User:Biggestsonicfan/Sandbox/Sonic Championship (Rework)
This is a sub-page of User:Biggestsonicfan/Sandbox.
Sonic Championship |
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Also known as: Sonic the Fighters (JP) This game has unused animations. |
Contents
Sub Pages
Unplayable Characters Robots and Eggs and Cats! Oh my! |
Unused Objects The 3D Pengo game that never came to be |
Debug Mode Explore the very lifeblood of the game's engine |
Service Menu Leftovers Lots of code remnants from alternate versions of the service menu |
Unused Game Modes
As seen in Fighting Vipers, Sonic Championship has coding and assets for both Random Mode and Ranking Mode that go unused.
Random Mode
Ranking Mode
Unused Textures
Fonts
Texture# 12 | Texture# 16 | Texture# 31 |
---|---|---|
320px | 320px | 320px |
1996 AOU Show Leftovers
Fighting Vipers Leftovers
Alternate Staff Credits
The game stores the staff credits in textures. Instead of editing existing texture data each time a change was made new textures were created. This left a lot of unused data for the staff credits.
- DIRECTOR
Texture# 392 - Used | Texture# 426 - Unused Centered |
---|---|
320px | 320px |
- GAME COORDINATOR
Texture# 397 - Used | Texture# 427 - Unused Centered |
---|---|
320px | 320px |
- PROGRAMMERS
Texture# 398 - Used | Texture# 428 - Unused Centered |
---|---|
320px | 320px |
- D.S.P. PROGRAMMER
Texture# 399 - Unused | Texture# 429 - Unused Centered |
---|---|
320px | 320px |
Katsunori Itai was credited as a D.S.P. Programmer in Fighting Vipers, but was moved to Special Thanks in this game.
- ASSISTANT
Texture# 424 - Unused | Texture# 425 - Unused Centered |
---|---|
320px | 320px |
Norimasa Yoshizawa was credited as an Assistant Programmer in Fighting Vipers, but was removed from the credits here.
- CHARACRTER DESIGNER
Texture# 400 - Used | Texture# 430 - Unused Centered |
---|---|
320px | 320px |
- STAGE DESIGNERS
Texture# 401 - Used | Texture# 431 - Unused Centered |
---|---|
320px | 320px |
- 2D GRAPHIC AND MODEL DESIGN
Texture# 402 - Used | Texture# 432 - Unused Centered |
---|---|
320px | 320px |
- GRAPHIC & MODEL DESIGN
Texture# 403 - Used | Texture# 433 - Unused Centered |
---|---|
320px | 320px |
- MOTION DESINGERS
Texture# 404 - Used | Texture# 434 - Unused Centered |
---|---|
320px | 320px |
- SOUND DESIGNERS
Texture# 526 - Used | Texture# 393 - Unused | Texture# 421 - Unused Centered |
---|---|---|
320px | 320px | 320px |
At some point Takenobu Mitsuyoshi was removed as a Sound Designer and was moved to Special Thanks.
- SPECIAL THANKS
Texture# 527 - Used | Texture# 394 - Unused | Texture# 422 - Unused Centered |
---|---|---|
320px | 320px | 320px |
Takenobu Mitsuyoshi and Katsunori Itai were moved to Special Thanks along with some additional people.
- PRODUCER
Texture# 395 - Used | Texture# 423 - Unused Centered |
---|---|
320px | 320px |
Hidden Credit
To do: Figure out what other Model2 games this credit is this hiding in? |
Present at 0xBDE1B in the ROM is a hidden credit.
RYPOC. THGI. AGES.RETNE.ESIRP.MIL S. DETI. 5991. . 7211. .AH MA.RAWDR.D&R E.TPED . ..COPYR.IGHT .SEGA .ENTER.PRISE.S LIM.ITED .1995 . .1127 . .AM HA.RDWAR.E R&D. DEPT.. .
If read as null-terminated strings, the output ends up being a series of 5 character arrays. First backwards, then forwards.
COPYRIGHT SEGA ENTERPRISES LIMITED 1995 1127 AM HARDWARE R&D DEPT.
This credit is most likely for the game's engine as it is also seen in Fighting Vipers (Arcade) at 0x3006CEF, Dead or Alive (Arcade) at 0xF437, Power Sled at 0x5C23, and Hanguk Pro Yagu 98 at 0xB5577.
Oddities
Name Entry Screen Oddities
Certain combinations of 3 letters can be seen as offensive or obscene, so many arcade games filter these words to other words and this game is no exception. Below is a table of specific name entries and what they are filtered to:
Original Text | Filtered Result |
---|---|
SEX
|
HEX
|
XXX
|
TX
|
XX
|
WX
|
X X
|
WX
|
|
S.F
|
YOS
|
CTG
|
HAC
|
894
|
OSI
|
OSI
|
What is odd here is that the routine to replace/filter words will execute if OSI
is entered, even though the end result will also be OSI
.
Super Sonic Oddity
Within the game's data, each character has thier own assigned model numbers for their parts. Sonic has Sonic's parts, Amy has Amy's parts, etc.. Super Sonic is no exception here. However, in ther data of the game for Super Sonic's parts, instead of pointing to the models which correspond to a parts list in designated space for where Super Sonic's parts belong, the hand animation data for Super Sonic (located at 0xC9A8C) points to non-super Sonic's hand animation data (located at 0xC69FC). The data array for Super Sonic's and non-super Sonic's hand animations are identical, but because the pointer for Super Sonic's data points to non-super Sonic's data instead, this chunk of data goes unused.