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What happens if you remove the trigger for the “No way!” scree If you remove the “No way!” screen from S&K, what happens?

#1 User is offline HTV04 

Posted 25 March 2018 - 07:07 AM

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I've seen that people have asked what happens when you lock on a ROM hack to S&K, but I'm more interested in what happens if you were able to remove the “No way!” screen trigger and assign the ROM of the cartridge to a specific section of S&K. Does the game crash either section? Or does it load the game but with glitchy graphics? I'm really curious, and I'm eager to know what could happen. Maybe it'd be interesting to see what Sonic 1 does when it's assigned to Sonic 2's trigger. Sonic 2 is based off of Sonic 1, so it might work a little, albeit very glitchy. And just a side question, what happens if you load S2&K's data when no cartridge is inserted into S&K? This all seems very interesting to me.

#2 User is offline MainMemory 

Posted 25 March 2018 - 09:03 AM

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Knuckles in Sonic 2 uses Sonic 2's sound driver, and it uses the code from Sonic 2's sound driver loading routine, so if that code was not exactly where it's supposed to be, the game would crash before it even got started. If you somehow managed to work around that, then most of the graphics would be missing, which would either result in garbage or a crash, and then the ring placement data would have invalid pointers, which could crash the game.
If you tried something similar with Sonic 3 & Knuckles, the graphics on the title screen would either be garbage or make the game crash, and then the game would definitely crash when you got to Angel Island Zone and it tried to read the background scrolling code from the Sonic 3 ROM. If you managed to skip straight to Mushroom Hill Zone, I imagine the game would be perfectly playable.

You know, you could grab the disassembly and test all these things yourself, rather than wasting a post to ask us.

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