press C to place the selected object.


It doesn't work dude.
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BMF54123
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Joined: 28 Aug 2003
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PostPosted: Sat Nov 11, 2006 6:07 am    Post subject: Reply with quote

Debug works, it's just a little tricky to activate if you're also using the level select code. You need to enter one code, wait for the demo to start, then go back to the title and enter the other one. After that, just hold A until the game starts to activate debug.
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ICEknight



Joined: 15 Dec 2003
Posts: 569

PostPosted: Sat Nov 11, 2006 12:58 pm    Post subject: Reply with quote

PAR codes for Kega Fusion and other emus that might support them:

FFFFE0:01 Level select
FFFFE1:01 Slow motion
FFFFE2:01 Debug mode
FFFFE3:01 Unknown
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Smeg
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Joined: 26 Aug 2003
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PostPosted: Sat Nov 11, 2006 2:10 pm    Post subject: Reply with quote

BMF54123 wrote:
After that, just hold A until the game starts to activate debug.


If you look above, Hiroshi omitted this part. Now debug works Very Happy
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LocalH



Joined: 15 May 2004
Posts: 160

PostPosted: Sat Nov 11, 2006 9:17 pm    Post subject: Reply with quote

BMF54123 wrote:
Debug works, it's just a little tricky to activate if you're also using the level select code. You need to enter one code, wait for the demo to start, then go back to the title and enter the other one. After that, just hold A until the game starts to activate debug.

Actually, no you don't. If you input a dummy direction inbetween the codes then you can make both of them work. Basically, I do UDDDDULUDDDDCCU, works every time if you can get it input before the title screen goes away.

I guess I've been a Sonic fan for too long, as I sort of assumed it was well known that you had to hold A to actually enable debug (since that's the case in the retail carts).
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Smeg
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PostPosted: Sat Nov 11, 2006 9:22 pm    Post subject: Reply with quote

LocalH wrote:
I guess I've been a Sonic fan for too long, as I sort of assumed it was well known that you had to hold A to actually enable debug (since that's the case in the retail carts).


I remember that from the retail game, but this isn't the retail game. The code itself is different, so it seemed sensible that that was changed too.
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