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Proto:Sonic the Hedgehog 3
This page details one or more prototype versions of Sonic the Hedgehog 3.
This prototype is documented on Hidden Palace.
| Download Sonic the Hedgehog 3 (Nov 3, 1993 prototype)
File: Sonic the Hedgehog 3 (Nov 3, 1993 prototype).bin (2 MB) (info)
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This build of Sonic the Hedgehog 3 is dated November 3rd, 1993, and was made at a time where the game was starting to be split into two separate games. This prototype is in a very unfinished state, though it contains a number of interesting things, including an early version of Flying Battery Zone, early sprites and different music that would later be repurposed for the Sonic & Knuckles Collection on PC.
It was released on November 16, 2019 as the finale of Hidden Palace's Sonic Month.
Contents
- 1 Notes
- 2 Gameplay Differences
- 3 Graphical Differences
- 4 Audio Differences
- 5 Title Screen
- 6 Level Select
- 7 Stage Differences
- 7.1 Angel Island
- 7.2 Hydrocity
- 7.3 Marble Garden
- 7.4 Carnival Night
- 7.5 Flying Battery
- 7.6 IceCap
- 7.7 Launch Base
- 7.8 Mushroom Hill
- 7.9 Sandopolis
- 7.10 Lava Reef
- 7.11 Sky Sanctuary Zone
- 7.12 Death Egg Zone
- 7.13 The Doomsday Zone
- 7.14 Zone ID $0D
- 7.15 Azure Lake
- 7.16 Balloon Park
- 7.17 Desert Palace
- 7.18 Chrome Gadget
- 7.19 Endless Mine
- 7.20 Zone ID $16
- 7.21 Zone ID $17
- 7.22 Gumball Machine
- 7.23 Bonus Stage #2
- 7.24 Slot Machine
- 7.25 Special Stage 1
- 7.26 Special Stage 2
- 8 Tails and Knuckles Sign Post Problems
- 9 Super Sonic
- 10 Unused Objects and Enemies
- 11 Misplaced Objects
- 12 Unused Graphics
- 13 Source Code
Notes
- While the EPROMs says this is dated November 3rd, the header suggests this was built in October.
- Leftovers from Star Trek: The Next Generation, and even earlier builds of Sonic 3 linger at the end of the ROM.
- The prototype is region free, unlike the final.
Gameplay Differences
- Sonic has a Drop-Dash-esque move that can be performed by jumping while pressing Up.
- Elemental shields lack their specific effects.
- Special Stage rings aren't present.
- The insta-shield isn't present yet.
- Even though sparkles appear above checkpoints when Sonic has 50 rings, the bonus stages are inaccessible through normal play.
- It's very easy to clip into walls due to unfinished collision.
- Tails will fly instead of swim when attempting to fly underwater, and is capable of carrying Sonic underwater.
- Tails cannot get tired from flying or swimming.
- Super Sonic has been partially implemented, and has the ability to shoot rings, which was removed from the final.
- The demo of Angel Island 1 is a bit different, and also desyncs.
- The debug mode "animation test" accessed by pressing B + C in debug mode has not been implemented.
- Many stage transitions have not been properly implemented yet, so the level select is required to continue to the next zone in most cases.
- Objects that Sonic can hang onto still act like Wing Fortress's from Sonic 2 in that Sonic won't curl into a ball when jumping off, and his animation stays the same.
Graphical Differences
- Sonic and Tails' sprites are the same as the ones in Sonic 2, albeit updated for Sonic 3's palette with some new sprites.
- Fire shields always overlap the player.
- The HUD numbers has some shading that were removed from the final. The shine on the HUD text is also larger.
- Neither Sonic nor Tails have victory poses, instead using their "hurt" sprites upon finishing an act.
- The bubble shield uses simpler graphics compared to the final.
- The invincibility stars are missing.
- Some frames for the lightning shield haven't been positioned properly.
- The game-over graphic is still the Sonic 2 sprite, and thusly looks incorrect with the Sonic 3 palette.
- Title cards for levels use a different palette, and graphics from the stage load early, making the title cards garbled after a few seconds.
- A majority of object palettes are not finalized.
Audio Differences
| To do: Re-rip the Sonic and Knuckles Collection music using general Windows MIDI soundfont to be more accurate |
Between Sonic the Hedgehog 2 and Sonic the Hedgehog 3, the sound driver was completely replaced. In this prototype, the replacement driver is in an early state where it hasn't had features from the previous driver reimplemented yet, and it seems to suffer from some glaring bugs:
- Sounds often bug out and sustain until either the game is paused or something else plays on that sound channel.
- Various objects don't play the correct sound effect:
- The underwater "alarm" sound uses a completely different sound - likely just an incorrect ID assignment.
- Many bosses don't play sounds. This includes explosions, zooming, etc. They play one sound when being defeated.
- Collecting a ring only plays the sound for the right speaker, and doesn't alternate between the ones for the right and left (despite both sounds being present).
- The Spin Dash plays the rolling sound, much like Sonic the Hedgehog Genesis as well as some of the Sonic 2 prototypes.
- Playing a theme that would interrupt the stage theme prevents it from reloading.
- Beating an act doesn't play the act-clear jingle, it instead continues playing the stage theme.
- The Speed Shoes play the invincibility theme rather than speeding up the music - and it does not cut back to the level music when the effect ends.
- The Sonic & Knuckles miniboss theme is always used, as the Sonic 3 theme is missing. (that song is in its slot, but there is another song in the S&K boss slot)
- The Act Clear, extra life, and Special Stage themes use different mixes:
| November 3 | Final |
|---|---|
| November 3 | Final |
|---|---|
| November 3 | Final |
|---|---|
- Interestingly, certain tracks are Genesis compositions of their themes in Sonic & Knuckles Collection, suggesting those were originally intended to be used instead of the final tracks. (The rest of these are grouped with their zones' sections.)
| November 3 | Final | Sonic & Knuckles Collection |
|---|---|---|
| November 3 | Final | Sonic & Knuckles Collection |
|---|---|---|
| November 3 | Final | Sonic & Knuckles Collection |
|---|---|---|
- The unused theme from the PC game is also present as slot $2E, which is where the Sonic & Knuckles miniboss theme is in the final.
| November 3 | Sonic & Knuckles Collection |
|---|---|
Title Screen
| November 3rd | Final |
|---|---|
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The title screen uses some very, very basic graphics. Specific visual differences include:
- There's no background at all - the final adds a nice skyline of Angel Island. This also means no Tails.
- The palettes appear to be broken in some fashion. The logo banner is changed from a light blue/white to a red/white color scheme, and the logo itself was changed from dark blue with orange outlines (the way the text was presented on the box art for previous titles) to yellow with dark blue outlines. There's also no TM next to the banner.
- The model for the ring and Sonic himself seems to be the same as the final, but the ring's positioning as well as the lighting were updated. The final render makes better use of the color space, since it dithers colors where the proto render doesn't. Sonic also isn't animated, though the banner still bounces up and down. The rest of his body is present below the ring, unlike the final.
- Incidentally, the text reading "Sonic the Hedgehog" below the logo is finalized - this simple text carried its way into the final build of the game.
- The Copyright 1994 SEGA text is absent, which is likely more of a given.
- Entering the button combination Up, Up, Down, Down, Up, Up, will enable Debug Mode.
In addition, there are no menu options. Pressing Start instead just automatically sends the player to the Level Select.
Level Select
The level select is almost the same as the final game. It plays no music, rendering the File Select theme unused.
Just like in the final game, none of the S&K zones are selectable by default (with the exception of Flying Battery Zone). Unlike in the final game, all bonus stages are acessible (the last 2P VS act goes to the gumball machine, while the two "Bonus" acts go to the Sonic & Knuckles bonus stages). The PAR Codes below can be used to regain access to these zones.
| Zone | Act 1 Code | Act 2 Code |
|---|---|---|
| Mushroom Valley | 005C0E:0700 | 005C10:0701 |
| Sandopolis | 005C12:0800 | 005C14:0801 |
| Lava Reef | 005C16:0900 | 005C18:0901 |
| Sky Sanctuary | 005C1A:0A00 | 005C1C:0A01 |
| Death Egg | 005C1E:0B00 | 005C20:0B01 |
| The Doomsday | 005C2A:0C00 | 005C2A:0C01 |
| ID 0D | 005BF2:0D00 | 005BF4:0D01 |
| Lava Reef Act 3/Boss | 005BF6:1600 | |
| Hidden Palace | 005BF8:1601 | |
| Death Egg Final Boss | 005BFA:1700 | |
| Hidden Palace (Special Stage Ring) | 005BFC:1701 |
Each level can be played through the level select. Lava Reef, Sky Sanctuary, and Death Egg are accessible using the first, second, and third 2P VS options respectively while The Doomsday Zone uses the Sound Test option. The gumball machine bonus stage can be played by selecting "Bonus" on the level select. "ID 0D" can be accessed by selecting Angel Island Zone Act 1 and 2. Lava Reef Act 3 and Hidden Palace can be played by selecting Hydrocity Zone. Finally, the Death Egg final boss and Hidden Palace (Special Stage Ring) can be accessed through Marble Garden Acts 1 and 2.
Stage Differences
| To do: The music from the final game isn't ripped properly here. Use a high accuracy emulator like BlastEm, or preferably, an actual Model 1 Genesis. |
Angel Island
| To do: Layout and object differences |
- Act 1 music has slightly different instruments:
| November 3 | Final |
|---|---|
- Act 2 music is at a slower tempo, has different instruments and is arranged differently.
| November 3 | Final |
|---|---|
- The intro has Sonic riding a surfboard, in the final, Sonic rides the Tornado and turns super.
- The object still exists in the final game, but goes unused.
- The only way to see this intro is if you wait on the title screen for the demo. Getting into Angel Island Act 1 normally does not play the intro.
- Knuckles also has completely different sprites, and doesn't even try to hurt Sonic. He also causes the HUD palette to turn green.
- Tails does not seem to spawn into the level for a while.
- A fire shield and badnik right before the miniboss are missing.
- Underwater countdown timer graphics do not load correctly.
| To do: Find out more about this, screenshot |
- In the debug list, there is a strange object that seems to test sprite scaling. It causes some very adverse effects on the game and its VRAM.
| To do: Check the IDs of the monitors |
- In one of the upper alcoves early in the level, there are 2 static monitors that hurt the player when broken. These were replaced with monitors containing Power Sneakers and 10 Rings in the final game.
- The area before the miniboss has a few tiles incorrectly placed.
- The miniboss cutscene is slower, rougher, and the miniboss plays a different sound when launching missiles.
- The second part of Act 1 loads much more slowly, leading to some garbage object graphics at first.
- The waterfall platform objects do not play any sounds.
- Act 1's boss arena has the decorative flame objects like final, but they load incorrect graphics.
- During the tunnel to the end of the level in Act 2, you can see for a moment when the flying ship graphics are loaded.
- Eggman's "whooshing" sound when he goes through the trees at the end is completely different.
- The sound that plays when Eggman burns the bridge is different.
- The boss palette tends to cause issues with rings.
- Even if you jump off the bridge while Knuckles destroys it, you still go to Hydrocity Zone anyway.
| November 3 |
|---|
| Final |
| November 3 |
|---|
| Final |
Hydrocity
- The background in Act 1 is very different.
- Sonic and Tails do not play an animation when entering the level.
- After dying, the background does not seem to load properly.
- The giant fan object does not play any sound.
- When Sonic runs across water, there is no sound associated.
| To do: Screenshot |
- The flying bug enemies use different graphics.
- The grabbing hand booster object plays no sounds.
- The shell-launching badnik plays no sounds.
- The 3D-like effect of the water doesn't work properly towards the middle of the level.
- The miniboss has an incorrect palette underwater.
- If Sonic is twirled around by the miniboss, he uses his death-animation instead of his floating animation.
- When the miniboss enters, no sound is played.
- The "whooshing" sound is played more frequently when the miniboss causes a whirlpool.
- If you wait underwater during the miniboss until the countdown starts and then jump out of water, the music played will be IceCap Zone's instead. A bug like this still exists in the final game.
- Some walls in Act 2 use slightly different sprites during the wall crusher segment.
- The wall crushing segment plays no sound.
- Sonic will play his previous animation when jumping on a spinning cylinder.
- Rings overlap tubes.
- Knuckles is blue when first loading in.
- The boss overwrites the water surface graphics.
- Trapdoor objects have issues with sprite priority.
| To do: Screenshot |
- There is a section in Act 2 involving a vertical bar object that is unused in the final game.
- The Knuckles cutscene is very different and unfinished.
- The pathway to the boss has no objects.
- Act 2's music has issues with volume.
- After defeating the boss, the level music does not start back up.
- In the final version, the level includes a couple of swinging balls and water droplet objects as eye candy. The proto lacks this, making the level look bland.
| November 3 |
|---|
| Final |
| November 3 |
|---|
| Final |
Marble Garden
| To do: Object & Layout differences |
- Player doesn't start up in the sky.
- The drillbot enemy seen throughout the level does not play any sounds when drilling.
- Tails seems to be able to influence the spinning top object when both he and Sonic are on it.
- The spinning top object doesn't fall out of the level when hitting a dead end.
- The chain with spike ball object plays no sound.
- The spinning wheel object makes no sound.
- Neither Sonic nor Tails have animations for grabbing pulleys, instead continuing whatever animation they were playing before grabbing on.
- The "switch" sound plays when grabbing the pulley.
- It's possible to see below the level in Act 2.
- When the player encounters the Act 2 boss, the background is buggy.
- The player dies when they hit the bottom of the screen, so Tails must be used to start it properly.
- The game lags a lot during the Act 2 boss, and it's possible to stand on the air.
- Like with Hydrocity, there's no transition to Carnival Night.
| November 3 |
|---|
| Final |
| November 3 |
|---|
| Final |
Carnival Night
- Both acts use a completely different music track. MIDI renditions of these songs would go on to be used for the same zone in Sonic & Knuckles Collection (although Act 1 is in a different key).
| November 3 | Final | Sonic & Knuckles Collection |
|---|---|---|
| November 3 | Final | Sonic & Knuckles Collection |
|---|---|---|
- The Act 1 boss arena has no walls.
- Once the Act 1 boss is beaten, there's no way to progress further without using the level select.
- The underwater palette is very different, identical to the one seen in early screenshots.
- Knuckles isn't present, though it's possible to get to the boss arena via Tails.
- The capsule at the end of Act 2 is not present.
Flying Battery
Flying Battery is in a pretty preliminary state, lacking the animated tiles and many objects.
- The background is different, and matches the palette seen in the unused level icon. It additionally always uses the indoor background even in outdoor sections, and features "EGG" capsules not present in the final.
- Some of the background chunks are wrong.
- The Act 1 boss position matches that with Sonic 3 Alone and Sonic 3C 0408.
- Act 2's layout is even less complete.
- The laser boss isn't present.
- Act 2's boss position matches that with Sonic 3 Alone.
- Act transitions are once again not present.
IceCap
- Both acts use a completely different music track. MIDI renditions of these songs would go on to be used for the same zone in Sonic & Knuckles Collection. Act 1's appears to be unfinished at this point due to lack of polish.
| November 3 | Final | Sonic & Knuckles Collection |
|---|---|---|
| November 3 | Final | Sonic & Knuckles Collection |
|---|---|---|
- Sonic begins the stage running down the mountainside. In the final, he snowboards down it.
- The "trap" glitch (in which the game treats the vertical screen wrap position as a bottomless pit under specific circumstances) affects both playable characters at this stage in development. The final version of the game fixed it for Sonic, but Tails would be stuck with it until Sonic 3 & Knuckles.
- Though the tunnel leading to Launch Base Zone is present, the game does not actually send the player there like in the final game.
Launch Base
- Both acts use a completely different music track. MIDI renditions of these songs would go on to be used for the same zone in Sonic & Knuckles Collection (although the MIDI version of Act 1 is in a slightly different key).
| November 3 | Final | Sonic & Knuckles Collection |
|---|---|---|
| November 3 | Final | Sonic & Knuckles Collection |
|---|---|---|
- Background has a different palette.
- The player does not start by launching through the snow.
- Knuckles' palette and sprites mess with some objects.
- Missing some animated tiles.
- The building doesn't collapse, though the transition to the boss still works.
- There are four warp tubes in the Twin Hammer boss arena, two on the floor and two on the ceiling. Entering a floor tube will warp the player to a corresponding ceiling tube.
- The top of Act 2's background is buggy.
- Jumping on first floating platform encountered in Act 2 triggers a series of FM chirps. This does not seem to be found as a playable value in the sound test.
- Part of the 1st Act 2 boss is overlapping the foreground.
- Knuckles stands on a bridge. The animated tiles also disappear for some reason.
- After a certain point in the cutscene, Sonic freezes, making it impossible to beat the stage.
Water Level
Just like the final version, the water level is disabled and intact, to activate it just follow the same tips as the final version of Sonic 3.
Unlike the final version, these color palettes are greenish while the final version uses a copy of Launch Base Zone ACT 2 with few changes.
Mushroom Hill
| To do: See if it is possible to restore the partial Kosinski compressed tiles located at 0x1AACAE-0x1AAE0E |
This zone has been mostly removed from the game at this point.
- Named "Mushroom Valley."
- The Title Card states "Launch Base Zone".
- As soon as you spawn in you die for no reason.
- Early versions of the badniks exist, and are place-able in debug mode.
- An early version of the Hey Ho miniboss is implemented.
- A decompression error corrupts nearly all the graphics.
- Leftover palette data exists, but here it uses Azure Lake. This unused palette is different from the one used in Sonic 3C 0408 and Sonic & Knuckles.
- The graphics have probably been removed, and it uses Azure Lake as a place holder.
- An object layout is intact for both acts.
Sandopolis
- Almost the same as it is in Sonic 3 Alone.
- The title card states "Launch Base Zone".
- However, the Act 1 boss is implemented, and can be spawned through hacking.
- The music is only slightly different from the final.
Lava Reef
| To do: Maybe add a ROM, savestate, or PAR/Game Genie codes? |
Lava Reef is normally broken upon loading, but it's possible to make it playable by forcing the game to load leftover data from an earlier build, which just so happens to contain all of the necessary data. The only data that is missing is collision.
| November 3 |
|---|
| Final (Sonic & Knuckles) |
Act 1 seems to the most intact of the Sonic & Knuckles zones, having a full layout prepared for it, albeit completely lacking objects.
- The level's palette is completely different to the final version.
- The pipes were completely redrawn and replaced in later builds.
| To do: The animated tiles are indeed intact in Sonic 3, the Sonic 3 background rip should be replaced. |
| November 3 | Final (Sonic & Knuckles) |
|---|---|
The background has a ton of placeholder tiles, the lava tiles are corrupted and the Death Egg was redrawn.
- The HUD uses an incorrect palette here.
- The title card states "Launch Base Zone"
Sky Sanctuary Zone
- The tile card states "Launch Base", but is missing the act numbers. This seems to indicate that the rest of the S&K zones did have working title cards at one point.
- The music instrumentation here is quite different.
- Act 2 oddly uses Death Egg Act 1 music.
Death Egg Zone
| To do: Maybe check if there is an object layout? There was an object in the final version of Sonic 3. |
- The tile card states "Launch Base Zone".
- The music is almost identical to the final.
- Both acts use Death Egg Act 2 music.
The Doomsday Zone
- The tile card states "Launch Base", but is missing the act numbers. This seems to indicate that the rest of the S&K zones did have working title cards at one point.
- The music here has different instrumentation on a few parts.
Zone ID $0D
- This zone lacks a title card, in the final version of Sonic 3 it simply said "Zone".
- The blue spheres special stage music is used here.
- Act 1 uses AIZ intro graphics, whereas in the final it uses the standard level graphics.
Azure Lake
- The background is a little different.
Balloon Park
- The music is composed differently.
Desert Palace
- The background palette is wrong.
- The music here is also composed differently.
Chrome Gadget
- The background scrolls differently.
- The music here is also composed differently.
Endless Mine
Zone ID $16
- Act 1 was later used for Lava Reef Act 3 or Lava Reef's boss.
- Act 2 was later used for Hidden Palace.
- Act 2 has a bug that causes the Launch Base Zone Death Egg graphics to load midway through the level.
Zone ID $17
- Act 1 was later used for Death Egg's boss.
- Act 2 was used for the alternate Hidden Palace.
Gumball Machine
Incredibly bare bones at this point in development, but a start has been made.
- Plays the Special Stage theme.
- The map only features a layout--there's no collision detection for the walls, the gumball machine itself doesn't do anything, and most importantly, there aren't any bumpers, meaning you unceremoniously fall... to your death, as the code to end the bonus game isn't present. The tiles for the spring net are present(!) and are even a different color(!!), but alas, there's no springs atop them, nor does said net have any collision itself.
- There's some different graphics, namely in the tileset for the walls--the final has more shading details. The background is filled with placeholder tiles instead of the finalized checkerboard, and the layer in front of it is quite different in design. The gumball machine itself is more or less finalized, however.
- This level lacks a Bonus Stage title card.
- The HUD still has SCORE and TIME listed, unlike the final version of Sonic 3.
Bonus Stage #2
- Even less complete than the Sonic 3C 408 proto.
- The Bonus Stage title card is missing.
- The HUD still has SCORE and TIME listed, unlike the final version of Sonic 3.
Slot Machine
- The Bonus Stage title card is missing.
- The HUD still has SCORE and TIME listed, unlike the final version of Sonic 3.
- Some of the graphics here are different.
- A layout is present, but collision has not been implemented.
Special Stage 1
The Special Stages are tech demos at this point in development, using different sprites entirely for the spheres. No proper gameplay has been implemented however, other than manipulating the spheres. Pressing A + B + C + Start all at once will return you to the Title Screen.
Special Stage 1 features a pre-rendered gray sphere, with red spheres rotating around it. These set of spheres do remain in the final game in Angel Island Act 1, however they are unused.
| Button | Control Pad 1 | Control Pad 2 |
|---|---|---|
| Start | Toggles between automatic and manual rotation. | Toggles between automatic and manual rotation. |
| A/C | Rotates left or right. | Zooms the spheres in or out. A zooms out, C zooms in. |
| B | Resets the spheres to their point of origin. | If automatic movement is enabled, stops the spheres from rotating along one of the axes if held down. |
| Up/Down | Adjusts how fast the spheres rotate on one of the axes. | Moves the matrix up and down. |
| Left/Right | Rotates the spheres along the Y-axis | Moves the matrix up and down. |
Special Stage 2
Special Stage 2 features a flat square of spheres bouncing up and down while rotating. A secondary animation causes them to contract and expand.
While it is rotating, this is what the controler inputs do:
| Button | Control Pad 1 | Control Pad 2 |
|---|---|---|
| Start | Toggles between automatic and manual rotation. | Toggles between automatic and manual rotation. |
| A/C | Speeds up or slows down the rotation when automatic, or rotates the spheres left or right along the X-axis when manual. | Zooms the spheres in or out. A zooms out, C zooms in. |
| B | Toggles between the primary and secondary animations. | If automatic movement is enabled, stops the spheres from rotating if held down. |
| Up/Down | Rotates the viewing angle in the given direction. | Moves the matrix up and down. |
| Left/Right | Rotates the viewing angle in the given direction. | Moves the matrix up and down. |
| Special Stage 1 | Special Stage 2 |
|---|---|
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Tails and Knuckles Sign Post Problems
Tails and Knuckles have graphical problems with their end-level Sign Posts they beat a level.
| Tails' Sign Post | Knuckles' Sign Post |
|---|---|
- When playing as Tails, the Sign Post will display an image of a blue Knuckles instead of Tails' image.
- Knuckles has data in the game and his name card is still present, though when playing as him the Sign Post will load Dr. Robotnik's image instead of Knuckles' image.
Super Sonic
Coding for Super Sonic exists even though the Special Stages haven't been created yet, thereby preventing you from gaining any Chaos Emeralds. He can only be accessed by destroying an S monitor. Most of the code is reused from Sonic 2, with a few adjustments: The invincibility music plays instead of using a unique track, and the palette cycling has been adjusted to only use three colors in Sonic's palette instead of the four colors that Sonic 2 required. However, the actual colors used are still based on Sonic 2's palette format (Where the darkest blue in Sonic's palette is indexed first, followed by progressively lighter shades of blue) instead of Sonic 3's format (Where the lightest blue color is indexed first, followed by darker shades). As such, the palettes for both Super Sonic and Sonic's palette after the transformation runs out are glitched.
Unused Objects and Enemies
| ID | Offset | Name | Description |
|---|---|---|---|
| 12 | 0001C6A0 | LBZ Platform | A glitched platform that appears to belong to LBZ. |
| 1A | 0001DFCE | Speed Cannon? | An object that looks like a seesaw that forces Sonic to run extremely fast, to launch it press any jump button. Seems to belong to LBZ. |
| 1C | 0001E6C6 | Spinning Spike? | A very strange object that appears to be spinning seems to belong to LBZ. |
| 1D | 0001C228 | Grabbing Platform | One of the LBZ platforms, however, is equipped with a grabber underneath to hold Sonic. However it seems that the graph is not entirely correct. |
| 84 | 00040704 | Hey Ho | A very glitched version of Hey Ho, Mushroom Valley (Mushroom Hill Zone) mini boss. |
| 8F | 0003C27C | Nothing? | ??????. |
| 90 | 00049FB6 | Fireworm? | Could be the Fireworm? |
| 91 | 0004A29C | Iwadomoki | A stone camouflage badnik that explodes, but it can crash the game. |
| 92 | 0004A400 | Toxomister | Smokestack that releases poisonous clouds. But it does not work. |
| 93 | 000495CC | Madmole | Mushroom-throwing mole. But it has no effect on Sonic. |
| 94 | 000499BC | Mushmeanie | Bouncing enemy with a mushroom cover. |
| 95 | 00049B24 | Dragonfly | Badnik much like the insect of the same name. |
| 96 | 00049DCA | ??? | ??? |
| 97 | 00049E50 | ??? | ??? |
| B6 | 0003CE96 | FBZ2 Barrier Eggman | This sub-boss is eventually self-defeating; the player should dodge the laser for long enough and Eggman misfires, blowing up something important and causing the whole of the Flying Battery to rumble in a most disturbing manner. |
Misplaced Objects
Unused Graphics
Source Code
Pieces of another game's source code can be found scattered throughout the ROM at the following locations.
0xAFF0E:
,WhichMessage
Bra @DoneInput
@InComingHail:
Move.w #3,WhichMessage
Bra @DoneInput
@ImpulseDamaged:
Move.w #4,WhichMessage
Bra @DoneInput
0xBFAB4:
the screen.
DMAScrollArrows:
Subq.w #1,ArrowDelay ; Determine if arrow buffers or blanks should
Bne.s @NoTogg ; be DMA'ed this makes the arrows flash.
Move.w #15,ArrowDelay ; Reset delay between flashes.
Eor.w #1,ArrowToggle ; Toggle between blanks and arrows.
@NoTogg:
Tst.w ArrowToggle ; Branch to relevent bit.
Beq.s @ArrowsOff
; ====== Arrows on, DMA the buffers. ======
Lea UpArrowBuffer,A0 ; Source.
Lea ScrollBBase+(27*2)+(21*64),A1 ; Destination.
Move.w #1,D0 ; Number of words.
Move.l #VDP_VRAMWrite,D1 ; Set to write to VRAM.
Moveq #2,D2 ; Auto increment.
Jsr PushDMA ; Move characters to VRAM.
Lea DownArrowBuffer,A0 ; Source.
Lea ScrollBBase+(27*2)+(26*64),A1 ; Destination.
Move.w #1,D0
0xCF970:
Lea ScrollBBase+($b*64)+(27*2),A1
Jsr Word_2GVRAM
Move.w #AsciiOffset+CHR_Palette0+CHR_HighPri,D5 ; Color is different if in impulse.
Bra @DoneSeperators
@NotImpulse:
Move.w #AsciiOffset+CHR_Palette3+CHR_HighPri+'.',D0 ; Place decimal points and '/' seperators.
Lea ScrollBBase+($5*64)+(28*2),A1
Jsr Word_2GVRAM
Lea ScrollBBase+($7*64)+(27*2),A1
Jsr Word_2GVRAM
Lea ScrollBBase+($d*64)+(28*2),A1
Jsr Word_2GVRAM
Move.w #AsciiOffset+CHR_Palette3+CHR_HighPri+'/',D0
Lea ScrollBBase+($9*64)+(27*2),A1
Jsr Word_2GVRAM
Lea ScrollBBase+($b*64)+(27*2),A1
Jsr Word_2GVRAM
Move.w #AsciiOffset+CHR_Palette3+CHR_HighPri,D5 ; Set up character color.
@DoneSeperators:
Move.w CurrentDistance,D7 ; Get whole part of DISTANCE.
Moveq #3,D6 ; Three characters.
Moveq #'$',D2 ; Lead with a spaces.
Lea ScrollBBase+($5*64)+(25*2),A1 ; Screen destination.
Jsr PrintVal ; Print it.
Move.w CurrentDistance+2,D7 ; Get fractional part of DISTANCE.
Moveq #2,D6 ; Two digits.
Move.w
0xDFEF3:
_No1,VIEW_NOT_FLIPPED,VIEW_SIZE_6
Dc.b VIEW_PLANET10,VIEW_PAL_NoA,VIEW_FLIPPED,VIEW_SIZE_6
Dc.b VIEW_PLANET4,VIEW_PAL_NoC,VIEW_FLIPPED,VIEW_SIZE_7
Dc.b VIEW_PLANET10,VIEW_PAL_No1,VIEW_NOT_FLIPPED,VIEW_SIZE_7





























