Hmm? I thought the last game that had that was Sonic 2, and it wasn't even used. I always thought it wasn't in S3 at all...I could be wrong though. Edit: Oh, never mind. It was only removed when locked onto S&K.
To put it simple, the code (what allows you to defeat the badnik for instance) is in the S&K rom, but the graphics (the tiles) are not. If you remove the Sonic 3 from the end, the badnik will indeed load garbage as sprites, but it'll still act as usual since the code is not affected.
actually, it IS possible to get crushed by a box in sonic 2, but, only one I know of can do it, in WFZ, there is a box up on the tailfin with the elevator things that are on the conveyer belt that let you get up to hit it, if you hit it from beneath and quickly fall down, it should land on you and crush you
I'm wrong though... I meant the 0517 Sonic 3C build that implements the monitor thing. Can we move the related posts to that topic?
I found out some things about DDZ using Knuckles and Tails. When you use Knuckles to access DDZ, he will try to take the sprite set of Hyper/Super Sonic and the game doesn't have those sprites so Knuckles gets scrambled while having the dashing pose sprite of Hyper/Super Sonic. His pallete will still flash pink and red though. He also gives off the stars as he travels through space. The ring count also drops like normal. Tails will start DDZ with no rings. He will also look scrambled but just look like a box. When one ring is collected, it will jump to 51 rings. The ringcount drop script won't trigger, but Tails is in Super mode since even though the rings don't drop and his pallete is also changing. Tails also gives off the stars behind him. Since the ring count doesn't drop, you can complete this stage as slow as you want until the time out happens. Using tails makes DDZ the easiest zone in the entire game.
[quote name='GARY 'M 9' post='182378' date='Feb 29 2008, 07:18 PM']I found out some things about DDZ using Knuckles and Tails. When you use Knuckles to access DDZ, he will try to take the sprite set of Hyper/Super Sonic and the game doesn't have those sprites so Knuckles gets scrambled while having the dashing pose sprite of Hyper/Super Sonic. His pallete will still flash pink and red though. He also gives off the stars as he travels through space. The ring count also drops like normal. Tails will start DDZ with no rings. He will also look scrambled but just look like a box. When one ring is collected, it will jump to 51 rings. The ringcount drop script won't trigger, but Tails is in Super mode since even though the rings don't drop and his pallete is also changing. Tails also gives off the stars behind him. Since the ring count doesn't drop, you can complete this stage as slow as you want until the time out happens. Using tails makes DDZ the easiest zone in the entire game.[/quote] Everything you said happens in the final :boxing: It's all good observations though.
[quote name='GARY 'M 9' post='182378' date='Mar 1 2008, 01:18 AM']I found out some things about DDZ using Knuckles and Tails. When you use Knuckles to access DDZ, he will try to take the sprite set of Hyper/Super Sonic and the game doesn't have those sprites so Knuckles gets scrambled while having the dashing pose sprite of Hyper/Super Sonic. His pallete will still flash pink and red though. He also gives off the stars as he travels through space. The ring count also drops like normal. Tails will start DDZ with no rings. He will also look scrambled but just look like a box. When one ring is collected, it will jump to 51 rings. The ringcount drop script won't trigger, but Tails is in Super mode since even though the rings don't drop and his pallete is also changing. Tails also gives off the stars behind him. Since the ring count doesn't drop, you can complete this stage as slow as you want until the time out happens. Using tails makes DDZ the easiest zone in the entire game.[/quote] I'd like to add that a trick to "unscramble" Knuckles and Tails sprites in Doomsday Zone that works in the final version, also works in S&K 0525. This trick requires you to activate debug mode after Knuckles/Tails jumps on screen, but before that transformation whistle. If done correctly, Super Knuckles/Tails will us their own running sprites rather than Super/Hyper Sonic's.
I've got no idea... I have no knowledge on how the inner code of the games work. My only guess is that activating debug mode cancels the call for Super Sonic's sprites during the transformation. Anyone got a definate answer?
My guess, though I'd have to look, is that the sonic mappings are loaded by default. If you enter in debug mode before the actual transformation takes place, the new mappings are set accordingly when you leave since there's a different code for that which actually checks for the character. But as I said, that would only be my guess.
Ok, just found a glitch in SSZ act 2. I was going there as Knuckles, then, in the credits, I transformed into something (can't remember =P) then I fell. Ok. Here we go again Mecha Sonic. I defeated him, but when he was going for the Master Emerald, he charged up, and then... he fell. I was like "?" and he started felling from the ceiling too fast and until he reached the bottom of the screen and he fell again. And again. And again... ok, that's enough. Anyway, I don't know if this is in the final, but if it is, sorry. Anyway, here's a pic:
<!--quoteo(post=183238:date=Mar 7 2008, 04:53 AM:name=Sonic the Human)--><div class='quotetop'>QUOTE (Sonic the Human @ Mar 7 2008, 04:53 AM) [/quote] Yes. It is in the Final, but only if you screw with the area with debug mode ( or at least the mecha sonic falling thing) :cool: