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Difference between revisions of "Sonic the Hedgehog 2 (8-bit) AutoDemo/Hidden content"

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m (Text replacement - "{{UnusedRow | sprite=" to "{{UnusedRow | content=")
 
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{{HiddenContent
 
{{HiddenContent
 
| image1=Sonic2AutoDemo GG FreeMovement.png
 
| image1=Sonic2AutoDemo GG FreeMovement.png
| desc=Changing byte '''0x0064''' to '''02''' will enable the ability to move around a level freely. Once enabled, hold {{1}} and press the D-Pad in any direction during gameplay to move [[Sonic the Hedgehog|Sonic]] around.{{ref|https://tcrf.net/Proto:Sonic_the_Hedgehog_2_(Sega_Master_System,_Game_Gear)#General_Differences}}
+
| desc=Changing byte {{hex|0x0064}} to {{hex|02}} will enable the ability to move around a level freely. Once enabled, hold {{1}} and press the D-Pad in any direction during gameplay to move [[Sonic the Hedgehog|Sonic]] around.{{ref|https://tcrf.net/Proto:Sonic_the_Hedgehog_2_(Sega_Master_System,_Game_Gear)#General_Differences}}
 
}}
 
}}
  
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{{UnusedTable|type=Art|
 
{{UnusedTable|type=Art|
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite LaughingSonic.png}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite LaughingSonic.png}}
 
| desc=Sprites that depict [[Sonic the Hedgehog|Sonic]] laughing in a rather creepy manner. Purpose unknown.
 
| desc=Sprites that depict [[Sonic the Hedgehog|Sonic]] laughing in a rather creepy manner. Purpose unknown.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite HappyWaitingSonic.png}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite HappyWaitingSonic.png}}
 
| desc=A frame of Sonic's idle animation from the [[Master System]] version of ''[[Sonic the Hedgehog (8-bit)|Sonic 1]]'', but altered to make him look happy.
 
| desc=A frame of Sonic's idle animation from the [[Master System]] version of ''[[Sonic the Hedgehog (8-bit)|Sonic 1]]'', but altered to make him look happy.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite SkiddingSonic.png}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite SkiddingSonic.png}}
 
| desc=An early skidding animation, which looks closer to those from the [[Sonic the Hedgehog 2 (16-bit)|Mega Drive version]].
 
| desc=An early skidding animation, which looks closer to those from the [[Sonic the Hedgehog 2 (16-bit)|Mega Drive version]].
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2SMSEarlyDeathSprite.png}}
+
| content={{SpriteImage|Sonic2SMSEarlyDeathSprite.png}}
 
| desc=Sonic can't die in this prototype, so this death sprite goes unused. It is identical to the final's early death sprite, taken from the Master System version of ''Sonic 1''.
 
| desc=Sonic can't die in this prototype, so this death sprite goes unused. It is identical to the final's early death sprite, taken from the Master System version of ''Sonic 1''.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite Monitors.png}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite Monitors.png}}
 
| desc=No [[monitor]]s appear in any level, but graphics for them are loaded at the Sega/title screen.
 
| desc=No [[monitor]]s appear in any level, but graphics for them are loaded at the Sega/title screen.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite Switch.png}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite Switch.png}}
 
| desc=These [[button]] sprites are located within the [[Under Ground Zone]] tileset, but aren't used in any Acts.
 
| desc=These [[button]] sprites are located within the [[Under Ground Zone]] tileset, but aren't used in any Acts.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite UGZSpikes.png}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite UGZSpikes.png}}
 
| desc=Under Ground Zone only has downward-facing [[Spikes (obstacle)|spikes]] at this point, rendering these upward spikes unused.
 
| desc=Under Ground Zone only has downward-facing [[Spikes (obstacle)|spikes]] at this point, rendering these upward spikes unused.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite Explosion.png}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite Explosion.png}}
 
| desc=There's nothing that can explode in the AutoDemo, so the explosion tiles that are located within the number/icon sprites are never seen in action.
 
| desc=There's nothing that can explode in the AutoDemo, so the explosion tiles that are located within the number/icon sprites are never seen in action.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite Fragment.png|2}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite Fragment.png|2}}
 
| desc=Blocks can't be destroyed in the AutoDemo, leaving this fragment unused.
 
| desc=Blocks can't be destroyed in the AutoDemo, leaving this fragment unused.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite SHZTrees.png}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite SHZTrees.png}}
 
| desc=The trees seen in the final [[Sky High Zone]] and in some prerelease screenshots are present in the ROM, but not actually used at this point.{{ref|{{LinkRetro|post=797603|title=Sonic Retro forum thread - (GG) Sonic 2 Auto Demo Prototype (1991-12-05) - Info & Download; post by Master Emerald}}}}
 
| desc=The trees seen in the final [[Sky High Zone]] and in some prerelease screenshots are present in the ROM, but not actually used at this point.{{ref|{{LinkRetro|post=797603|title=Sonic Retro forum thread - (GG) Sonic 2 Auto Demo Prototype (1991-12-05) - Info & Download; post by Master Emerald}}}}
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2AutoDemo GG Sprite TitleCardFont.png}}
+
| content={{SpriteImage|Sonic2AutoDemo GG Sprite TitleCardFont.png}}
 
| desc=The 16x16 font from the unused level title cards (see below). Only 8 of the 41 characters get used.
 
| desc=The 16x16 font from the unused level title cards (see below). Only 8 of the 41 characters get used.
 
}}
 
}}
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{{HiddenContent
 
{{HiddenContent
 
| image1=Sonic2AutoDemo GG TitleCard.png
 
| image1=Sonic2AutoDemo GG TitleCard.png
| desc=Setting ROM address '''0x2BA''' to '''03''' will sometimes load an early title card on resets. It crashes to a black screen after two seconds.{{ref|{{LinkRetro|post=797151|title=Sonic Retro forum thread - (GG) Sonic 2 Auto Demo Prototype (1991-12-05) - Info & Download; post by You-Are-Pwned}}}}
+
| desc=Setting ROM address {{hex|0x2BA}} to {{hex|03}} will sometimes load an early title card on resets. It crashes to a black screen after two seconds.{{ref|{{LinkRetro|post=797151|title=Sonic Retro forum thread - (GG) Sonic 2 Auto Demo Prototype (1991-12-05) - Info & Download; post by You-Are-Pwned}}}}
 
}}
 
}}
  
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{{HiddenContent
 
{{HiddenContent
 
| noimage=yes
 
| noimage=yes
| desc=Similar to other games developed by [[sega:Aspect|Aspect]], the game's build date can be located at ROM address '''$C0''':
+
| desc=Similar to other games developed by [[sega:Aspect|Aspect]], the game's build date can be located at ROM address {{hex|$C0}}:
 
<pre>MS SONIC¥THE¥HEDGEHOG.2 Ver0.00 1991/12/05 Aspect Co.,Ltd</pre>
 
<pre>MS SONIC¥THE¥HEDGEHOG.2 Ver0.00 1991/12/05 Aspect Co.,Ltd</pre>
 
}}
 
}}

Latest revision as of 18:25, 3 December 2022

Back to: Sonic the Hedgehog 2 (8-bit) AutoDemo.

Free movement

Sonic2AutoDemo GG FreeMovement.png

Changing byte 0x0064 to 02 will enable the ability to move around a level freely. Once enabled, hold 1 and press the D-Pad in any direction during gameplay to move Sonic around.[1]

Unused content

Art

Art Description
Sonic2AutoDemo GG Sprite LaughingSonic.png
Sprites that depict Sonic laughing in a rather creepy manner. Purpose unknown.
Sonic2AutoDemo GG Sprite HappyWaitingSonic.png
A frame of Sonic's idle animation from the Master System version of Sonic 1, but altered to make him look happy.
Sonic2AutoDemo GG Sprite SkiddingSonic.png
An early skidding animation, which looks closer to those from the Mega Drive version.
Sonic2SMSEarlyDeathSprite.png
Sonic can't die in this prototype, so this death sprite goes unused. It is identical to the final's early death sprite, taken from the Master System version of Sonic 1.
Sonic2AutoDemo GG Sprite Monitors.png
No monitors appear in any level, but graphics for them are loaded at the Sega/title screen.
Sonic2AutoDemo GG Sprite Switch.png
These button sprites are located within the Under Ground Zone tileset, but aren't used in any Acts.
Sonic2AutoDemo GG Sprite UGZSpikes.png
Under Ground Zone only has downward-facing spikes at this point, rendering these upward spikes unused.
Sonic2AutoDemo GG Sprite Explosion.png
There's nothing that can explode in the AutoDemo, so the explosion tiles that are located within the number/icon sprites are never seen in action.
Sonic2AutoDemo GG Sprite Fragment.png
Blocks can't be destroyed in the AutoDemo, leaving this fragment unused.
Sonic2AutoDemo GG Sprite SHZTrees.png
The trees seen in the final Sky High Zone and in some prerelease screenshots are present in the ROM, but not actually used at this point.[2]
Sonic2AutoDemo GG Sprite TitleCardFont.png
The 16x16 font from the unused level title cards (see below). Only 8 of the 41 characters get used.

Early title card

Sonic2AutoDemo GG TitleCard.png

Setting ROM address 0x2BA to 03 will sometimes load an early title card on resets. It crashes to a black screen after two seconds.[3]

Build date

Similar to other games developed by Aspect, the game's build date can be located at ROM address $C0:

MS SONIC¥THE¥HEDGEHOG.2 Ver0.00 1991/12/05 Aspect Co.,Ltd

References


Sonic the Hedgehog 2 (8-bit) AutoDemo, prototype version of Sonic the Hedgehog 2 (8-bit)
Sonic2AutoDemo GG title.png

Main page | Comparisons | Maps | Hidden content

Part of Sonic the Hedgehog 2 (8-bit) development