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Leftovers

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This is a sub-page of Proto:Sonic the Hedgehog 2 (Genesis)/Nick Arcade Prototype.

This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

To do:
Everything. Disassembly is here: https://github.com/AlexField442/Sonic-2-Nick-Arcade-Disassembly

Developer text, early level layouts, and more.

Unique#

Graphic

Offset

Compression

Description

0x1C400

None

An 8BPP image of a tiled map. The bottom row of tiles has been overwritten with other data. Given the formatting of the image and the fact that Sonic 2 had been developed on Amiga computers, this was likely just a scribble that somehow got compiled with the game. Its proper palette is unknown. Colors have been added for illustrative purposes.

(Source: ICEknight)

0x30000

None

A JIS X 0201 character set (minus katakana characters), including control characters. It is unknown if this was meant for Sonic 2 development, or if it's residual data left on the cartridge from something else.

Sonic 1 Objects#

While a number of assets from Sonic 1 are used in this build, a bunch of them don't appear. Some don't have their graphics, while others do but simply don't have them loaded in.

Name

Graphic

Object Offset

Graphic Offset

Notes

Crabmeat

I walk, then shoot missiles from my hands. 'Nuff said.

0x0A0D0

0xABC34

While Crabmeat is used in Green Hill Zone, its art never gets loaded in.

Buzz Bomber

0x0A408

0xAC122

Suffers the same fate as Crabmeat: the object is loaded in Green Hill, but not the art.

Newtron

0x0EBB8

0xADA3A

Suffers the same fate as Crabmeat and Buzz Bomber.

Motobug

0x0F248

0xAD7B0

The Motobug is a bit different, though, as its art does get loaded in Green Hill... though it's quickly overwritten by the invincibility star graphics.

Green Hill bridge

0x07BA0

0xA3B2A

This bridge interestingly has its art loaded in... although it's shortly overwritten by the shield graphics.

Helix of Spikes

0x0866C

0xA4010

The helix of spikes suffer from the same fate as most of the other Green Hill assets. However, its alternative graphics are still here.

Helix of Spikes (with pole)

0xA3DFC

Even after being unused in Sonic 1, they're still present here.

Breakable wall

0x0C8C4

0xA426A

Suffers the same fate as Crabmeat, Buzz Bomber, and Newtron.

Wrecking ball

0x190E6

0xA3C5E

Suffers from the same fate as most of the Green Hill badniks.

Swinging platform

0x08204

0xA3A10

Suffers from the same fate as Motobug.

Caterkiller

0xAEDFA

Has no remnants of mappings or coding left, but its graphics are still lying around.

Basaran

0xAE440

Suffers from the same fate as Caterkiller.

Splats

0xAE73C

Surprisingly, an unused badnik's graphics from Sonic 1 made it into this build, though it still has no code or mappings.

Roller

0xAD282

Sadly, we don't get to see this guy in action, as his code and mappings were unfortunately removed.

Yadrin

0xAE058

Only present as graphics. Its coding and mappings were long since removed.

Jawz

0x0B7DE

0xAD002

This one is entirely different from the Green Hill badniks. Jawz is never used in this build, but its coding is still present.

Burrobot

0xAC6B0

Burrobot's mappings and code aren't present in the ROM, but its graphics are still here.

Orbinaut

0xAEC1C

Suffers from the same fate as Burrobot.

Bomb

0xAE984

Suffers from the same fate as Burrobot and Orbinaut.

Ballhog

0x0965C (Ballhog) 0x09730 (Ballhog Bomb)

0xAB874

Ballhog (and in extent, its bomb) suffers from the same fate as Jawz.

Sonic on the Continue Screen

0xB0692

Despite the Continue screen being removed, the graphics for it are still present. Other graphics (like "CONTINUE" and the countdown) are also present in the ROM.

Mini Sonic

Aww, he's so small!

0xB0692

The sprites for the Continue in the Sonic 1 Special Stage results screen are still present within the ROM.

TRY AGAIN text

0xE0180

Remnants of the TRY AGAIN text. Due to being cut off halfway, it is impossible to view with graphic editors. No coding for the screen (nor the credits, for that matter) are left in the ROM.

Flowers

0xE05D2

Both the Kosinski and Nemesis-compressed flower graphics for the ending are here.

Sonic Team Presents and Credits

0x185E0

0xE0DEA

The credits and Sonic Team Presents mappings are interestingly still present within the ROM, despite neither of the sequences being coded in.

"SONIC THE HEDGEHOG" ending logo

0xE13E8

The Sonic the Hedgehog logo from the ending sequence. This is the last thing in the ROM before the ToeJam & Earl overdump begins.

A leftover level layout also made it into this prototype, albeit only a straight line of Chunk $6E.

Misc. Leftovers/Earlier Versions of Objects#

To do:
Get some more objects documented here, if there are any.

Inside the ROM, mixed in with the symbol tables and debug mode source code is what appears to be leftover RAM contents from the assembler that includes additional symbols, and also assembled code. What should be noted is that the data is from a previous build (CES), and some objects do indeed have different code.

Emerald Hill Zone Boss#

Watch on YouTubeDifferences include only 2 hit points, different positioning, a lack of hitbox for the drill, and a weird bobbing movement for the ship's body. The wheels also do not detect floor collision until they fall off the body.

"Overdump" Data Leftovers#

Leftover data from ToeJam & Earl is present from 0xE1670 until the end of the ROM, but contains no differences from its final counterpart. Additional info on overdump content can be found here.