Sonic and Sega Retro Message Board: Sonic 2 early prototype, dumped - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 43 Pages +
  • ◄ First
  • 40
  • 41
  • 42
  • 43
    Locked
    Locked Forum

Sonic 2 early prototype, dumped

#616 User is offline Serginho 

Posted 20 December 2006 - 04:28 AM

  • Posts: 3
  • Joined: 17-December 06
  • Project:Trying to learn how to hack

View PostQuickman, on Dec 20 2006, 02:52 AM, said:

How exactly did you pass the test if you weren't even able to check on the website and figure that out?


The test hasn't asked:

Do the members know about the brake animation that wasn't used in the final version?

[ ] Yes
[ ] No
[ ] Maybe

;)

#617 User is offline djdocsonic 

Posted 20 December 2006 - 05:57 AM

  • Testing YOUR Hacks Since 2005...
  • Posts: 374
  • Joined: 12-December 05
  • Gender:Male
  • Location:Emerald Hill Zone
  • Project:Looking for a Rom Hack to Test.
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

#618 User is offline Serginho 

Posted 20 December 2006 - 07:21 AM

  • Posts: 3
  • Joined: 17-December 06
  • Project:Trying to learn how to hack
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

#619 User is offline Hivebrain 

Posted 20 December 2006 - 09:59 AM

  • Posts: 2508
  • Joined: 15-January 03
  • Gender:Male
  • Location:53.4N, 1.5W
  • Project:HivePal 2.0
  • Wiki edits:6,176
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.

#620 User is offline Sith 

Posted 20 December 2006 - 10:13 AM

  • The molotov bitch
  • Posts: 1859
  • Joined: 24-July 06
  • Gender:Male
  • Location:Belgium
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.

#621 User is offline DDRKhat 

Posted 22 December 2006 - 11:14 PM

  • Keep on runnin' to the finish!
  • Posts: 1708
  • Joined: 29-August 03
  • Gender:Male
  • Location:On a computer, in front of a computer screen.
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?

#622 User is offline DDRKhat 

Posted 22 December 2006 - 11:47 PM

  • Keep on runnin' to the finish!
  • Posts: 1708
  • Joined: 29-August 03
  • Gender:Male
  • Location:On a computer, in front of a computer screen.
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

Posted Image

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 User is offline Rika Chou 

Posted 22 December 2006 - 11:53 PM

  • Adopt
  • Posts: 5093
  • Joined: 11-January 03
  • Gender:Not Telling
  • Location:CA US
  • Wiki edits:4
QUOTE (ddrkhat @ Dec 22 2006, 08:47 PM) [post="156070"]Posted Image

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 User is offline DDRKhat 

Posted 23 December 2006 - 12:15 AM

  • Keep on runnin' to the finish!
  • Posts: 1708
  • Joined: 29-August 03
  • Gender:Male
  • Location:On a computer, in front of a computer screen.
QUOTE (rika_chou @ Dec 23 2006, 04:53 AM) [post="156071"]Posted Image

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 User is offline Quickman 

Posted 23 December 2006 - 12:40 AM

  • Posts: 5584
  • Joined: 03-December 03
  • Gender:Male
  • Location::x
  • Project:omg porjcet
  • Wiki edits:10
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 User is offline pianoman0391 

Posted 30 December 2006 - 12:55 PM

  • Posts: 8
  • Joined: 23-August 06
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.

#627 User is offline drx 

Posted 31 December 2006 - 01:36 AM

  • <Shade> fuck MJ
  • Posts: 2119
  • Joined: 02-March 04
  • Gender:Male
  • Project::rolleyes:
  • Wiki edits:8
ebay bidder? :P

#628 User is offline pianoman0391 

Posted 01 January 2007 - 01:05 PM

  • Posts: 8
  • Joined: 23-August 06
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.

#629 User is offline drx 

Posted 01 January 2007 - 03:16 PM

  • <Shade> fuck MJ
  • Posts: 2119
  • Joined: 02-March 04
  • Gender:Male
  • Project::rolleyes:
  • Wiki edits:8
It's because the Sonic 1's dynamic screen reloading routines are still there (from SBZ2, 3 etc)

#630 User is offline PowerChaos 

Posted 26 May 2008 - 10:55 AM

  • Posts: 12
  • Joined: 26-March 08

View PostFiore, 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?

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.

  • 43 Pages +
  • ◄ First
  • 40
  • 41
  • 42
  • 43
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users