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

#2731 User is offline Klaypersonne 

Posted 12 June 2012 - 04:37 PM

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I remember reading about that Sonic X-Treme story line when I was a kid, and it was still slated to come out at some point in time. I wondered why they would dub something in that game with the same name as a character from Mario 64. Guess it might not have been exactly the same name, but interesting coincidence nonetheless, especially as they were both supposed to be the 3-D debuts of the mascots.

#2732 User is offline ashthedragon 

Posted 17 June 2012 - 10:02 AM

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View PostRika Chou, on 10 June 2012 - 04:53 PM, said:

I saw this interesting post on AssemblerGames: http://www.assembler...ll=1#post587879

Quote

Here's a REALLY late reply to the messages. The Genesis version of Sonic 3D Blast was developed first, and the Saturn version was a port because Sega didn't get good feedback about the 3D Sonic they were developing for the Saturn. The Saturn version was started at the beginning of July and was in stores for Thanksgiving. I wrote a program that took the 68000 assembly source code and converted it into C++, the artists re-rendered the sprites (they were done in Maya I think, and then converted to 16 colors for the Genesis and 256 colors for the Saturn). My brother worked on some interface code, that would allow the hardware sprites on the Genesis to be mapped to the Saturn equivalents, and to draw the map (which went from 256 16 color characters to 2048 characters 256 color characters). I think he did the environmental effects (foggy effect and rain drops in one of the levels) whilst I was writing the converter. The Genesis version was finished at the end of September, and so I ported that code with my 68k2c program and then I had to add memory management (the Saturn had 2MB of ram, but the graphics took twice as much memory as the Genesis version, which was on a 4MB rom). Background music was handled as red book audio files on the CD, and then I spent the last 2 weeks adding extra graphical features (such as trees that would drop snow as the player approached) that didn't affect the game play but enhanced the look and feel of the game. I think the in game maps were drawn as a screen, with embedded font due to the limited time we had to develop the game. The bonus level was delivered to us from Sega of Japan, and we had nothing to do with the implementation of that (I think it came from the aborted game). The same code was used in the PC version, although it used big endian coding, so every time a 32 bit value from memory was read it was swapped (this meant we could keep all the data structures identical). Since we didn't have the code for the Saturn bonus level, my brother wrote the bonus level for the PC based on the Genesis version of the game. Neil Harding



I've thinking about this, and I remembered a strange advert I found a long time ago in Sonic Cult, who only features a pretty strange image of Sonic 3D Blast special stages ( but with lower poly renders than final) saying Sonic was coming to 3D world...it didn't explicitely say what game it was on, so might this be some sort of tease for that cancelled game?

AHere is the pic I'm talking about:

Posted Image

Also, that image looks more like a hybrid between 32x and Saturn, than a saturn game....could it be...sega jupiter?

#2733 User is offline SpeedStarTMQ 

Posted 17 June 2012 - 06:22 PM

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I'm surprised no one has ever mentioned this before:

See this:
Posted Image

And then see this:
Posted Image

That's more than just a coincidence. I found it last year whilst running through the entirety of 3D Blast. Kinda cool really. The second one's from Sonic 2006.

Both move in a similar way, both fire projectiles, both are orange/red, both have similar leg hinges and that grey bubble upon their sphere's top. Both contain NO badniks.
This post has been edited by SpeedStarTMQ: 17 June 2012 - 06:28 PM

#2734 User is offline Blue Blood 

Posted 17 June 2012 - 06:47 PM

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They may be similar in mannerisms, but I doubt that it's anything more than a coincidence. I think of the '06 bots as being based off on Crabmeat, much like the obvious Buzz Bombers and Rhinobots have '06 equivalents.

#2735 User is offline PARASOL 

Posted 25 June 2012 - 04:54 PM

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I just bought a copy of Sonic Adventure Limited Edition and was wondering if anyone did any proper documentation of any differences or other stuff? I found some small differences and other neat stuff, such as how the game recognizes existing NTSC files.

#2736 User is offline ICEknight 

Posted 26 June 2012 - 03:51 PM

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Something I've just found by pure accident on real hardware...


You can make Sonic jump right at the start of the intro cutscene in Sonic Chaos, if you press the button in the precise moment the music starts (SMS version, at least).

#2737 User is offline Endri 

Posted 26 June 2012 - 04:26 PM

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What an odd occurrence! And I played SC on real hardware last weekend. If I only knew...

But, pressing the jump button doesn't automatically cancel the cutscene in the first place?

Edit:

Okay, so I tried it on an emulator. It turns out I wasn't able to perform the effect naturally (pressing the button would cancel the cutscene). But then, I decided to use frame by frame advance, and I was able to perform the jump! Of course, the cutscene is canceled right after the jump.
This post has been edited by Endri: 26 June 2012 - 04:35 PM

#2738 User is offline Endri 

Posted 29 June 2012 - 10:53 PM

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I was waiting someone to post something here before I posted this in order to not double-post, but it has been days and no one posted anything, so...

I noticed that in Sonic 2, even though you can die crushed vertically, you can't die crushed horizontally. At all. Investigating a little further, it is possible to notice that the game tries to make an effort to not permit the player to ever be between a wall and an object, or between two objects, by changing the object placement/layout a little (most notable in Casino Night Zone Act 2). Keyword here: tries. Most of the time, an movable object can push you against to a wall, and if you press a directional button, you can clip through the wall, and be stuck inside forever... (the main offender being Chemical Plant).

Checking the disassemblies, it turns out that the subroutines for dying crushed horizontally weren't added until Sonic 3! (most probably because of the moving wall in Hidrocity Zone Act 2, and the horizontally-moving rotating cylinders). They added a routine to kill Sonic every time he is between two objects, and they even added an invisible object that automatically kills Sonic if he ever touches it, and strategically placed it inside walls in places where other objects could push Sonic against said walls (making Sonic touch the bounding box of the invisible object, and thus killing him).

I didn't check Sonic 1, but considering that Sonic 2 is pretty much a reflection of Sonic 1's engine, then I assume that you can't die crushed horizontally in this game either.

#2739 User is offline Espyo 

Posted 30 June 2012 - 06:50 AM

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I remembered 2 platforms that are able to push you horizontally in Sonic 1. First, Labyrinth Zone act 1; that platform that becomes visible when you press the first button, takes you to a shortcut (and an extra ring in REV01), you know. Problem is, that platform can't actually push you.
So second, the set of platforms that go / → | → \ → | → / → | → \ in Spring Yard. Tried placing a static version of those blocks with debug mode in front of one of the moving blocks and... I wasn't crushed. Of course, that wasn't a wall, but I guess it has the same effect.

#2740 User is offline TheInvisibleSun 

Posted 30 June 2012 - 04:32 PM

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Speaking of Sonic 2, me and my brother were playing around in Debug mode for old time's sake, and a few things I haven't seen before happened:

In Emerald Hill Zone Act 1, I screwed around with the Super Sonic Act Clear gitch, and kept doing it off screen to the right. At the start of Act 2, I was already at the boss, somehow.

In Aquatic Ruin Act 1 I decided to place a capsule, break it, and head to the signpost before the game finished counting my score. Subsequently, Some of Act 2's tiles were "darker" for some reason.

Sorry if these are already known/documented. If it matters, we were playing on original hardware (Model 2 Genesis).

#2741 User is offline Endri 

Posted 30 June 2012 - 09:19 PM

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View PostTheInvisibleSun, on 30 June 2012 - 04:32 PM, said:

In Aquatic Ruin Act 1 I decided to place a capsule, break it, and head to the signpost before the game finished counting my score. Subsequently, Some of Act 2's tiles were "darker" for some reason.
Oh, the darker tiles are due to the VDP's s/h mode. With the debug mode code activated, hold C at the startup of a level, and you'll have the described effect. You probably had the C button held at some point between the fade out of Act 1 and the loading of Act 2. I used to accidentally activate it as well back in the time.

The other thing you mentioned, however, I have no idea what could've engaged the effect, nor how to reproduce it. But I'm quite intrigued, as I never seen such a thing happening before.

#2742 User is offline GT Koopa 

Posted 01 July 2012 - 08:26 PM

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Heard about this but never saw this in action before, as I never had a Dreamcast.

Spoiler


#2743 User is offline minichapman 

Posted 02 July 2012 - 09:38 AM

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The DLC's for Sonic Adventure 1 & 2 are pretty snazzy if you've never played them before.

Some of the DLC tracks are available in SADX on GC through Action Replay which leads me to wonder if they were going to be made available anyway. Also the christmas tree was in the SADX preview.

#2744 User is offline ItzWizzz 

Posted 02 July 2012 - 10:19 AM

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View Postminichapman, on 02 July 2012 - 09:38 AM, said:

The DLC's for Sonic Adventure 1 & 2 are pretty snazzy if you've never played them before.

Some of the DLC tracks are available in SADX on GC through Action Replay which leads me to wonder if they were going to be made available anyway. Also the christmas tree was in the SADX preview.

Yeah, I believe sega wanted to add the DLC to the GC version(Well they add a few of them) but for some strange reason decided not to. But I wonder why they added the DLC from SA2 to SA2 Battle, even the chao black market!!! But DX did not receive the same treatment. They were probably scrapped.

#2745 User is offline Overlord 

Posted 02 July 2012 - 01:20 PM

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Sure they just weren't brought over with the rest of the DC codebase but disabled from being used? There's DC remnants still left over in SA:DX PC.

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