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 Code (Text): 4EF900100000 2) At the end of the ROM (I.e. $100000), insert Code (Text): 4A78FFFA671408380004F605670C31FC0001FE084238F7CC4E754A38F7CC660631F8F604F6024EF9 00016062
Weird. I was using the Hidden Palace Save and I placed a Ficky Prison with Debug. I stepped on it and the explosion killed me!? Oh yeah, this is probably well known (Hell, why say probably?) but when you die, the camers scrolls down to the very bottom of the screen with you. SEGA robably took that out because it was a real time-waster. NOTE: I don't make alot of posts cause' im Pending...
I've noticed the invincibility Stars are the same as the ones in Wai's prototype. They aren't as big as the final ones.
I have enabled debug using other code: Code (Text): 012950 from 4E7500015F80 to 4E7500100000 Code (Text): 4A78FE0867064EF90003D81C4A78FFFA671208380004F605670A31FC0001FE084238F7CC4EF90001 5F8C This is Assembly Code (Tails because this code is from Sonic 2 Delta) Code (Text): tst.w ($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
I placed a flicky container and it ended the level as per normal and took me to HPZ 2. Interesting that in Debug all the objects are still ok and not the Glitched OOZ ones like in S2 Final.... looks as if they had just about pulled the zone. This also appears to be the proto AFTER the Sega Solid Gold Guide and its possibly the same one used in a French Proto video with the same title screen with the 1 Player and 2 Player selections (this video didnt show Hidden Palace Zone)..
Hidden Palace Colision is Still in this version. I Made a Save State with Tiles Restored Items restored in this Save State Tiles 8x8 Blocks 16x16 Chuncks 128x128 Level Layout Sonic 2 Beta 4 Save State
Wow. Didn't know it was worked on this much after the Beta. Tube goes somewhere now. This is awsome work Esrael, thanks.
If you hold right while starting HPZ Act 2, you land on something. Can anyone figure out some sort of layout from the collision data?
<!--quoteo(post=180305:date=Feb 24 2008, 08:01 AM:name=evilhamwizard)--><div class='quotetop'>QUOTE (evilhamwizard @ Feb 24 2008, 08:01 AM) Wow. Didn't know it was worked on this much after the Beta. Tube goes somewhere now. This is awsome work Esrael, thanks. [/quote] The Layout Is from Sonic 2 Delta. I made this Save to see objects placement. Ignore 8x8 / 16x16 / 128x128 and Level Layout because these are hack.
Heh, knew the layout was familiar. :P I kinda realized that when I saw what was on the other side of the tube.
Because it'd have been very creepy if HPZ just happened to be worked on and had Esrael's Delta HPZ layout 16 years ago. =P
Great, thanks to Esrael's Save State, I can explore this beta even more throrouly. Could there possibly be a way to Port the WZ from Sonic 2 Delta into a Save State for S2B 4?
It's impossible to clear the 4th special stage without cheating, they only give you 42 rings in the first third of the stage, and it requires 45 to pass.
Ah I already missed the fun of fixing relative branches by hand =P Anyhow, it turns out super sonic is not all that finished as I thought. Here's how to restore it: Go to $16AB8, and type there: Code (Text): 4EF900100000 Then, add this at $100000: Code (Text): 4A28003C672C323CFC000828000600226704323CFE00B26800126F0E1038F6020200007066043141 00124A28001267184E754A280039660E0C68F04000126C06317CF04000124E754A38FE1966160C380 007FFB0660E0C780032FE2065064EF90001082A4E75 For the curious, this replaces the subroutine that controls the speed cap of the jump. The difference with the original code is that in this one the branch to check and trigger the transformation is present. Note that I added the 50 rings and 7 emeralds check myself; which doesn't mean that this is how the transformation was supossed to be triggered in this build. I used FFB0 because this one is used as opposed to FFB1 in later builds. Then, use this PAR code for the emeralds: FFFFB0:0007 Get 50 rings, and jump as usual. Nearly nothing super sonic related is coded in the object, which translates in: - You can be hit and lose rings as usual - The ring counter doesn't drop - 0 rings doesn't make you go back to the normal form. There's nothing to trigger the detransformation - althought the code for this is also there. However, other things such as fixing the speed for the super form whenever it changes ARE present in the character object, so we can assume it was half-implemented in this build. I'm still unsure about the code not beginning triggered at all without hacking though. It might be called with a different event in this build, but I have yet to find it. More info as I find it. Edit 1: The code was written to be called externally, so it was definitively triggered with something else. I believe it could be a removed monitor, but I can't say this for sure yet.
The lasers in WFZ don't make any noise, probably because their sound bytes were not made during this build of the game. "Night Time" mode is still accessible by holding C when a level is starting. So this will be good for distinguishing if Plane A and Plane B objects are different in this version than the final for most levels.
Hm, I thought I'd write a list of offsets that contain nemesis compressed art. Code (Text): Compressed Art is on the following places Offset 0000485A 00040300 00071D8E 00071F14 0007393C 00074876 00074CF6 0007541A 00076D7C 000778C0 00077A36 00077B3C 00077C8A 00077D62 00078056 000780CE 00078266 00078374 000784AA 00078516 0007896E 00078A16 00078AE4 00078BEE 00078CB0 00078D26 00078DDC 00078E4C 00078EEE 00078FD0 00078FDC 0007904A 0007912E 000792A6 00079608 0007987A 0007993A 00079B76 00079D10 00079F08 00079F9E 0007A00A 0007A186 0007A254 0007A374 0007A664 0007A8F8 0007AABA 0007ACDC 0007AD4C 0007AEE8 0007B1A8 0007B294 0007B4D2 0007B67C 0007B774 0007B81E 0007B88E 0007B8F6 0007B956 0007BA42 0007BAB4 0007BB22 0007BBAC 0007BD3E 0007BF24 0007C05A 0007C180 0007C4A4 0007C5F2 0007C762 0007C7CA 0007C83C 0007CA46 0007CA86 0007CAF2 0007CCD4 0007CE94 0007D090 0007D176 0007D202 0007D360 0007D3F8 0007D4D0 0007D5EC 0007D6B6 0007D88A 0007D992 0007DAA8 0007DB9C 0007DFA8 0007DFF8 0007E0D2 0007E22A 0007F196 0007F2E6 0007F362 0007F52E 0007FA4C 0007FBDE 0007FF92 0008007E 0008040A 000806F6 00080858 00080C40 000814BE 0008181C 00081C22 00081CA2 00082AFC 00082DEA 00083290 000833A4 000834E6 0008364A 00083784 000838E6 00083A26 00083B54 00083C8A 00083DA6 00083F22 000840D4 00084216 0008436E 0008456E 000848C4 00084BE4 00084FAC 00085382 000856E2 000858EE 0008602A 00086588 00086C10 00086C8E 00086D74 00087560 00087654 00087E20 00088866 000897A4 00089FCE 0008AA9E 0008B2DC 0008B406 0008B892 0008BAE4 0008BCA2 0008BE3A 0008C05A 0008C572 0008C82E 0008C956 0008CA78 0008CD50 0008CFF8 0008D128 0008D3AC 0008D6D4 0008D90E 0008DB0A 0008E93C 0008EE98 0008F080 0008F238 0008F4D0 0008F666 0008F766 0008F7F4 0008F93A 0008F99A 0008FA04 0008FAEE 0008FBB0 0008FBE0 0008FD08 0008FDBC 0008FE30 0009057E 00090752 00090B4A 00090C8E 00090D1C 00091E9C 00092218 000962B8 000C586E 000DA774 000DAE96 000DB19C 000DB2DA 000DB3D4 000DB48A 000DB9B0 000DBA66 000DBB2C 000DBB94 000DBEC8 000DC2B8 000DC500 000DC8BA 000E1CEE 000E1DA4 000E1E6A 000E1ED2 000E2362
No-one seems to have mentioned it, but it's in the above special stage screenshots - Tails is refered to as Miles everywhere (and up as far as at least Beta 8, I think) by default still.