SANICROBOBLUST200
Member
Sonic X-treme source code for both PC, and Saturn builds found on a Archive CD. (Including other game tech demos)
http://www.assemblergames.com/forums/showthread.php?54194-Sonic-X-treme-Point-of-View-Info-help-required/page4
http://www.assemblergames.com/forums/showthread.php?54194-Sonic-X-treme-Point-of-View-Info-help-required/page4
1) Finding semi-complete tech demos of cancelled games that can be released as-is. So far I have done:
1a) Found and tested early tech demo of IMSA GT for Playstation, which eventually became Sports Car GT. Included is a car viewer and a very early demo of running a car in the Road Atlanta track, with music.
1b) Found and tested concept demo of Command and Conquer: Commando for Playstation, which I guess is/became C&C Renegade. Included is a character viewer, a rough terrain viewer and a demo of the main character running around on the Road Atlanta race track (yes, it is weird)
1c) Asked ASSEMBLER what is the best way to release these, where to upload them, which forum section to use, etc. (no reply yet)
2) Finding assets in the Sonic archives that have never been released before
2a) I wrote a binary compare tool and already found lots of PCX images that are not part of previous releases. I am in conversation with andrew75 as to how to handle/release these assets.
3) Analyze the differences between all the (Sonic) source code trees spread around the archive, and all the tools present in the archive
4) Analyze the source code of PC/NVidia NV1 version of the Sonic engine (Ofer's), all its required tools/dependencies and how to make it run on my old PIII machine
4a) NV1 SDK has been obtained, and the code seems to build properly, but I have no way to test it until I have a NV1 card to run it on.
4b) Find a Diamond Edge 3D card (not found yet)
4c) The version of the engine present in the archive has been heavily biased towards using the NV1 and Saturn systems, and it doesn't build without using one of the two "backends". I am investigating what the code needs to be compiled/run without either of the two. I found parts of the source code to have provisions to be compiled for Mac as well, which confirms everything that has been said about Ofer's code.
5) Analyze the complete Saturn build environment required to build the Saturn version of the Sonic engine (Ofer's), by analyzing the tools present in the archive and their references to many build paths
6) Analyze the Sonic Editor (Ofer's) (different build of the same source tree, with additional dependencies)
7) Understand how to build the Sonic POV engine for Saturn (pieces of the build system seem to use the PSYQ toolchain, other pieces the Sega toolchain)
I have not found any design documents so far, but it doesn't mean there are any, the archive is rather large and I have inspected only a part.
Please be patient, I am not a student nor I have infinite time to work on this, so it's going to take a while.
Jollyroger
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