Discoverieeeees time Sonic 2 Rev 00
Posted 10 August 2005 - 03:57 PM
Posted 10 August 2005 - 08:29 PM
The only way I can really tell is by that signpost in Casino Night.
Interesting, great work drx, and everyone who found stuff, too. We have some decent answers about this now... not ones we really wanted to find, but that's all right.
Posted 10 August 2005 - 09:52 PM
'GCZ'- ACLA-AWCY (Casino Night Zone)
For diferent levels besides CNZ, replace CY with any of the following, theres kind of a pattern to it it's:
C0-CNZ act 2 (the no. 0 not O)
C2-HTZ act 1
C4-HTZ act 2
C6-MCZ act 1
C8-MCZ act 2
D0-OOZ act 1
D2-OOZ act 2
D4-DOESN'T WORK you go to EHZ
That's all I have time for right now try different combinations, after/before D/C use B, I think. Just use nos. using even nos.
REPEAT, I REPEAT, DO NOT USE D6 IN THE ABOVE CODE, IT WILL FUCK YOU SO HARD LIKE IT DID ME, IT GIVES YOU THE REDSCREEN!
That's why I don't have time anymore.
EDIT: YES I know that Sonic 2 v.00 came in a zip file, but my archiver deletes the archive after the data has been extracted, I know I'm OCD about space on the HD.
EDIT 2: n00bs note.
Yes, the codes will only work in level select.
Posted 10 August 2005 - 10:20 PM
If it's this one, then all I saw was a big Quote.
Aurochs(below)- oh HE?! Damnit somethings wrong with me today, guess it's cause school started back.
Posted 11 August 2005 - 10:36 AM
So far there are two ways to tell from a lone S2 cart if you have rev 00 - either look at the CNZ1 signpost, or look at the "Executive Supporters" page of the credits and see if you see "Tohmas Kalinske". If it's spelled correctly then it's rev 01, if it's spelled the way I spelled it then it's rev 00.
And of course, there's always BMF's method that uses S2, S&K, and a Game Genie. That method can also detect rev 02, and I believe that the Super Sonic bug is no longer an accurate metric to determine whether it's rev 02 or not.
Posted 11 August 2005 - 09:41 PM
Posted 12 May 2008 - 02:28 PM
0x16634/0x16634 - this another bugfix changes this (in Rev 00): (btw, the loc_x are the Rev 01 locations) tst.b (a0) beq.w loc_1671C tst.l 4(a0) beq.w loc_1671C to this (in Rev 01): tst.b (a0) beq.w loc_166F2 This has something to do with dynamic level building. I have no idea what it does though =P
What I find particularly amusing about this is that it isn't a bug fix, it's a bug causer - the removal of the mappings test is what causes the game to freeze when you place an object in debug mode right after death I just tried it out in Betas 7, 8, REV00 and REV01, and REV01's the only one which freezes. What I find even weirder is that they didn't bother fixing it for S3K either, it just sorta auto-fixed itself because the stack pointer entry was left as blank in the vector table and loaded later on, which masks the bug.