Sonic 2 early prototype, dumped
#617
Posted 20 December 2006 - 05:57 AM
Had he looked at the site 1st instead of just trying to join the forums he would have known about the different braking animations. Before I joined and started posting I made sure I read all the info about the prototypes and the Final version as well as playing them both to death.
DJ
DJ
#618
Posted 20 December 2006 - 07:21 AM
I read the topic until the page 20 and found nothing about it, and I have no time to read all the 41 pages of the topic or start reading all the forum nonstop to find if my information was already posted before or not.
I just decided to post this because I havent found nothing about this until the half of the topic.
if everybody here already know this, great. its just a reposted information.
if not, its a chance to know.
its simple, you guys don't have to crucify me for this.
if it was a wrong information or something like this, ok, I was supposed to receive all the criticism and shut up, but I think that's not the matter.
if I'm here, its because I have some real knowledge about sonic and was capable to pass the test, but it doesn't means that I pass all my life in front of a computer hacking a game or reading/posting in an advanced forum. I apprecciate those who can do this, but that's not for me.
I don't think this discussion is useful at all, so lets stop it.
bye
I just decided to post this because I havent found nothing about this until the half of the topic.
if everybody here already know this, great. its just a reposted information.
if not, its a chance to know.
its simple, you guys don't have to crucify me for this.
if it was a wrong information or something like this, ok, I was supposed to receive all the criticism and shut up, but I think that's not the matter.
if I'm here, its because I have some real knowledge about sonic and was capable to pass the test, but it doesn't means that I pass all my life in front of a computer hacking a game or reading/posting in an advanced forum. I apprecciate those who can do this, but that's not for me.
I don't think this discussion is useful at all, so lets stop it.
bye
#619
Posted 20 December 2006 - 09:59 AM
No-one's mentioned that braking animation in this topic because it's also used in the later prototype, as mentioned on this page - http://www.s2beta.com/compare
Also, it'd be nice if people didn't keep attacking newbies.
Also, it'd be nice if people didn't keep attacking newbies.
#620
Posted 20 December 2006 - 10:13 AM
Well as I said before, I'm not interested in the prototypes themselves but what hackers can create with them.
Therefore I have little knowledge of the prototypes so I wouldn't make statements out of my ass of things that I don't know abt.
But I did pass the test because I took the time to find the answers. Took me 40 mins but I was happy that I did.
This board has the first news of hack updates usually.
Therefore I have little knowledge of the prototypes so I wouldn't make statements out of my ass of things that I don't know abt.
But I did pass the test because I took the time to find the answers. Took me 40 mins but I was happy that I did.
This board has the first news of hack updates usually.
#621
Posted 22 December 2006 - 11:14 PM
Alright. I am not 100% sure about this. but I think I'm right in saying that this isn't the nicks arcade version of Sonic 2.
The only reason I believe this is because of Emerald hill's level layout. If you look inside the timeline part, there is a level-layout of the "older" Emerald Hill, the bottom path (which in the final is a spring leading downards on Act 1) was a set of spikes, column, spikes, column, spikes, lower column, path.
Please correct me if I am wrong however?
The only reason I believe this is because of Emerald hill's level layout. If you look inside the timeline part, there is a level-layout of the "older" Emerald Hill, the bottom path (which in the final is a spring leading downards on Act 1) was a set of spikes, column, spikes, column, spikes, lower column, path.
Please correct me if I am wrong however?
#622
Posted 22 December 2006 - 11:47 PM
I am unable to edit my last post... so here is proof of my theory, here is our "Nick's Arcade" lower part of Emerald Hill

that is compared to the level data found here;
tvpics1.ghz

that is compared to the level data found here;
tvpics1.ghz
This post has been edited by ddrkhat: 22 December 2006 - 11:49 PM
#623
Posted 22 December 2006 - 11:53 PM
QUOTE (ddrkhat @ Dec 22 2006, 08:47 PM) [post="156070"]
that is compared to the level data found here;
tvpics1.ghz[/quote]
Good effort, but that level map is incorrect. If you actually watch the Nick Arcade video you will see that it matches our dumped beta.

that is compared to the level data found here;
tvpics1.ghz[/quote]
Good effort, but that level map is incorrect. If you actually watch the Nick Arcade video you will see that it matches our dumped beta.
#624
Posted 23 December 2006 - 12:15 AM
QUOTE (rika_chou @ Dec 23 2006, 04:53 AM) [post="156071"]
that is compared to the level data found here;
tvpics1.ghz[/quote]
Good effort, but that level map is incorrect. If you actually watch the Nick Arcade video you will see that it matches our dumped beta.
[/quote]
Ahh.. dang. No dice for me then.. just thought it was odd that the level layout in the timeline was different. Eh. oh well, back to seeing if I spot anything

that is compared to the level data found here;
tvpics1.ghz[/quote]
Good effort, but that level map is incorrect. If you actually watch the Nick Arcade video you will see that it matches our dumped beta.
[/quote]
Ahh.. dang. No dice for me then.. just thought it was odd that the level layout in the timeline was different. Eh. oh well, back to seeing if I spot anything
#625
Posted 23 December 2006 - 12:40 AM
Yeah, that grabbed me for a sec. LOst should have put a black box over the bits he didn't actually have a clue about.
#626
Posted 30 December 2006 - 12:55 PM
It's cool that GHZ is (almost) intact here, but this made me think about porting Labyrinth Zone (Act 1) into its respective place via Esrael's Savestate Converter... the layout is there, and (most) of the collision... objects not so much.
Also, the layout ends but with debug you can keep going and going, but then there is what seems to be the ending of the act when you go as far as you can. If you try to go back out of that area the screen locks, so... there's my two cents...
Also, drx is currently my favorite eBay bidder on Earth. Period.
Also, the layout ends but with debug you can keep going and going, but then there is what seems to be the ending of the act when you go as far as you can. If you try to go back out of that area the screen locks, so... there's my two cents...
Also, drx is currently my favorite eBay bidder on Earth. Period.
#628
Posted 01 January 2007 - 01:05 PM
Well... you know what I mean, drx. Thanks.
I don't know if this has been said, but in Scrap Brain Act 2 (Hill Top, in this case) I used debug to get around, and when I got to a certain point I got a blue screen. This is Act 2, not Act 3. I think it was just an error (since I had just gone through a wall) but maybe there was a pointer there? I'll check again and if it happens, I'll send a Gens movie to anyone who is good with finding pointers.
I don't know if this has been said, but in Scrap Brain Act 2 (Hill Top, in this case) I used debug to get around, and when I got to a certain point I got a blue screen. This is Act 2, not Act 3. I think it was just an error (since I had just gone through a wall) but maybe there was a pointer there? I'll check again and if it happens, I'll send a Gens movie to anyone who is good with finding pointers.
#629
Posted 01 January 2007 - 03:16 PM
It's because the Sonic 1's dynamic screen reloading routines are still there (from SBZ2, 3 etc)
#630
Posted 26 May 2008 - 10:55 AM
Fiore, on Nov 7 2006, 08:11 PM, said:
You win, drx. You just win. Here are some differences I've noticed:
#1- This prototype contains a working 'MotoBug' as I call it, which we've seen in magazine screenshots and the like from before Sonic 2 was released.
#2- Chemical Plant Zone plays Marble Zone Music.
#3- Emerald Hill Zone 1 and 2 player both play Star Light Zone music.
#4- At the end of Emerald Hill Act 2, Robotnik's chopper doesn't make it's chopper-like sounds, and the Zone just ends; no cacking open of the Egg Prison or anything.
#5- The Act 1 end of Zone sign is different. Image attached.
Now then, this is going to sound stupid, but how do you enable the level select?
#1- This prototype contains a working 'MotoBug' as I call it, which we've seen in magazine screenshots and the like from before Sonic 2 was released.
#2- Chemical Plant Zone plays Marble Zone Music.
#3- Emerald Hill Zone 1 and 2 player both play Star Light Zone music.
#4- At the end of Emerald Hill Act 2, Robotnik's chopper doesn't make it's chopper-like sounds, and the Zone just ends; no cacking open of the Egg Prison or anything.
#5- The Act 1 end of Zone sign is different. Image attached.
Now then, this is going to sound stupid, but how do you enable the level select?
Wouldn't we hae already known that stuff if we played the game? And besides, Sonic 2 is based off Sonic 1, so don't expect it to be entirely different.

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