Sonic the Hedgehog 2 (Nick Arcade prototype)/Hidden content
From Sonic Retro
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This list is incomplete. The following list has been marked as incomplete. If you can, please complete it. |
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Contents
Level select
Edit mode
Press then + on the title screen.
2-Player VS mode
Highlight a Zone in the stage select and press + to play the level in 2-player split-screen mode. Other than having a second screen to watch Tails, gameplay remains unchanged from 1-player mode.
Adjust the water level
Pressing and on the second Control Pad will adjust the water level in stages which have water (although in this build, this means only Hidden Palace Zone (Spring Yard Zone)).
Unused content
Art
Art | Description |
---|---|
An 8bpp image of a tiled map whose purpose is unknown (located from 1C324-1FFFF, must be viewed in "two-dimensional" mode in Tile Molester). The bottom row has been overwritten with other data. | |
A JIS X 0201 character set, minus katakana characters, located at offset 00030000. Its purpose is unclear. | |
Sonic turning or rotating sprites. | |
Animation for Sonic running faster than normal. | |
Animation for Sonic running even faster than normal. | |
Sonic pulling animation. | |
Sonic balancing animation, likely for when the player is mere pixels away from falling. | |
A standard switch. The object hasn't been coded at this stage yet. | |
Fire. Possibly a flaming log, as Buzzer was planned to burn bridges according to concept art.[1] | |
Animated tiles, possibly for the Chemical Plant Zone boss. | |
Ball | |
Bubbler's Mother graphics. | |
Bubbler graphics. | |
Prototype Crawl graphics. | |
Dirt, possibly associated with Crawl. | |
16x16 block, possibly for Hill Top Zone | |
Fire for Hill Top Zone. Different to what is seen in the final game. | |
Door for Hill Top Zone. It's identical to the one in the final game, it just hasn't been coded yet. | |
Hidden Palace Zone background piece. It can be lined up with the background seen in a mockup screenshot, but not in any real (known) prototype. | |
Hidden Palace Zone object. | |
Smoke. |
Objects
Placeable in edit mode
Art | Description |
---|---|
Blank monitor, similar to the one in the original Sonic the Hedgehog. Does nothing. | |
The prototype Star Post seen in earlier versions of the game still exists. When deactivated, it is yellow, rapidly flashing white and red once Sonic has passed by. | |
The seesaw from Hill Top Zone (Scrap Brain Zone) can be placed in Emerald Hill Zone (Star Light Zone), complete with different colour scheme. | |
Flipping platforms for Chemical Plant Zone (Marble Zone). They don't have the correct art, but seem to work fine. | |
The Sonic 1 swinging platform still exists in Marble Zone, albeit with broken graphics. | |
BFish in Hidden Palace Zone (Spring Yard Zone). | |
Aquis in Hidden Palace Zone (Spring Yard Zone). | |
Another variant of Aquis in Hidden Palace Zone. This one fires a projectile. | |
Stego with broken graphics in Hidden Palace Zone. | |
Gator with broken graphics in Hidden Palace Zone. | |
This seems to be the prototype Octus from Oil Ocean Zone, hovering, firing a projectile then moving off-screen to the left or right. Again, found in Hidden Palace Zone. |
Others
Art | Description |
---|---|
Eggman Mark. Does nothing. | |
? monitor. Does nothing. | |
Spring monitor. Does nothing. | |
Octus with correct graphics. | |
Stego with correct graphics. | |
Gator with correct graphics. | |
Aquis with correct graphics (and loads of variants). | |
BFish. |
Sonic 1 leftovers
Title cards
Title cards are disabled during normal play, but can be re-enabled by removing RTS lines in the prototype's code.
Source code
Raw source code can be found within the ROM which appears to relate to edit mode. Just opening the file in a text editor is enough to see it:
addsym nolist include "equ.lib" include "macro.lib" list xref colichgpat xref ringpat,itempat,butapat,kanipat,hachipat,togepat xref fishpat,fish2pat,mogurapat,shimapat2,jyamapat xref musipat,sjumppat,kamerepat,arumapat,kagebpat,ballpat xref firepat,fblockpat,signalpat,bobinpat,yoganpat,yogan2pat xref usapat,yadopat,boxpat,bryukapat,daipat,break2pat,yogancpat xref batpat,z5daipat,dai2pat,switch2pat,z4daipat xref elevpat,pedalpat,steppat,funpat,sisoopat,hassyapat xref brobopat,unipat,yaripat,udaipat,dai3pat,kazaripat,kassyapat xref awapat,mizupat,boupat,benpat,fetamapat,mawarupat,hagurumapat xref patapat,yukafpat,nokopat,dai4pat,doorpat,yukaepat,fire6pat xref elepat,yukaipat,scolipat,imopat,savepat,bigringpat,btenpat xref actionsub,actwkchk,frameout,playpat,dualmodesub xref flicpat,usagipat,pengpat,azarpat,fbutapat,niwapat,risupat xref kaitenpat,prodaipat,buranko0dpat xref frntlitpat,gempat,wfallpat,pltfrmpat xref takipat,banepat,dai00pat xref redzpat,bfishpat,seahorsepat,horsepat xref stegopat,wasppat,gatorpat,bbatpat,octpat,wfish2pat,snailpat xdef edit ;------------------------------------------------------------------------------ edit: moveq #0,d0 move.b editmode,d0 move.w edit_move_tbl(pc,d0.w),d1 jmp edit_move_tbl(pc,d1.w) edit_move_tbl: dc.w editinit-edit_move_tbl dc.w editmove-edit_move_tbl editinit: addq.b #word,editmode move.w scralim_up,editstack move.w scralim_n_down,editstack2 move.w #$0000,scralim_up move.w #$0720,scralim_n_down andi.w #$07ff,playerwk+yposi andi.w #$07ff,scra_v_posit andi.w #$03ff,scrb_v_posit move.b #0,patno(a0) move.b #0,mstno(a0) cmpi.b #spgamemd,gmmode bne.b .jump0 * move.b #7-1,stageno * move.w #$000,rotspd * move.w #$000,rotdir moveq #7-1,d0 bra.b .jump1 .jump0: moveq #0,d0 move.b stageno,d0 .jump1: lea edittbl,a2 add.w d0,d0 adda.w (a2,d0.w),a2 move.w (a2)+,d6 cmp.b editno,d6 bhi.b .jump move.b #0,editno .jump: bsr.w editpatchg move.b #12,edittimer move.b #1,edittimer+1 editmove: moveq #7-1,d0 cmpi.b #spgamemd,gmmode beq.b .jump moveq #0,d0 move.b stageno,d0 .jump: lea edittbl,a2 add.w d0,d0 adda.w (a2,d0.w),a2 move.w (a2)+,d6 bsr.w editwalk * bsr.w dirsprset jmp actionsub editwalk: moveq #0,d4 move.w #1,d1 move.b swdata1+1,d4 andi.w #$0f,d4 bne.b .jump0 move.b swdata1,d0 andi.w #$0f,d0 bne.b .jump move.b #12,edittimer move.b #$0f,edittimer+1 bra.w .lend .jump: subq.b #1,edittimer bne.b .jump1 move.b #1,edittimer addq.b #1,edittimer+1 * cmpi.b #255,edittimer+1 bne.b .jump0 move.b #255,edittimer+1 .jump0: move.b swdata1,d4 .jump1: moveq #0,d1 move.b edittimer+1,d1 addq.w #1,d1 swap d1 asr.l #4,d1 move.l yposi(a0),d2 move.l xposi(a0),d3 btst.l #0,d4 *swdata+0 beq.b .jump2 sub.l d1,d2 *yposi bcc.b .jump2 moveq #0,d2 .jump2: btst.l #1,d4 *swdata+0 beq.b .jump3 add.l d1,d2 *yposi cmpi.l #$7ff0000,d2 bcs.b .jump3 move.l #$7ff0000,d2 .jump3: btst.l #2,d4 *swdata+0 beq.b .jump4 sub.l d1,d3 *xposi bcc.b .jump4 moveq #0,d3 .jump4: btst.l #3,d4 *swdata+0 beq.b .jump5 add.l d1,d3 *xposi .jump5: move.l d2,yposi(a0) move.l d3,xposi(a0) .lend: btst.b #6,swdata1+0 beq.b .jump7 btst.b #5,swdata1+1 * c button check beq.b .jump77 subq.b #1,editno bcc.b .jump6 add.b d6,editno bra.b .jump6 .jump77: btst.b #6,swdata1+1 beq.b .jump7 addq.b #1,editno cmp.b editno,d6 bhi.b .jump6 move.b #0,editno .jump6: bra.w editpatchg .jump7: btst.b #5,swdata1+1 * c button check beq.b .jump8 jsr actwkchk bne.b .worknai ;z=0:ok z=1:no move.w xposi(a0),xposi(a1) move.w yposi(a0),yposi(a1) move.b patbase(a0),actno(a1) move.b actflg(a0),actflg(a1) move.b actflg(a0),cddat(a1) andi.b #$7f,cddat(a1) moveq #0,d0 move.b editno,d0 lsl.w #3,d0 move.b 4(a2,d0.w),userflag(a1) rts .worknai: .jump8: btst.b #4,swdata1+1 * b button check beq.b .jump9 moveq #0,d0 move.w d0,editmode move.l #playpat,playerwk+patbase move.w #$0780,playerwk+sproffset tst.w dualmode ; dual mode check beq.b .end move.w #$0780/2,playerwk+sproffset .end: move.b d0,playerwk+mstno move.w d0,xposi+2(a0) move.w d0,yposi+2(a0) move.w editstack,scralim_up move.w editstack2,scralim_n_down cmpi.b #spgamemd,gmmode bne.b .jump9 * clr.w rotdir * move.w #$040,rotspd * move.l #playpat,playerwk+patbase * move.w #$0780,playerwk+sproffset move.b #02,playerwk+mstno bset.b #cd_ball,playerwk+cddat bset.b #cd_jump,playerwk+cddat .jump9: rts editpatchg: moveq #0,d0 move.b editno,d0 lsl.w #3,d0 move.l 0(a2,d0.w),patbase(a0) move.w 6(a2,d0.w),sproffset(a0) move.b 5(a2,d0.w),patno(a0) * move.b 4(a2,d0.w),userflag(a0) bsr.w dualmodesub rts dcblw macro \1,\2,\3,\4,\5 dc.l (\1)*$1000000+(\2) dc.w (\4)+(\5)*$100 dc.w (\3) endm edittbl: dc.w edit1tbl-edittbl dc.w edit2tbl-edittbl dc.w edit3tbl-edittbl dc.w edit4tbl-edittbl dc.w edit5tbl-edittbl dc.w edit6tbl-edittbl dc.w edit7tbl-edittbl edit1tbl: dc.w 14 dcblw ring_act,ringpat,$26bc,0,$00 ;1: dcblw item_act,itempat,$0680,0,$00 ;2: dcblw kani_act,kanipat,$0400,0,$00 ;3: dcblw hachi_act,hachipat,$0444,0,$00 ;4: dcblw fish_act,fishpat,$0470,0,$00 ;5: dcblw toge_act,togepat,$04a0,0,$00 ;6: dcblw shima_act,shimapat2,$4000,0,$00 ;7: dcblw jyama_act,jyamapat,$66c0,0,$00 ;8: dcblw musi_act,musipat,$04e0,0,$00 ;9: dcblw sjump_act,sjumppat,$04a8,0,$00 ;10: dcblw kamere_act,kamerepat,$249b,0,$00 ;11: dcblw kageb_act,kagebpat,$434c,0,$00 ;12: dcblw save_act,savepat,$26bc,0,$01 ;13: dcblw colichg_act,colichgpat,$26bc,0,$00 ;14: edit2tbl: edit3tbl: ;zone0d dc.w 07 dcblw ring_act,ringpat,$26bc,0,$00 ;01: dcblw item_act,itempat,$0680,0,$00 ;02: dcblw sjump_act,sjumppat,$04a8,0,$00 ;03: dcblw colichg_act,colichgpat,$07bc,0,$00 ;04: dcblw kaiten_act,kaitenpat,$e000,0,$00 ;05: dcblw prodai_act,prodaipat,$e418,0,$00 ;06: dcblw buranko_act,buranko0dpat,$2418,0,$08 ;07: edit4tbl: ;zone00 dc.w 18 dcblw ring_act,ringpat,$26bc,0,$00 ;1: dcblw item_act,itempat,$0680,0,$00 ;2: dcblw save_act,savepat,$047c,0,$01 ;3: dcblw colichg_act,colichgpat,$26bc,0,$00 ;6: dcblw taki_act,takipat,$23ae,0,$00 ;7: dcblw taki_act,takipat,$23ae,3,$02 ;7: dcblw shima_act,dai00pat,$4000,0,$01 ;8: dcblw shima_act,dai00pat,$4000,1,$0a ;8: dcblw toge_act,togepat,$2434,0,$00 ;10: dcblw sisoo_act,sisoopat,$03ce,0,$00 ;9: dcblw sjump_act,banepat,$045c,0,$80 ;3: banev dcblw sjump_act,banepat,$0470,3,$90 ;3: baneh dcblw sjump_act,banepat,$045c,6,$a0 ;3: banevr dcblw sjump_act,banepat,$043c,7,$30 ;3: bane45 dcblw sjump_act,banepat,$043c,10,$40 ;3: bane45r dcblw wasp_act,wasppat,$03e6,0,$00 ;25 "" "" dcblw snail_act,snailpat,$0402,0,$00 ;25 "" "" dcblw wfish2_act,wfish2pat,$041c,0,$00 ;21 "" "" dcblw redz_act,redzpat,$0500,0,$00 ;20: will change dcblw bfish_act,bfishpat,$2530,0,$00 ;21 "" "" dcblw seahorse_act,horsepat,$2570,0,$00 ;22 "" "" dcblw skyhorse_act,horsepat,$2570,0,$00 ;23 "" "" dcblw stego_act,stegopat,$23c4,0,$00 ;24 "" "" dcblw wasp_act,wasppat,$032c,0,$00 ;25 "" "" dcblw gator_act,gatorpat,$2300,0,$00 ;26 "" "" dcblw bbat_act,bbatpat,$2350,0,$00 ;27 "" "" dcblw oct_act,octpat,$238a,0,$00 ;28 "" "" edit5tbl: edit6tbl: edit7tbl: ;zone08 dc.w 15 dcblw ring_act,ringpat,$26bc,0,$00 ;1: dcblw item_act,itempat,$0680,0,$00 ;2: dcblw bgspr_act,frntlitpat,$e485,3,$21 ;3: dcblw wfall_act,wfallpat,$e415,4,$04 ;4: dcblw break_act,pltfrmpat,$4475,0,$00 ;5: dcblw colichg_act,colichgpat,$26bc,0,$00 ;6: dcblw redz_act,redzpat,$0500,0,$00 ;20: will change dcblw bfish_act,bfishpat,$2530,0,$00 ;21 "" "" dcblw seahorse_act,horsepat,$2570,0,$00 ;22 "" "" dcblw skyhorse_act,horsepat,$2570,0,$00 ;23 "" "" dcblw stego_act,stegopat,$23c4,0,$00 ;24 "" "" dcblw wasp_act,wasppat,$032c,0,$00 ;25 "" "" dcblw gator_act,gatorpat,$2300,0,$00 ;26 "" "" dcblw bbat_act,bbatpat,$2350,0,$00 ;27 "" "" dcblw oct_act,octpat,$238a,0,$00 ;28 "" "" ;------------------------------------------------------------------------------ align ;------------------------------------------------------------------------------ end edit2tbl: dc.w 25 dcblw ring_act,ringpat,$26bc,0,$00 ;1: dcblw item_act,itempat,$0680,0,$00 ;2: dcblw sjump_act,sjumppat,$0523,0,$00 ;3: dcblw fish2_act,fish2pat,$2486,0,$08 ;4: dcblw mogura_act,mogurapat,$84a6,2,$00 ;5: dcblw yari_act,yaripat,$03cc,0,$00 ;6: dcblw yari_act,yaripat,$03cc,3,$02 ;7: dcblw box_act,boxpat,$43de,0,$00 ;8: dcblw switch2_act,switch2pat,$0513,0,$00 ;9: dcblw toge_act,togepat,$051b,0,$00 ;10: dcblw dai_act,udaipat,$43bc,0,$04 ;11: dcblw dai3_act,dai3pat,$43e6,0,$01 ;12: dcblw dai3_act,dai3pat,$43e6,1,$13 ;13: dcblw dai3_act,dai3pat,$43e6,0,$05 ;14: dcblw kazari_act,kazaripat,$443e,0,$00 ;15: dcblw dai3_act,dai3pat,$43e6,2,$27 ;16: dcblw dai3_act,dai3pat,$43e6,3,$30 ;17: dcblw kassya_act,kassyapat,$03f6,0,$7f ;18: dcblw uni_act,unipat,$0467,0,$00 ;19: dcblw awa_act,awapat,$8348,19,$84 ;20: dcblw mizu_act,mizupat,$c259,2,$02 ;21: dcblw mizu_act,mizupat,$c259,9,$09 ;22: dcblw bou_act,boupat,$43de,0,$00 ;23: dcblw ben_act,benpat,$4328,0,$02 ;24: dcblw save_act,savepat,$26bc,0,$01 ;25: * dcblw dai4_act,dai4pat,$41f0,4,$80 ;25: edit3tbl: dc.w 18 dcblw ring_act,ringpat,$26bc,0,$00 ;1: dcblw item_act,itempat,$0680,0,$00 ;2: dcblw hachi_act,hachipat,$0444,0,$00 ;3: dcblw toge_act,togepat,$051b,0,$00 ;4: dcblw sjump_act,sjumppat,$0523,0,$00 ;5: dcblw mfire_act,firepat,$0345,0,$00 ;6: dcblw fblock_act,fblockpat,$4000,0,$00 ;7: dcblw myogan_act,yoganpat,$63a8,0,$00 ;8: dcblw yogan2_act,yogan2pat,$63a8,0,$00 ;9: dcblw box_act,boxpat,$42b8,0,$00 ;10: dcblw yado_act,yadopat,$247b,0,$00 ;11: dcblw bryuka_act,bryukapat,$42b8,0,$00 ;12: dcblw dai_act,daipat,$02b8,0,$00 ;13: dcblw break2_act,break2pat,$62b8,0,$00 ;14: dcblw yoganc_act,yogancpat,$8680,0,$00 ;15: dcblw bat_act,batpat,$04b8,0,$00 ;16: dcblw imo_act,imopat,$24ff,0,$00 ;17: dcblw save_act,savepat,$26bc,0,$01 ;18: edit4tbl: dc.w 15 dcblw ring_act,ringpat,$26bc,0,$00 ;1: dcblw item_act,itempat,$0680,0,$00 ;2: dcblw elev_act,elevpat,$4000,0,$00 ;3: dcblw break2_act,break2pat,$44e0,2,$00 ;4: dcblw shima_act,z4daipat,$4000,0,$00 ;5: dcblw pedal_act,pedalpat,$4000,0,$00 ;6: dcblw step_act,steppat,$4000,0,$00 ;7: dcblw fun_act,funpat,$43a0,0,$00 ;8: dcblw sisoo_act,sisoopat,$0374,0,$00 ;9: dcblw sjump_act,sjumppat,$0523,0,$00 ;10: dcblw mfire_act,firepat,$0480,0,$00 ;11: dcblw bgspr_act,hassyapat,$44d8,0,$00 ;12: dcblw brobo_act,brobopat,$0400,0,$00 ;13: dcblw uni_act,unipat,$2429,0,$00 ;14: dcblw save_act,savepat,$26bc,0,$01 ;15: edit5tbl: dc.w 15 dcblw ring_act,ringpat,$26bc,0,$00 ;1: dcblw item_act,itempat,$0680,0,$00 ;2: dcblw toge_act,togepat,$051b,0,$00 ;3: dcblw sjump_act,sjumppat,$0523,0,$00 ;4: dcblw aruma_act,arumapat,$04b8,0,$00 ;5: dcblw signal_act,signalpat,$0000,0,$00 ;6: dcblw bobin_act,bobinpat,$0380,0,$00 ;7: dcblw kani_act,kanipat,$0400,0,$00 ;8: dcblw hachi_act,hachipat,$0444,0,$00 ;9: dcblw yado_act,yadopat,$247b,0,$00 ;10: dcblw shima_act,z5daipat,$4000,0,$00 ;11: dcblw dai2_act,dai2pat,$4000,0,$00 ;12: dcblw switch2_act,switch2pat,$0513,0,$00 ;13: dcblw imo_act,imopat,$24ff,0,$00 ;14: dcblw save_act,savepat,$26bc,0,$01 ;15: edit6tbl: dc.w 29 dcblw ring_act,ringpat,$26bc,0,$00 ;1: dcblw item_act,itempat,$0680,0,$00 ;2: dcblw brobo_act,brobopat,$0400,0,$00 ;3: dcblw uni_act,unipat,$0429,0,$00 ;4: dcblw imo_act,imopat,$22b0,0,$00 ;5: dcblw buranko_act,fetamapat,$4391,2,$07 ;6: dcblw haguruma_act,hagurumapat,$c344,00,$e0 ;7: dcblw dai_act,daipat,$22c0,2,$28 ;8: dcblw switch2_act,switch2pat,$0513,0,$00 ;9: dcblw pata_act,patapat,$4492,0,$03 ;10: dcblw pata_act,yukafpat,$04df,0,$83 ;11: dcblw noko_act,nokopat,$43b5,0,$02 ;12: dcblw break2_act,break2pat,$43f5,0,$00 ;13: dcblw dai_act,daipat,$4460,3,$39 ;14: dcblw dai4_act,dai4pat,$22c0,0,$00 ;15: dcblw door_act,doorpat,$42e8,0,$00 ;16: dcblw dai4_act,dai4pat,$22c0,1,$13 ;17: dcblw noko_act,nokopat,$43b5,0,$01 ;18: dcblw dai4_act,dai4pat,$22c0,1,$24 ;19: dcblw noko_act,nokopat,$43b5,2,$04 ;20: dcblw dai4_act,dai4pat,$22c0,1,$34 ;21: dcblw yukae_act,yukaepat,$44c3,0,$00 ;22: dcblw fire6_act,fire6pat,$83d9,0,$64 ;23: dcblw fire6_act,fire6pat,$83d9,11,$64 ;24: dcblw ele_act,elepat,$047e,0,$04 ;25: dcblw yukai_act,yukaipat,$42f0,0,$00 ;26: dcblw scoli_act,scolipat,$8680,0,$11 ;27: dcblw buta_act,butapat,$2302,0,$04 ;28: dcblw save_act,savepat,$26bc,0,$01 ;29: * dcblw ring_act,playpat,$0780,50,$00 ;28: * dcblw usa_act,usapat,$0448,0,$00 ;5: * dcblw mawaru_act,mawarupat,$4348,16,$00 ;7: edit7tbl: dc.w 02 *13 dcblw ring_act,ringpat,$26bc,0,$00 ;1: dcblw ring_act,ringpat,$26bc,8,$00 ;2: * dcblw bobin_act,bobinpat,$0380,0,$00 ;2: * dcblw usagi_act,flicpat,$05a0,0,$0a ;3 * dcblw usagi_act,flicpat,$05a0,0,$0b ;4 * dcblw usagi_act,flicpat,$05a0,0,$0c ;5 * dcblw usagi_act,usagipat,$0553,0,$0d ;6 * dcblw usagi_act,usagipat,$0553,0,$0e ;7 * dcblw usagi_act,pengpat,$0573,0,$0f ;8 * dcblw usagi_act,pengpat,$0573,0,$10 ;9 * dcblw usagi_act,azarpat,$0585,0,$11 ;10 * dcblw usagi_act,fbutapat,$0593,0,$12 ;11 * dcblw usagi_act,niwapat,$0565,0,$13 ;12 * dcblw usagi_act,risupat,$05b3,0,$14 ;13
Notably among the listed objects are names of several scrapped enemies, including Redz, BFish, Stego, Gator and BBat. The two versions of Aquis are known as "Seahorse" and "Skyhorse", respectively.
Had these enemies made it into the final product, they would have likely been given official names, however without further documentation, this is as close as we can get.
References
Sonic the Hedgehog 2 (Nick Arcade prototype), prototype version of Sonic the Hedgehog 2 (16-bit) | |
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