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Why purple flowers? In the Sonic 1 ending

#1 User is offline LOst 

Posted 08 November 2004 - 11:51 AM

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I'm working on collecting palette/patterns/mappings locations for the new LOst Library when I found out the purpose of the purple flowers.

Because there are 6 chaos emeralds in different colors, and one of the emeralds is purple the palette was never changed. Sonic throws the 6 emeralds up into the air at the same time as the flowers are visible. That's the reason the beta colored flowers are left in the game.
This post has been edited by LOst: 08 November 2004 - 12:33 PM

#2 User is offline Hayate 

Posted 08 November 2004 - 12:24 PM

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Errr...

SIX chaos emeralds.

Get it right. :P

#3 User is offline LOst 

Posted 08 November 2004 - 12:33 PM

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bobxp, on Nov 8 2004, 08:24 PM, said:

Errr...

SIX chaos emeralds.

Get it right. :P

Yea. I'm tired. 6 it is!

#4 User is offline Hivebrain 

Posted 08 November 2004 - 12:36 PM

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Good point, LOst.

Quote

Errr...

SIX chaos emeralds.

Actually, there is some suggestion of 7 chaos emeralds in the ROM, although only 6 are used. The mappings, for example, have an offset index 7 items long.

#5 User is offline LOst 

Posted 08 November 2004 - 12:53 PM

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Hivebrain, on Nov 8 2004, 08:36 PM, said:

Good point, LOst.

Quote

Errr...

SIX chaos emeralds.

Actually, there is some suggestion of 7 chaos emeralds in the ROM, although only 6 are used. The mappings, for example, have an offset index 7 items long.

Yea, the seventh emerald (the first in that index) is the flashing emerald.

Hivebrain, I'm using your Sonic 1 mappings location, Nemesis' compressed art and palette locations to put down a document on how to load each sprite with LOst Library. Here is a sample out of it:
[B]ghz/mz swinging platform object mappings:[/B]
  rom_palette s1.bin 0x2180
  rom_palette s1.bin 0x2188
  (using global palette line 2)
  or
  rom_palette s1.bin 0x2180
  rom_palette s1.bin 0x2198
  (using global palette line 2)

  load_mappings_s1 s1.bin 0x7C48

  import_pattern s1.bin 0x2F468

[B]slz swinging spikeball platform object mappings:[/B]
  rom_palette s1.bin 0x2180
  rom_palette s1.bin 0x21A0
  (using global palette line 2)

  load_mappings_s1 s1.bin 0x7C66

  import_pattern s1.bin 0x33ABC


Of course this will not work on the old released LOst Library since it can't load compressed art directly from the ROM.
This post has been edited by LOst: 08 November 2004 - 12:56 PM

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