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Sonic 2 Time Attack

Discussion in 'Engineering & Reverse Engineering' started by redhotsonic, Nov 24, 2012.

  1. redhotsonic

    redhotsonic

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    Hello, guys. It's Sonic the Hedgehog 2's 20th birthday today! Whooo! (Well in Japan, it was 3 days ago, but where I come from, it's today) And to celebrate, I bring you...


    Sonic the Hedgehog 2 - Time Attack



    Note: To download this game and to skip the details, go near the bottom of this post, although I do advise you read this first.


    Sonic the Hedgehog 2 - Time Attack, AKA, Sonic 2 Time Attack, AKA, S2TA, is a hack of Sonic the Hedgehog 2. But as you may have guessed, it's a Time Attack edition. The object of the game is to play the regular levels/acts contained in Sonic 2, but to do it as fast as you can. Once you've past the signpost at the end of the level (or opened the Egg Prison), the timer will stop, and it may record your time. It depends if you were faster. I do know there is a Sonic 1 version of this done by Cinossu (which is a lot more advanced), but from my knowledge, no one has done a Sonic 2 version, so here I go.


    If it's your first time playing, then all levels/acts will have a Best Time of 9'59"99. So, on your first go on each level/act, no matter what you get, it will record it. You can then try to beat your new time, or move on. When you're on a level, the HUD will always display your Best Time, your current time, and the number of rings. If you beat your Best Time, it will record your newer time. If you do not beat it, it will not record it; simple.


    When starting the game, there are 3 options; Stage select (level select), Your Times menu, and Options. All these are accessible at any time during menus. The "Your Times" menu is where you can view all your best times between two pages (couldn't make them all fit to one page without it looking decently clear).


    Features
    • A new HUD that displays your Best Time, your current time, and number of rings.
    • A 10 second warning. When playing a level, if you're 10 seconds away from reaching your best time, a "ding-ding" will play every second until you either finish the level and beat that time, or go over the Best time (or die, or pause, whatever).
    • A fail sound, for if you failed to beat your best time. It will play as soon as the timer reaches/passes your best time.
    • A new "End of Level" results screen. It will play a "fail" sound if you failed to beat your Best Time. If you beat your Best time, it will record your new time and play a "whirl" sound to notify you of the change. (If you're lucky enough to get the exact same time as your best time, it will still play the "fail" sound)
    • Sonic with Tails as a sidekick as only character selection. Otherwise, I'll have too many times to record and too much space on SRAM.
    • The 10 Second Penalty. Because people could invite a friend to control Tails as a sidekick and help get a faster time in varies of ways, a 10 second penalty will apply if any button is pressed on Controller 2. A siren sound will play to warn you of your mistake (unless the jump button was pressed as that SFX has more priority, but the penalty will still apply). You can then keep control of Tails and the penalty won't apply another 10 seconds. Once the CPU has control of Tails again, the 10 second penalty can happen again, so don't press anything on controller 2 unless you want that penalty again.
    • Check-point mode; on or off. If off, there are no check-points. If you die in a level, the game will go back to level select screen. If on, there are check-points. If you die, you will restart from the last check-point you touched. Although, the timer will resume from when you died, and not from when you hit the check-point.
    • Super Sonic mode; on or off. If off, Sonic can never turn Super. If on, once you've collected 50 rings and jump, Sonic will turn Super. There are two separate time recordings for both modes; "Normal Sonic Times" and "Super Sonic Times".
    • Kill Me mode; on or off. If off, during gameplay, if you fail to beat your best time, you will hear the fail sound, but can continue to play the act. If on, during gameplay, if you fail to beat your time, you will hear the fail sound but will die instantly.
    • Mode Show. When you start a level/act, in the bottom right corner, it will briefly display what modes you have enabled. It will display if you have Check-points, Super Sonic, or Kill me on or off. It will then brush away to the right hand side.
    • Extra-lives have gone. There's no HUD for it, and no way of getting extra lives. The 1-up monitor has been replaced with blank monitors (as I didn't want to interrupt too much with gameplay by removing them). Extra-lives are pointless in this game. If you have Check-point mode off, you only have one life. If you have it on, you have unlimited lives.
    • Score has gone. Because this game is about getting a fast time, I took the Score HUD away. I need more HUD room for the centi-seconds (and for the World Record Time; which is not present in this build). The points art that comes out of badniks and bumpers have been removed.
    • SCZ and Special Stages removed. As you can't go faster than they already go, these were pointless (everyone's times would be the same practically).
    • WFZ and DEZ's ending slightly edited. So the "End of Level" results screen would still make an appearance.
    • DEZ is not playable with Super Sonic Mode on. Simply because, there are no rings.
    • Speed cap has NOT been removed. So the game plays more like the original Sonic 2.
    • Multiple bug fixes, which includes way to stop people cheating.
    • Centi-seconds added, which also hit every digit.
    • Exit out of level function. When playing a level, to get out, pause the game, then press A. The game will then exit the level and back to Stage Select.
    • Options menu changed. To add the new options; Check-Point Mode, Super Sonic Mode, and Kill Me Mode. They're all set to “off” at first. The changes you make here are saved to the SRAM, so when you next start the game, your options will be set to when you left them.
    • Level Select slightly edited. It will also tell you if you're in Normal Sonic Mode or Super Sonic Mode. Please note, in Super Sonic Mode, you cannot access DEZ.
    • Your Times Menu. A menu to display all your best times; Normal Sonic Times, Super Sonic Times and World Record Times (not accessible in this build).
    • Strike System added. Multiple checks every frame to see if you're cheating or not. If it suspects you've cheated, the game will lock-up and the "Game Over" jingle will play.
    • Save-State Denial System added. At any point, you can make a save-state. But, if you make a save-state in the middle of the level, you will NOT be able to load it. If you do, the game will instantly lock-up and the "Game Over" jingle will play. You can however make save-states in level select, etc, and still load them. However, if you do, when entering the level, the "Best Time" art may appear glitched, and it is never beatable. If this occurs, just reset the game.
    • S3K Priority Manager added, to speed the game up a little, due to the Strike System slowing the game a little.
    • Other speed ups and optimisations here and there.
    • SRAM protector. At the beginning of the game (before the SEGA), it checks the SRAM to see if you've edited it in any way. If not, the game starts. But if you have, you'll be presented with a red screen and the game just sitting there. At this point, with NO warning, all your times and save data will be erased. Reset the game, and the game will start up with all times back to 9'59"99. So do not try to edit your times in the SRAM file; THIS IS YOUR ONLY WARNING!
    • Lots of RAM addresses have been moved about and jumbled. To make hacking/cheating the game harder to pull off.
    • Lots of ROM data have been moved about and jumbled. To make hacking/cheating the game harder to pull off.
    • Delete Saved Data and Times option. To get to this, on the Title screen, highlight options, then hold A+B+C and press Start. You'll come to a screen, and it will ask you to confirm if you want to delete everything. If not, select no and press start, and it will go back to the Title screen. Otherwise, select yes. A picture of Dr. Eggman will appear and the "Game Over" jingle will play to signal all your data has gone and the game will lock-up. You then must reset the game to continue on. For security, if you come to this screen, "No" is already highlighted.
    • Replay data. Whatever level you play, it will always record your input (except controller 2). To play the replay, highlight the level and act you just played, Hold A+B+C and press start. It will play your replay (if you try playing the replay on another level, you will hear the fail sound). To exit replays, just press start. This is a WIP. The replays never start perfectly in-sync and therefor, things can go wrong.
    • World Record Times. These will show all the times from everyone. The idea is when you've made a best time, you submit it online. World Record times holds all the best for each level. Please be aware that this is not accessbile in this build.




    World Record time (future plan)

    In the future, the idea of this project is to share your best times to the world by sharing your records online. It is unknown as yet if the online times will be held on the "Retro Channel" or on a separate online database.

    The idea is that hopefully, this database will extract all your times from the SRAM, and then submit it to an online database, to see where you stand. This program will also "hopefully" extract the best time from each level/act and save it to your SRAM. Not as your time, but as the "World Record Time". Then in a future build, from the game, you can see the best times in the world by going to "Your Times" menu and picking "World Record Times".


    Three reasons why "World Record Times" isn't in this build:

    • It's still unknown if it'll be hosted on the Sonic Retro channel or on a separate database.
    • If "Retro Channel" is selected, then that needs to be completed
    • I wanted to get this game ready for Sonic 2's 20th birthday so ran out of time finishing this.



    Replays

    Recording your own replays in this game is easy; it's automatic. Play a level, and finish the level, and when you return to the level select, your replay data has been recorded. Hold A, B and C and press start on the level/act you just played, and it will replay it for you. The best thing about it is, you can save these replays and play it again later on! Replay data is held between RAM address $FFFFF100 - $FFFFF5FF. Once you've done a level and back to level select, rip the data between this RAM address and save it. That way, later on, you can re-insert this data back into $FFFFF100 and watch your replay again. Best of all, you can share your replay with everyone else!

    THIS IS A WORK-IN-PROGRESS, so please be aware of:

    • The replays are never in sync. This is the main bug. If you move straight away when recording, then replays are generally 1 frame behind (best I could get it). If you start recording late (don't move as soon as the title card moves out), replays can generally start early. This is the best I could get it. It's either this, or always have replays start late. Because it's never in-sync, replays can go wrong (generally when using platforms).
    • When you play replays, it will NEVER save your time. So don't think you can send a very fast replay to someone else giving them a fast time. They can watch it, but it will not record.
    • Be aware of CNZ prize slots and CPZ tubes, etc. These are random all the time. You could record a replay of going one way in the tube, but the replay shows you going another way, making the replay more than likely fail and out-of-sync.
    • Please be aware, if you enter the "Your times menu", your replay data held in $F100 will be gone; as "Your Times menu" uses this space also.
    • Entering options will also erase replay data.
    • To exit replays, press start.
    • Replays will only be recorded if you finish the level.
    • If you commit the 10 second penalty by pressing something on controller 2, you cannot create a replay
    • Replays will not be created if Check-point mode is on (unless you did not die).
    • For replay file, click here. Whilst you're on Stage select (make sure your in normal Sonic mode), load the data into $FFFFF100 and highlight EHZ1, hold A, B and C and press start. Watch my replay! With a time of 0'21"81


    If you try to cheat

    If you try to cheat, the game will lock-up and the "Game Over" jingle will play. But if the game locks-up and you believe you haven't done anything that you consider as "cheating" then please, take a screenshot and fill this little form in:

    Code (Text):
    1. RAM address $FFFFFEDC ($XXXX word-length) =
    2. Check-point mode (on/off) =
    3. Level and Act number (XXZ1/XXZ2) =

    Just submit your screenshot and form in this thread.

    If you're SRAM gets deleted (red screen) and you are 100% you did not tamper with the SRAM file, let me know immediately! This hasn't happened yet, but thought I'd mention, just in case.





    Emulators to use

    Kega is the best to use for this game. Regen is also good but it has the SRAM bug (with the emulator itself, not the game). I haven't tried any other emulator.




    DOWNLOAD

    The game was last updated on 25th November 2012.


    Anyway, here is the ROM (compressed to ZIP or RAR, your choice).

    For ZIP file, click here
    For RAR file, click here
    For BIN file, click here


    Fixed bugs in recent download:

    25th November 2012
    • You could still do replays if you committed the 10-second penalty with Tails. It will now never record the replay if you commit the penalty.
    • Super Sonic art glitch fixed
    • When check-point mode was on, if you entered CNZ1/2, it would turn Check-point mode off, due to the CNZ slots. This has now been fixed.


    30th November 2012
    • There was a bug. With checkpoint mode on, if you hit a checkpoint then die, the game would lock up. Fixed.
    • It is now possible to soft-reset the game, so that way, you won't think you've "broken" the ROM. A Hard-reset is still preferable.
    • The door in CPZ2 is now fixed. It will no longer open for Tails (unless you have control of him). This means you can't cheat at the beginning of CPZ2.
    • The platform-through-lava glitch in MTZ and HTZ has now been fixed.
    • You can now collect your fallen rings when in the lava in MTZ and HTZ.
    • A change to recording replays with Check-point mode. If you die in checkpoint mode after hitting a check-point, replays will not record. If you don't die with checkpoint mode, it will. You must still finish the level though.
    • Savestate denial system slightly edited.
    • A few code changes here and there


    Here is a video teaser I released a while ago and here are some screenshots, just in case you like to see before you try:

    [​IMG]

    [​IMG]

    ...which changes to...

    [​IMG]

    [​IMG]


    Now play the game and post your best times here (and screenshots) and compete with fellow members! Enjoy!




    Thanks

    Thanks to ValleyBell for testing the game and finding bugs. Also for helping me out with the SRAM protector.

    Thanks to SpirituInsanum for testing the game and finding bugs.

    To anyone who contributed to the SCHG on Sonic Retro or created any other bug-fixing guides anywhere; so I could fix the bugs in this game.

    And finally, everyone else, for playing and enjoying the game.
     
  2. Jimmy Hedgehog

    Jimmy Hedgehog

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    Well this is pretty sweet! Anyways, EHZ1, 0'22"50 so far on Normal Sonic Mode :v:

    [​IMG]
     
  3. SpaceyBat

    SpaceyBat

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    Whoa, anti-save state mechanisms? I gotta say, I've never seen that before. Good thinking!

    Also...

    Would it be too much of a stretch to have the usual Sonic&Tails/Sonic/Tails selection and just have everyone share the same times? I mean, isn't Tails just a palette swap of Sonic in this game anyway?
     
  4. Jimmy Hedgehog

    Jimmy Hedgehog

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    Sonic the Hedgehog 1 @ SAGE 2010 had it too but it really is a clever anti-cheating method. Anyways, got a couple zones left to go through. Not aiming for super amazing times the first time I go through but I'll post the times here when I'm done.
     
  5. redhotsonic

    redhotsonic

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    I have thought of this, but there are little differences that could make a huge difference on times. MTZ for example, if you have both Sonic and Tails running on the nut, it'll be a lot quicker rather than just being Sonic or Tails alone. Plus, Tails has a shorter height (standing and rolling). Okay, this will hardly have any affect, but it does mean he has a slight more chance of escaping things than Sonic does. I thought then I should make them have seperate times, but then it's too much SRAM space. If I get a lot more people saying they want more character selections, I will think of something and implement it.
     
  6. BSonirachi

    BSonirachi

    Wiki Sysop
    Anti-savestating? Like in Sonic 1 @ SAGE 2010 that's a clever way to curb cheating via save scumming, but how come it doesn't seem to work in Gens/GS?

    Also, what kind of "cheating" does the Strike System check for besides savestates? Does it check for the use of a Game Genie/PAR code or some sort of glitch or something?
     
  7. redhotsonic

    redhotsonic

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    Duh, grrr. I know why, but not sure how to fix it. Thanks for spotting that.



    Just tried a few game/genie codes. None seem to work anyway. More than likely because all the data has been shifted. There are loads of checks to stop you cheating. From all types. Like there's no such thing as debug anymore, or the OOZ canon glitch so no one can go horribly fast. There's lots more technical ways too, but I rather not mention how it works completely, before people start trying to figure out ways around it.



    Anyway, the game has been updated. Links are still the same. Just a few bug fixes:

    • You could still do replays if you committed the 10-second penalty with Tails. It will now never record the replay if you commit the penalty.
    • Super Sonic art glitch fixed
    • When check-point mode was on, if you entered CNZ1/2, it would turn Check-point mode off, due to the CNZ slots. This has now been fixed.


    THE GOOD THING IS that if you downloaded the old one, then you download this new one, your times should remain unaffected! Let me know immediately if not.


    DOWNLOAD


    For ZIP file, click here
    For RAR file, click here
    For BIN file, click here


    Cheers
    redhotsonic
     
  8. RetroKoH

    RetroKoH

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    I'd say just have Sonic/Tails exclusively. You don't need to code any penalty that way... (And maybe could remove other unneeded stuff that way.)
     
  9. redhotsonic

    redhotsonic

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    I think a lot of people won't miss the character selection option anyway. But you can make the option to have Super Sonic.
     
  10. RetroKoH

    RetroKoH

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    I like the Super Sonic option, and you said it best. Character select isn't really necessary. There are negligible differences with Sonic and Tails. I'd say just make Sonic alone. There is no reason to leave Tails in as a side kick IMO


    On the note of Super Sonic, what about taking out the Super Sonic option, and leaving in the Sonic/Super times... much in the fashion of Sonic 4. Players can always opt for Super if they want, but if they don't transform at all, or cross the line as normal, then the time will be normal time. If they are Super, it'll record a Super Time.

     
  11. Jimmy Hedgehog

    Jimmy Hedgehog

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    One problem. He wants to keep as much of it plain ol' Sonic 2 as possible (from what I can gather), and plain ol' Sonic 2 transforms with single jump. This means longer levels would never have a Normal Sonic time using the system Sonic 4 does.
     
  12. RetroKoH

    RetroKoH

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    Ah shit. Completely forgot about that. Haven't played Super Sonic mode yet.... and I'm used to S2 REV C that uses a Double Jump. Yea that's true.
     
  13. Cinossu

    Cinossu

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    There is no way, I'm afraid; they thought of everything in later-on savestate formats, it seems. I had a good, long conversation about it while S1@SAGE2010 was being made. However, when Retro Channel itself is ready, there'll be a way via that to check, but like all plugins it'll of course be able to be disabled, just not while trying to do Retro Channel things.
     
  14. redhotsonic

    redhotsonic

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    Yeah, I know it's not fixable. But I didn't want to explain why it doesn't work otherwise everyone would get the jist of how the savestate thing works for everything else then try to hack it, if they can, muhahahaha.


    The only fix I could think of is make the hack incompatable with Gens/GS, if that is possible, no idea. But then, that would be harsh =/


    EDIT:


    Bingo!
     
  15. Deef

    Deef

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    On my HTC Desire HD, using MD.emu 1.4.26, I get the lock up as soon as a level loads, no matter what. First time I loaded the ROM, every time I load the ROM.

    Not expecting a fix for an android emu (who's gonna time attack on a phone anyway?), just pointing it out.
     
  16. redhotsonic

    redhotsonic

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    Ditto, on my Xperia S. I believe it's an SRAM problem because when I take the cheat system out and the SRAM protector, it then works =P


    All I know is that it works perfectly on Kega and seems good with Gens too (on the PC obviously)


    EDIT: New page, so thought I'd add downloads here in case anyone misses it. Original post and full details here.

    DOWNLOAD

    The game was last updated on 25th November 2012.


    Anyway, here is the ROM (compressed to ZIP or RAR, your choice).

    For ZIP file, click here
    For RAR file, click here
    For BIN file, click here


    Fixed bugs in recent download:

    25th November 2012
    • You could still do replays if you committed the 10-second penalty with Tails. It will now never record the replay if you commit the penalty.
    • Super Sonic art glitch fixed
    • When check-point mode was on, if you entered CNZ1/2, it would turn Check-point mode off, due to the CNZ slots. This has now been fixed.
     
  17. TimpZ

    TimpZ

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    Speedrunning, learning ASM??
    I think I broke your game...

    You can see all my gameplay here:
    http://www.twitch.tv/primat91/b/343990019

    Basically I got a crush death while I had invincibility and then the game just crashed itself any time I entered a level. It occurred about an hour in into the video. Also Gens11 totally bypasses most if not all the fixes you tried to implement like savestating and (perhaps) TASing.

    General thoughts:
    It's a really cool idea but I have some issues with it. First of all you seem to have randomly fixed some glitches and not others. I could still do Chemical Plant and Hill Top normally for example but not screenwrap in Metro. Funnily enough there's still a couple glitches I could do in metro and I'm not sure if you missed them or couldn't fix them but the thing you did to prevent level wraps was pretty cheap ;p. I don't agree with you that glitches are cheats because I consider them fair game, it's not a gameshark - anyone with a copy can do it, but I also think there's a very fine thread you're stepping on for what should be considered a glitch and what shouldn't. E.g. CN2 boss where you reduced his stun period and make you bounce on him on the first hit - I'm pretty sure that's intentional to make it harder to bounce on him (though I haven't looked at the code so I guess I can't say that surely).

    The beeping sound if you're close to your record has to be at least optional. Whenever I play Emerald Hill 1 or Chemical plant 1 I get the beeping sound for half the level and it's really disturbing.

    I think it's cool that you added a centisecond timer but I don't like the way you implemented it. Adding 1 centisecond for 3 frames or something then add like 5 centiseconds kind of defeats the purpouse even though I know it's an approximation.

    It's way too easy to permanently break your game just because you're trying something out. It shouldn't happen at all imo, soft locking it should be enough.

    You moved a badnik in EH2 for some reason... It feels so weird. It doesn't really affect the gameplay but still.

    Also I didn't try out the soft locks on OO Boss or Silver Sonic glitch but did you fix them?

    The platforms in WF are still timed by power-on. Please fix that :).

    There should definitely at least exist Sonic alone and super sonic modes, but a seperate category? There was a discussion about this on TSC and the consensus was that there's not really a point since it only really matters in like 1 or 2 stages or on some of the bossfights and then only by a few seconds. The problem is obviously collecting the rings so I question the wisdom in creating a separate board where 90% of the times would be identical if optimised.

    (If I'm wrong, which is very possible since the game permanently soft locked on me twice in an hour and I didn't really feel like downloading a 3rd copy to try super sonic out, then the super category would only save as super if you go super in the stage at least once and then those 90% would consist of collecting 50 rings as well as beating the level. Might not be too bad but then you could just add a "collect 100 rings" category instead or something).


    I had more comments but all of those are in the video. I think you should watch it.




    Btw you wanted us to post our times here? Here's what I got after that hour of gameplay before I broke it.

    http://imgur.com/c98qu
     
  18. saxman

    saxman

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    Nicely done! It's clean and looks very professional. This is a well-done modification =)
     
  19. redhotsonic

    redhotsonic

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    I quickly watched the video where you got crushed in EHZ2 (will watch the whole video after work, on lunch-break at moment). That's weird. But why soft-reset? Why not Hard-reset (press the TAB button on Kega to Hard-Reset)?

    When you soft reset, the RAMS do not reset themselves. All the "CheatRAMS" are still ticked, therefore, as soon as a level starts, game locks up. If you "Hard-reset", all the RAMs clear themselves. So when you next start a level, game should be fine (because the CheatRAMS are now clear).


    Load your original game with your original SRAM (the one with all your times) and it should be fine.


    I tried getting crushed here several times in both Kega and Regen and no lock-up. Maybe it was a one-off. If you managed to make it freeze again, can you take a screenshot and fill in this form?

    Code (Text):
    1. RAM address $FFFFFEDC ($XXXX word-length) =
    2. Check-point mode (on/off) =
    3. Level and Act number (XXZ1/XXZ2) =
    This will be very useful for me debugging the issue.



    I know why it bypasses the savestate denial system on GENS, unfortunately, there is NO fix for it, due to how that emulator works. I don't want to explain why either, otherwise people would get the jist on how the savestate denial system works and bypass it on other emulators.



    I know the platform-through-lava glitch still there and am unsure how to fix at this moment in time (especially as I was in a rush to release for Sonic 2's birthday). I also may of fixed some glitches but not others due to me not knowing the glitches? Any you spot and mention would be greatly appreciated.



    I can assure you I haven't touched CNZ boss's stunner in any way. He's the exact same in the original Sonic 2 with the exception of this bug.

    Plus, I wanted to remove these cheating glitches because not everyone is aware of them. If everyone knew for example the MTZ platform-lava glitch, I wouldn't bother fixing it. But if only half of you knew and the other half didn't, it's a bit unfair that the people who know can take a big chunk out of their time, whereas others who aren't aware, can't. Seeming as you're not technically meant to do that, it is a glitch. Can you see where I am coming from?



    Fair comment. How about I take the bleeping out for when you have the “Kill me” option off? As it doesn't matter too much if you fail to beat your time in that option. But I will leave it on when “Kill me” is set on as it is meant to make you rush to the end and get your heart going (in a Sonic game, I know lol).



    The way it's implemented it's so it can hit every digit. And it doesn't always add 5 centiseconds (5 is the max, sometimes 4 and occasionally 3, mostly 1, never 2), but it's the best I could get it to make it look good when in normal speed. Most people who have centiseconds in their game will have their last digit go something like; 0, 2, 3, 5, 6, 9, 0, 2, 3, 5, 6, 9, 0, 2, 3, 5, 6, 9… so it will never ever go on 1, 4, 7, 8. I've made it so mine doesn't do that and that when people share their times, it will look better.

    But rest assured, the code or numbers are not random. So there's no such thing as un-fair times. Like for example, if you make a replay that shows 0'25”33 then share it with someone else, it will always be 0'25”33, no matter how many times you play it. So do not worry, the centiseconds works perfectly well and is totally fair.



    Only editing the SRAM will delete your times. Cheating through a level will lock the game. When the game locks up, please “Hard-Reset”. YOUR TIMES WILL REMAIN UNAFFECTED! The game doesn't permanently break. Soft-resetting means all cheat rams are still ticked and the game won't work until you've hard-resetted (or turned the game off and on).



    ? I haven't touched the level layout in any level except for WFZ's ending a tiny bit. Which badnik?



    I'm sorry, I do not understand about the OOZ boss. Silver Sonic, do you mean the glitch where on the last hit, he suddenly vanishes and you can't move on? If so, no, I haven't found a fix yet. A similar bug happens in the ARZ boss too (not fixed).



    I'm sorry, I do not understand.



    This I have thought about but in the end, it was best decided the way it is already. Making it auto-Supermode when you turn Super Sonic would be good, but then you might not want to turn super then when you have 50 rings, you've got to try not to jump (or vice-versa). It doesn't matter too much because anyone who's good at Sonic could collect 50 rings pretty quick without trying. Or have I missed your point entirely?



    Will watch all of it later tonight :)


    Nice.




    Anyway, thank you very much for this, it's nice to get some feedback. There's bound to be bugs and glitches on first play, but when people start playing it, they find the bugs, you tell me, I fix, and then it will become perfect.



    Cheers,
    redhotsonic
     
  20. redhotsonic

    redhotsonic

    Also known as RHS Tech Member
    1,587
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    UPDATE!

    TimpZ, you'll like many of these =P



    DOWNLOAD

    The game was last updated on 30th November 2012.


    Anyway, here is the ROM (compressed to ZIP or RAR, your choice).

    For ZIP file, click here
    For RAR file, click here
    For BIN file, click here


    Fixed bugs in recent download:

    30th November 2012
    • There was a bug. With checkpoint mode on, if you hit a checkpoint then die, the game would lock up. Fixed. (TimpZ, this is what caused the crushed bug in EHZ2).
    • It is now possible to soft-reset the game, so that way, you won't think you've "broken" the ROM. A Hard-reset is still preferable.
    • The door in CPZ2 is now fixed. It will no longer open for Tails (unless you have control of him). This means you can't cheat at the beginning of CPZ2.
    • The platform-through-lava glitch in MTZ and HTZ has now been fixed.
    • You can now collect your fallen rings when in the lava in MTZ and HTZ.
    • A change to recording replays with Check-point mode. If you die in checkpoint mode after hitting a check-point, replays will not record. If you don't die with checkpoint mode, it will. You must still finish the level though.
    • Savestate denial system slightly edited.
    • A few code changes here and there


    AFTER DOWNLOADING THIS, YOUR SAVED TIMES SHOULD REMAIN UNAFFECTED. PLEASE TELL ME IMMEDIATELY IF YOU LOSE THEM


    TimpZ, the MCZ1 gap that was in your video, I won't bother fixing. And those stompers in MTZ, I'm not sure where to start on fixing that. Good spotting though.



    Anyway people, I will post some of my times later on! Come on! Share your times by pictures now! And get them replays in! That's an order!