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S2BETA4 discussion

#31 User is offline Orengefox 

Posted 24 February 2008 - 03:19 AM

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Posted ImagePosted Image
So this is Hidden Palace Zone folks. At least what's left of Hidden Palace Zone. All of the sprite placements are still intact and in the same areas as previously seen in Simons Sonic 2 prototype and Sonic 2 NA prototype.

Posted ImagePosted Image
Posted ImagePosted Image
Some more snapshots of all the sprite placements that are intact still.

Posted Image
The most interesting snapshot taken was being able to insert a triceratops badnik into the stage. It's no where located throughout Hidden Palace and was the only other badnik aside from the t-rex & bat badnik that was insert able.

On a side note, the spin action when going down into a tube exists. If you've played Hidden Palace Zone for Sonic 2 final, there's pretty much no difference other than the intact sprites (including triceratops badnik).

EDIT: As for how I was able to move around in debug mode, I just simply switched on the sprite placement mode. I also switched off on the emulator a couple of layers to show just the sprites in case some of you are wondering how I got the more clearer snapshots. I've placed a copy of the savestate below for whoever wants it.
This post has been edited by Orengefox00: 24 February 2008 - 04:53 AM

#32 User is offline Vinnie 

Posted 24 February 2008 - 03:45 AM

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When standing still Sonic has a different waiting animation. He looks at his wrist implying that he is wearing a watch.

#33 User is offline Trunks 

Posted 24 February 2008 - 04:21 AM

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Sonic 2 Beta 4
Always Have 99 Rings - FFFE21:0063
Always Have 99 Lives - FFFE12:0063

Should have the same effect on all the betas, actually.

#34 User is offline Nemesis 

Posted 24 February 2008 - 04:21 AM

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-Checkpoints are pretty stuffed in this build. When you die and go back to a checkpoint, the horizontal scroll data is reset, as if you were at the far left of the level. This means that when you walk to the left after returning to a checkpoint, the background turns to mush. The game also doesn't keep track of what layer your charater should be on when you return to a checkpoint, so sometimes you find you fall through the floor or encounter other issues when you try and move.

-At the first checkpoint in ARZ2, there's a good example of bad object placement. They've placed a badnick almost right on top of the checkpoint, so if you end up being sent back to this checkpoint, you die instantly because there's an enemy sitting on top of you. You of course then get sent back to the same checkpoint and watch it happen all over again. Talk about screwed.

-There seems to be some kind of glitch which occurrs somewhat randomly when sonic dies. As you're falling off the level, you sometimes get extra points thrown at you. Occasionally it's just 100-200 points, but sometimes you get millions of points added to your counter, giving you 20 or so extra lives in one hit. I've seen this happen most in ARZ. It probably has something to do with colliding with enemies while in the death animation.

-In DEZ, when you've defeated Silver Sonic and Robotnic comes out and makes a run for the Death Egg, you can actually outrun the fat bastard. If you spindash to the right immediately after the screen unlocks, you can get through before the second barricade comes down, and get in front of Robotnic. Man, that's like a childhood dream right there.

-The Death Egg is only 8 hits in this build, so you can kill him before he takes off for the first time, and you can still control Sonic after you've destroyed the Death Egg. You can also go partway out the end tunnel, then double back and fight the Death Egg over again, since the object respawns when you go far enough offscreen. It's the same in the final, but you usually have to use debug to break the automatic control over your character first. I've also seen one of the other builds where the Death Egg is only 1 hit.

#35 User is offline Nemesis 

Posted 24 February 2008 - 04:31 AM

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I must say, it's interesting to see just how many bugs there were in the game at this stage. I've encountered dozens of little random ones that are hardly worth mentioning by themselves, except to say that they're not in the final release. The number of issues the developers ironed out in just a few short weeks is quite incredible. I've gotta tip my hat to them.

#36 User is offline Quexinos 

Posted 24 February 2008 - 04:32 AM

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View PostOrengefox00, on Feb 24 2008, 02:19 AM, said:

When standing still Sonic has a different waiting animation. He looks at his wrist implying that he is wearing a watch.

that's in the final

Quote

-In DEZ, when you've defeated Silver Sonic and Robotnic comes out and makes a run for the Death Egg, you can actually outrun the fat bastard. If you spindash to the right immediately after the screen unlocks, you can get through before the second barricade comes down, and get in front of Robotnic. Man, that's like a childhood dream right there.

thank you so much for that =D
EDIT:
HAHA, then he like teleports in front of you XD

and can someone please tell me why my sig has so many lines under it? It's not supposed to do that.
This post has been edited by Quexinos: 24 February 2008 - 04:41 AM

#37 User is offline SonicAD 

Posted 24 February 2008 - 04:51 AM

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View PostQuexinos, on Feb 24 2008, 04:32 AM, said:

this is... odd because when I tried your savestate it was all garbled like it is in the first pic O_o
what did I do wrong?

EDIT:
Im wrong, I still have the garbled background but you're right, the sprites are still there. COOL!


I think Orengefox00 turned off the background layers so as to more easily discern the sprites. I got the same results.

#38 User is offline Vinnie 

Posted 24 February 2008 - 04:52 AM

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Quote

When standing still Sonic has a different waiting animation. He looks at his wrist implying that he is wearing a watch.

that's in the final


Oh yes sorry my mistake. I never actually noticed it before.
This post has been edited by Vinnie: 24 February 2008 - 04:53 AM

#39 User is offline Quexinos 

Posted 24 February 2008 - 04:58 AM

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View PostSignmaster, on Feb 24 2008, 03:51 AM, said:

View PostQuexinos, on Feb 24 2008, 04:32 AM, said:

this is... odd because when I tried your savestate it was all garbled like it is in the first pic O_o
what did I do wrong?

EDIT:
Im wrong, I still have the garbled background but you're right, the sprites are still there. COOL!


I think Orengefox00 turned off the background layers so as to more easily discern the sprites. I got the same results.

oh yeah you can do that with emulators cant you?

#40 User is offline GoldS 

Posted 24 February 2008 - 05:11 AM

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The special stages in this and Beta 5 have some pretty wild color choices. They're normal by Beta 6.

Left is Beta4/5, right is final.

Special Stage 1:
Posted Image

Special Stage 2:
Posted Image

Special Stage 3:
Posted Image

Special Stage 4:
Posted Image

Special Stage 5:
Posted Image

Special Stage 6:
Posted Image

Special Stage 7:
Posted Image

Notes:
*Color scheme for Beta6/5 stage 1 is shifted to stage 2 in the final.
*Color scheme for Beta6/5 stage 3 is shifted to stage 5 in the final.
*Color scheme for Beta6/5 stage 5 is shifted to stage 7 in the final.
*All other color schemes aren't used.

#41 User is offline shobiz 

Posted 24 February 2008 - 06:09 AM

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In this beta, the debug mode code is present, but for some reason the code to transform sonic into an object has been removed. Restoring it is pretty simple however:

1) Go to $16056 and overwrite the bytes there with
4EF900100000


2) At the end of the ROM (I.e. $100000), insert
4A78FFFA671408380004F605670C31FC0001FE084238F7CC4E754A38F7CC660631F8F604F6024EF9
00016062

This post has been edited by shobiz: 24 February 2008 - 06:15 AM

#42 User is offline drx 

Posted 24 February 2008 - 06:43 AM

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View Postshobiz, on Feb 24 2008, 12:09 PM, said:

In this beta, the debug mode code is present, but for some reason the code to transform sonic into an object has been removed. Restoring it is pretty simple however:

1) Go to $16056 and overwrite the bytes there with
4EF900100000


2) At the end of the ROM (I.e. $100000), insert
4A78FFFA671408380004F605670C31FC0001FE084238F7CC4E754A38F7CC660631F8F604F6024EF9
00016062


Wow, THIS takes me back... To the times when I did my hacks in machine code... Thanks :P

#43 User is offline STE 

Posted 24 February 2008 - 07:10 AM

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Weird. I was using the Hidden Palace Save and I placed a Ficky Prison with Debug. I stepped on it and the explosion killed me!? Oh yeah, this is probably well known (Hell, why say probably?) but when you die, the camers scrolls down to the very bottom of the screen with you. SEGA robably took that out because it was a real time-waster. NOTE: I don't make alot of posts cause' im Pending...

#44 User is offline djdocsonic 

Posted 24 February 2008 - 07:14 AM

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I've noticed the invincibility Stars are the same as the ones in Wai's prototype. They aren't as big as the final ones.

#45 User is offline Esrael 

Posted 24 February 2008 - 07:15 AM

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View Postshobiz, on Feb 24 2008, 06:09 AM, said:

In this beta, the debug mode code is present, but for some reason the code to transform sonic into an object has been removed. Restoring it is pretty simple however:

1) Go to $16056 and overwrite the bytes there with
4EF900100000


2) At the end of the ROM (I.e. $100000), insert
4A78FFFA671408380004F605670C31FC0001FE084238F7CC4E754A38F7CC660631F8F604F6024EF9
00016062



I have enabled debug using other code:

 012950 from 4E7500015F80 to 4E7500100000


 4A78FE0867064EF90003D81C4A78FFFA671208380004F605670A31FC0001FE084238F7CC4EF90001
5F8C


This is Assembly Code (Tails because this code is from Sonic 2 Delta)
  tst.w   ($FFFFFE08).w		  ; Debug Support  Esrael L. G. Neto
		beq.s   Tails_Init_Debug_Test  ; Debug Support  Esrael L. G. Neto
		jmp	$0003D81C			  ; Debug Support  Esrael L. G. Neto
Tails_Init_Debug_Test:						 ; Debug Support  Esrael L. G. Neto
		tst.w   ($FFFFFFFA).w		  ; Debug Support  Esrael L. G. Neto
		beq.s   Tails_Normal		   ; Debug Support  Esrael L. G. Neto
		btst	#$04, ($FFFFF605).w	; Debug Support  Esrael L. G. Neto
				beq.s   Tails_Normal		   ; Debug Support  Esrael L. G. Neto
				move.w  #$0001, ($FFFFFE08).w  ; Debug Support  Esrael L. G. Neto
				clr.b  ($FFFFF7CC).w
Tails_Normal:   
				jmp	 $00015F8C


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