EHZ is exactly the same, because it was basically finished in the beta version, even the ugly tile that's found at the end of act two is there. The level layouts are all the same, I think; from what I found. The only thing that I've seen diffences in is object placements and visibillity.
Discoverieeeees time Sonic 2 Rev 00
#32
Posted 10 August 2005 - 08:29 PM
Oh, I didn't realize it, but mine is a Rev. 00 cart, too.
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.
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.
#33
Posted 10 August 2005 - 09:01 PM
If so many people had this before me, then why in Gods name wasn't it dumped earlier? +_+
#34
Posted 10 August 2005 - 09:07 PM
...lack of dumpers...
And for a long time, people weren't looking for stuff like that. When they dumped ROMs, it was to play them, not to hack them or scrounge every last bit of use out of them, you know what I mean?
And for a long time, people weren't looking for stuff like that. When they dumped ROMs, it was to play them, not to hack them or scrounge every last bit of use out of them, you know what I mean?
#35
Posted 10 August 2005 - 09:52 PM
Oh Shit. It doesn't look like we're going to find any 'GCZ', WoodZ, or HPZ tiles. I've came up with some Game Genie codes to switch those levels in, but you get the same thing that you get in v.01. I might be wrong but try the codes out.
'GCZ'- ACLA-AWCY (Casino Night Zone)
HPZ- ACLA-ATCY
WZ- ACLA-AECY
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.
'GCZ'- ACLA-AWCY (Casino Night Zone)
HPZ- ACLA-ATCY
WZ- ACLA-AECY
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.
This post has been edited by SonKnuck Jr.: 10 August 2005 - 10:00 PM
#36
Posted 10 August 2005 - 10:14 PM
Did you even read the topic that drx made??
It was kinda obvious to begin with.....
It was kinda obvious to begin with.....
This post has been edited by Rika Chou: 10 August 2005 - 10:15 PM
#37
Posted 10 August 2005 - 10:20 PM
Sorry to sound so n00bish -_-' but topic?? This or is there one that's I haven't yet found?
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.
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.
This post has been edited by SonKnuck Jr.: 10 August 2005 - 10:24 PM
#38
Posted 10 August 2005 - 10:21 PM
He was referring to the original post. =P
EDIT: That "big quote" was the meat of the topic. Go back and read it.
EDIT: That "big quote" was the meat of the topic. Go back and read it.
This post has been edited by Aurochs: 10 August 2005 - 10:23 PM
#40
Posted 10 August 2005 - 10:39 PM
Rika Chou, on Aug 10 2005, 10:01 PM, said:
If so many people had this before me, then why in Gods name wasn't it dumped earlier? +_+
Because people were looking for pigs and not the lower signpost, and so noone knew =P
#43
Posted 11 August 2005 - 10:36 AM
I don't know. I have a confirmed rev 01 though, as I dumped it to check. Now that we already have rev 00 dumped, it doesn't really matter if someone has rev 00 or not, unless they want to say "I've got rev 00".
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.
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.
#44
Posted 11 August 2005 - 09:41 PM
Another way to check, is when you are in HTZ act 2 jump on the ledge, the one at the beggining before you go into the cave, and try to go through the loop you shouldn't be able to go through. Also, put on debug mode and look for the 'Tails' Block in all the levels.
This post has been edited by SonKnuck Jr.: 11 August 2005 - 09:42 PM
#45
Posted 12 May 2008 - 02:28 PM
I'm aware that this is a hugeass bump, but this is in the archives and what I have to say is relevant, so meh.
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.
drx, on Aug 7 2005, 05:36 PM, said:
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.

00