Sonic and Sega Retro Message Board: The Supreme Topic of 'Other' Knowledge. - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

The Supreme Topic of 'Other' Knowledge. The stuff that simply has no other home.

#2386 User is offline SadisticMystic 

Posted 09 December 2011 - 05:06 AM

  • a user
  • Posts: 159
  • Joined: 10-April 04
  • Wiki edits:95

View PostK2J, on 07 December 2011 - 04:15 PM, said:

Apparently you can get a time over in SA1 by hitting 99:59.99. I haven't tried it for myself, or in the early 2000s games; does this sound true to anyone else?


This is patently false. If you let 100 minutes go by, the visible timer simply freezes at 99:59.99, but you can continue to play. In SADX, that's all there is to say about it, but in the original Dreamcast version, the timer continues ticking invisibly, all the way up to 127:59.99 until it too stops with no consequence. That extra time is never fully visible anywhere, but parts of it can be gleamed from the level complete screen, or from the trial mode level selection screen if for some reason that 100+ minute completion happens to be your best time.

SA2 doesn't have anything version-specific there, just a cap at 99:59 and you can continue on your merry way, having lost all semblance of a time bonus more than an hour and a half ago.

But there are some things it does have version-specific, and the reason I came to post here is one of them.

This is what happens when you fill out abandoned object entries with null bytes instead of deleting them entirely. 131 of them all in the same file...quite a collection of discarded data for the team that ported and revamped the levels.

#2387 User is offline Espyo 

Posted 10 December 2011 - 09:46 AM

  • Posts: 67
  • Joined: 29-August 10
  • Gender:Male
  • Location:Portugal, Porto, some street
  • Project:A rhythm game - PK Rhythm (https://sourceforge.net/projects/pkrhythm/)
  • Wiki edits:22

View PostSadisticMystic, on 09 December 2011 - 05:06 AM, said:

But there are some things it does have version-specific, and the reason I came to post here is one of them.This is what happens when you fill out abandoned object entries with null bytes instead of deleting them entirely. 131 of them all in the same file...quite a collection of discarded data for the team that ported and revamped the levels.

I think I speak for most of us when I say that I had no suitable expression for when I saw you collect that wad of rings. That does mark a new record at TSC, so congrats.

And edge-hog is a term used in Smash Bros. :B

#2388 User is offline Metal Man88 

Posted 11 December 2011 - 07:09 AM

  • Time Traveller
  • Posts: 2013
  • Joined: 06-March 06
  • Gender:Male
  • Wiki edits:46

View PostSadisticMystic, on 09 December 2011 - 05:06 AM, said:

This is what happens when you fill out abandoned object entries with null bytes instead of deleting them entirely. 131 of them all in the same file...quite a collection of discarded data for the team that ported and revamped the levels.


Yeesh, and here I thought there wasn't much to find in Sonic Adventure 2: Battle.

Figured everyone found stuff out years ago. But I guess not! Congrats on that weird find.

#2389 User is offline GT Koopa 

Posted 13 December 2011 - 04:36 AM

  • Posts: 1202
  • Joined: 23-February 09
  • Gender:Male
  • Location:Elgin, IL
  • Project:Flicky Turncoat DX
  • Wiki edits:6
TOOL ASSISTED DEBUG OH WHAT

#2390 User is offline Black Squirrel 

Posted 14 December 2011 - 10:15 AM

  • 2 warps to Neptune
  • Posts: 1885
  • Joined: 27-December 03
  • Gender:Male
  • Location:Northumberland, England
  • Project:Blog Squirrel
  • Wiki edits:20,569
While playing through Taxman's Sonic CD remake, I managed to get stuck in Stardust Speedway Act 2. At first I thought a spring was missing, but no, after consulting the maps, it's like this in the original game too.
Posted Image
oop

#2391 User is offline gold lightning 

Posted 14 December 2011 - 10:33 AM

  • Posts: 360
  • Joined: 23-March 10
  • Gender:Male
  • Wiki edits:2
Does the remake have a suicide button like the original U.S. release (start + A)? Because I'd like to believe that situations like that are exactly why it was implemented.

#2392 User is offline Dark Sonic 

Posted 14 December 2011 - 11:06 AM

  • Dark Blonic
  • Posts: 6336
  • Joined: 21-April 06
  • Gender:Male
  • Project:People really need to get their facts straight
  • Wiki edits:10

View Postgold lightning, on 14 December 2011 - 10:33 AM, said:

Does the remake have a suicide button like the original U.S. release (start + A)? Because I'd like to believe that situations like that are exactly why it was implemented.

No, for some reason the game lacks a retry button. You can go back to the menu though and start over at the beginning of the act.

#2393 User is offline Neko Kit Su 

Posted 14 December 2011 - 03:48 PM

  • Posts: 678
  • Joined: 08-March 03
  • Gender:Female
  • Location:Ridgecrest, CA
  • Project:Freelance
  • Wiki edits:10
Not as great as some, but!

I was playing Generations and Crisis City; parts of the main melody play the same notes and melody as the verses of Moody Blues' Sun Is Still Shining from To Our Children's Children's Children. Its probably a coincidence here, still interesting.

I'd post examples, but mobile here.

#2394 User is offline ICEknight 

Posted 14 December 2011 - 04:50 PM

  • Posts: 8111
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostBlack Squirrel, on 14 December 2011 - 10:15 AM, said:

While playing through Taxman's Sonic CD remake, I managed to get stuck in Stardust Speedway Act 2. At first I thought a spring was missing, but no, after consulting the maps, it's like this in the original game too.
Posted Image
oop

Also, kind of related, I noticed not being able to take at least one of the turns in those tube structures, in the remake.
This post has been edited by ICEknight: 14 December 2011 - 05:02 PM

#2395 User is offline Twimfy 

Posted 15 December 2011 - 01:32 PM

  • Posts: 158
  • Joined: 10-March 09
  • Gender:Male
  • Location:UK
  • Project:My 3rd iOS game.
In Sonic CD iOS there's a lot of holes in the roof of the Tidal Tempest levels. I've finished both by running across the top ala Mario Bros style.

#2396 User is offline K2J 

Posted 16 December 2011 - 02:30 PM

  • YOU CAN USE A MACHINE WITH MEMORY DATA
  • Posts: 2011
  • Joined: 19-June 07
  • Gender:Male
  • Location:America, The United States of
  • Project:Not School
  • Wiki edits:8


According to the most reliable source in the world, this was part of the preorder bonus for the Sega-made Vocaloid game for the PSP. The game itself includes a Sonic costume.
This post has been edited by K2J: 16 December 2011 - 02:31 PM

#2397 User is offline Espyo 

Posted 17 December 2011 - 09:56 AM

  • Posts: 67
  • Joined: 29-August 10
  • Gender:Male
  • Location:Portugal, Porto, some street
  • Project:A rhythm game - PK Rhythm (https://sourceforge.net/projects/pkrhythm/)
  • Wiki edits:22

View PostGT Koopa, on 13 December 2011 - 04:36 AM, said:



Aww man... That video I made was so stupid! It only had ONE purpose. To show people that Sonic the Hedgehog's debug code isn't 8 button presses long, just 6. And because I didn't want to make such a video that only lasted 10 seconds, I threw some stupid Tool Assisted goofing around in there.

...Looking at it again... I just went "what the fuck was that shit". Oh boy... Anyway, a decent Tool-Assisted goof with debug mode would be interesting to watch.

#2398 User is offline Diablohead 

Posted 17 December 2011 - 12:56 PM

  • iDevice developer
  • Posts: 1522
  • Joined: 19-October 08
  • Gender:Male
  • Location:Near London
  • Project:games
  • Wiki edits:16

View PostTwimfy, on 15 December 2011 - 01:32 PM, said:

In Sonic CD iOS there's a lot of holes in the roof of the Tidal Tempest levels. I've finished both by running across the top ala Mario Bros style.

Another difference from console to iOS version is in PPZ with the hidden tunnel which throws sonic through the wall at the end leaving the player shaped hole, on the console version you come out on flat ground, on iOS you come out on hilled ground aka a different tile is used for the floor in that area.

doesn't break the game at all, just different.

#2399 User is offline Jaseman 

Posted 17 December 2011 - 07:43 PM

  • The programmer has a nap! Hold out! Programmer!
  • Posts: 943
  • Joined: 05-June 09
  • Gender:Male
  • Location:Greenville, South Carolina, USA, Earth, Milky Way
  • Project:Some unamed Sonic hack
  • Wiki edits:16
Also the retry button on mobile ports and differnt colored water.

#2400 User is offline GT Koopa 

Posted 20 December 2011 - 02:04 AM

  • Posts: 1202
  • Joined: 23-February 09
  • Gender:Male
  • Location:Elgin, IL
  • Project:Flicky Turncoat DX
  • Wiki edits:6
Eh, you probably know about this one too but I am posting it anyway.

  • 204 Pages +
  • ◄ First
  • 158
  • 159
  • 160
  • 161
  • 162
  • Last ►
    Locked
    Locked Forum

3 User(s) are reading this topic
0 members, 3 guests, 0 anonymous users