I'll grant that when Nemesis introduced the concept of the split disassembly it was a big step forward, but between seeing things like the work pret has done and knowing from the Nick Arcade prototype that Sonic Team's code made liberal use of crossreferences and symbols exports, I'm forced to wonder why Sonic ROM hacking persists in working with a single giant text file. Look at pokecrystal, for example - the main file main.asm is only 20.3 kilobytes and rarely needs to be touched because all the code is separated out into other files for ease of reference and crossreference. By contrast, sonic.asm is 237 kilobytes, and it gets worse the more featureful the games get - s2.asm is 2.54 megabytes, sonic3k.asm is 4.25 megabytes.