TimpZ, on 29 November 2012 - 06:12 PM, said:
I think I broke your game...
You can see all my gameplay here:
http://www.twitch.tv...t91/b/343990019
Basically I got a crush death while I had invincibility and then the game just crashed itself any time I entered a level. It occurred about an hour in into the video.
I quickly watched the video where you got crushed in EHZ2 (will watch the whole video after work, on lunch-break at moment). That's weird. But why soft-reset? Why not Hard-reset (press the TAB button on Kega to Hard-Reset)?
When you soft reset, the RAMS do not reset themselves. All the "CheatRAMS" are still ticked, therefore, as soon as a level starts, game locks up. If you "Hard-reset", all the RAMs clear themselves. So when you next start a level, game should be fine (because the CheatRAMS are now clear).
Load your original game with your original SRAM (the one with all your times) and it should be fine.
I tried getting crushed here several times in both Kega and Regen and no lock-up. Maybe it was a one-off. If you managed to make it freeze again, can you take a screenshot and fill in this form?
RAM address $FFFFFEDC ($XXXX word-length) =
Check-point mode (on/off) =
Level and Act number (XXZ1/XXZ2) =
This will be very useful for me debugging the issue.
TimpZ, on 29 November 2012 - 06:12 PM, said:
Also Gens11 totally bypasses most if not all the fixes you tried to implement like savestating and (perhaps) TASing.
I know why it bypasses the savestate denial system on GENS, unfortunately, there is NO fix for it, due to how that emulator works. I don't want to explain why either, otherwise people would get the jist on how the savestate denial system works and bypass it on other emulators.
TimpZ, on 29 November 2012 - 06:12 PM, said:
General thoughts:
It's a really cool idea but I have some issues with it. First of all you seem to have randomly fixed some glitches and not others. I could still do Chemical Plant and Hill Top normally for example but not screenwrap in Metro. Funnily enough there's still a couple glitches I could do in metro and I'm not sure if you missed them or couldn't fix them but the thing you did to prevent level wraps was pretty cheap ;p.
I know the platform-through-lava glitch still there and am unsure how to fix at this moment in time (especially as I was in a rush to release for Sonic 2's birthday). I also may of fixed some glitches but not others due to me not knowing the glitches? Any you spot and mention would be greatly appreciated.
TimpZ, on 29 November 2012 - 06:12 PM, said:
I don't agree with you that glitches are cheats because I consider them fair game, it's not a gameshark - anyone with a copy can do it, but I also think there's a very fine thread you're stepping on for what should be considered a glitch and what shouldn't. E.g. CN2 boss where you reduced his stun period and make you bounce on him on the first hit - I'm pretty sure that's intentional to make it harder to bounce on him (though I haven't looked at the code so I guess I can't say that surely).
I can assure you I haven't touched CNZ boss's stunner in any way. He's the exact same in the original Sonic 2 with the exception of
this bug.
Plus, I wanted to remove these cheating glitches because not everyone is aware of them. If everyone knew for example the MTZ platform-lava glitch, I wouldn't bother fixing it. But if only half of you knew and the other half didn't, it's a bit unfair that the people who know can take a big chunk out of their time, whereas others who aren't aware, can't. Seeming as you're not technically meant to do that, it is a glitch. Can you see where I am coming from?
TimpZ, on 29 November 2012 - 06:12 PM, said:
The beeping sound if you're close to your record has to be at least optional. Whenever I play Emerald Hill 1 or Chemical plant 1 I get the beeping sound for half the level and it's really disturbing.
Fair comment. How about I take the bleeping out for when you have the โKill meโ option off? As it doesn't matter too much if you fail to beat your time in that option. But I will leave it on when โKill meโ is set on as it is meant to make you rush to the end and get your heart going (in a Sonic game, I know lol).
TimpZ, on 29 November 2012 - 06:12 PM, said:
I think it's cool that you added a centisecond timer but I don't like the way you implemented it. Adding 1 centisecond for 3 frames or something then add like 5 centiseconds kind of defeats the purpouse even though I know it's an approximation.
The way it's implemented it's so it can hit every digit. And it doesn't always add 5 centiseconds (5 is the max, sometimes 4 and occasionally 3, mostly 1, never 2), but it's the best I could get it to make it look good when in normal speed. Most people who have centiseconds in their game will have their last digit go something like; 0, 2, 3, 5, 6, 9, 0, 2, 3, 5, 6, 9, 0, 2, 3, 5, 6, 9โฆ so it will never ever go on 1, 4, 7, 8. I've made it so mine doesn't do that and that when people share their times, it will look better.
But rest assured, the code or numbers are
not random. So there's no such thing as un-fair times. Like for example, if you make a replay that shows 0'25โ33 then share it with someone else, it will always be 0'25โ33, no matter how many times you play it. So do not worry, the centiseconds works perfectly well and is totally fair.
TimpZ, on 29 November 2012 - 06:12 PM, said:
It's way too easy to permanently break your game just because you're trying something out. It shouldn't happen at all imo, soft locking it should be enough.
Only editing the SRAM will delete your times. Cheating through a level will lock the game. When the game locks up, please โHard-Resetโ.
YOUR TIMES WILL REMAIN UNAFFECTED! The game doesn't permanently break. Soft-resetting means all cheat rams are still ticked and the game won't work until you've hard-resetted (or turned the game off and on).
TimpZ, on 29 November 2012 - 06:12 PM, said:
You moved a badnik in EH2 for some reason... It feels so weird. It doesn't really affect the gameplay but still.
? I haven't touched the level layout in any level except for WFZ's ending a tiny bit. Which badnik?
TimpZ, on 29 November 2012 - 06:12 PM, said:
Also I didn't try out the soft locks on OO Boss or Silver Sonic glitch but did you fix them?
I'm sorry, I do not understand about the OOZ boss. Silver Sonic, do you mean the glitch where on the last hit, he suddenly vanishes and you can't move on? If so, no, I haven't found a fix yet. A similar bug happens in the ARZ boss too (not fixed).
TimpZ, on 29 November 2012 - 06:12 PM, said:
The platforms in WF are still timed by power-on. Please fix that

.
I'm sorry, I do not understand.
TimpZ, on 29 November 2012 - 06:12 PM, said:
There should definitely at least exist Sonic alone and super sonic modes, but a seperate category? There was a discussion about this on TSC and the consensus was that there's not really a point since it only really matters in like 1 or 2 stages or on some of the bossfights and then only by a few seconds. The problem is obviously collecting the rings so I question the wisdom in creating a separate board where 90% of the times would be identical if optimised.
(If I'm wrong, which is very possible since the game permanently soft locked on me twice in an hour and I didn't really feel like downloading a 3rd copy to try super sonic out, then the super category would only save as super if you go super in the stage at least once and then those 90% would consist of collecting 50 rings as well as beating the level. Might not be too bad but then you could just add a "collect 100 rings" category instead or something).
This I have thought about but in the end, it was best decided the way it is already. Making it auto-Supermode when you turn Super Sonic would be good, but then you might not want to turn super then when you have 50 rings, you've got to try not to jump (or vice-versa). It doesn't matter too much because anyone who's good at Sonic could collect 50 rings pretty quick without trying. Or have I missed your point entirely?
TimpZ, on 29 November 2012 - 06:12 PM, said:
I had more comments but all of those are in the video. I think you should watch it.
Will watch all of it later tonight
TimpZ, on 29 November 2012 - 06:12 PM, said:
Btw you wanted us to post our times here? Here's what I got after that hour of gameplay before I broke it.
http://imgur.com/c98qu
Nice.
Anyway, thank you very much for this, it's nice to get some feedback. There's bound to be bugs and glitches on first play, but when people start playing it, they find the bugs, you tell me, I fix, and then it will become perfect.
Cheers,
redhotsonic
This post has been edited by redhotsonic: 30 November 2012 - 10:57 AM