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Unused badnik in Triple Trouble How it's supposed to look

#1 User is offline Techokami 

Posted 08 March 2008 - 04:31 PM

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In the VRAM for Atomic Destroyer Zone in Sonic Triple Trouble, an unused enemy was found:
Posted Image
Sadly this is not a correct representation of the enemy. The tiles that the person thought were for its foot are actually for an animation. Thanks to the magic of YY-CHR and MEKA savestates, we can now see how this enemy is supposed to look:
Posted Image
This post has been edited by Techokami: 08 March 2008 - 04:34 PM

#2 User is offline muteKi 

Posted 09 March 2008 - 09:41 PM

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LOL Chaotix enemy. (Art style, that is)

#3 User is offline Trunks 

Posted 09 March 2008 - 09:44 PM

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That's a rad little fucker. I wouldn't mind upscaling him for a genesis port.

#4 User is offline Sik 

Posted 09 March 2008 - 09:51 PM

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How did you get it, looking at it working in a savestate? If so, what's its behaviour? I'm interested in it.

#5 User is offline Rika Chou 

Posted 10 March 2008 - 10:52 AM

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View PostTrunks, on Mar 10 2008, 03:44 AM, said:

That's a rad little fucker. I wouldn't mind upscaling him for a genesis port.

I'm already working on that. :P

#6 User is offline Rolken 

Posted 10 March 2008 - 12:05 PM

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If you go into the ROM and change the byte at 71132 to 43 (the object ID) and the word at 71139 to 6474 (the left/right tilesets), you'll get that guy in place of an arbitrary other badnik in AD1. But unfortunately, the movement routine doesn't appear to be there, as it only acts like a back-and-forth bouncing badnik that can't hurt you, so there's nothing more than the novelty of seeing a hidden badnik bouncing around. I haven't had much reason to look into object motion before so it's possible that there's just an incorrect index in the object data somewhere and the routine actually exists in some unreferenced corner of the code, but I wouldn't count on it.

Maybe the developers were as confused by it as I am. What's it going to do, roll at you? There's not even a projectile to hurl in the VRAM. It makes the blue nose cylinder dudes and springtop rollers look ferocious in comparison. Odd that they spent so much VRAM on it, twice as much as Sonic.

edit:

View PostSik the hedgehog, on Mar 9 2008, 08:51 PM, said:

How did you get it, looking at it working in a savestate? If so, what's its behaviour? I'm interested in it.

Go into Emukon, load up Atomic Destroyer, turn on the tile viewer and switch it to 8x16 sprites using the second palette and it pops out clear as day.
This post has been edited by Rolken: 10 March 2008 - 12:07 PM

#7 User is offline ICEknight 

Posted 10 March 2008 - 12:08 PM

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Are there any graphics for a possible projectile next to it? Or something that would lock onto it?

EDIT: Oops, already answered while I was typing.
This post has been edited by ICEknight: 10 March 2008 - 12:10 PM

#8 User is offline Sik 

Posted 10 March 2008 - 12:17 PM

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Is it me or we all got the same idea? (steal the enemy for our own projects)

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