The Supreme Topic of 'Other' Knowledge. The stuff that simply has no other home.
#91
Posted 10 November 2007 - 03:32 PM
Just noticed the little bit missing on the left hand side of the S&K cart. Does anybody know what that's about?
#92
Posted 10 November 2007 - 04:16 PM
I'm probably going to get a lot of "DUUUUUH"s for this, but until just a couple days ago, I had no idea that, in Sonic 2, debug mode doesn't work for Tails.
I guess I never bothered to try before.
I guess I never bothered to try before.
#94
Posted 10 November 2007 - 06:54 PM
Meh, why does invision even have a search engine if it doesn't work? Oh well, I just moved my post.
#95
Posted 10 November 2007 - 08:01 PM
Anyone noticed this?

More Sonic CD in Chaotix(I don't mean Mighty sprites, but the buzzsaw).

More Sonic CD in Chaotix(I don't mean Mighty sprites, but the buzzsaw).
#96
Posted 11 November 2007 - 02:41 PM
Yeah, but I thought the saws were more obvious in the Metalsonic battle.
#97
Posted 11 November 2007 - 04:51 PM
Lemming 1545, on Jan 21 2007, 04:10 PM, said:
Hmm, another little oddity in S3&K. Unlike monitors, rocks, and most other types of breakable scenery that I can think of, Tails is capable of smashing the little ice shells in Ice Cap Zone; the ones that are sometimes placed over monitors. If you have Sonic stand on top of an empty one and then have Tails break it, Sonic will stand in the air, and you can run left and right on a horizontal axis without losing any altitude. You can also roll and such. Jumping will make you fall and hit the ground again, but as soon as the ground shifts angle you'll find yourself walking on air again. Throw slopes into the equation and you can get some pretty crazy stuff - walking through walls, climbing invisible slopes skyward, and so forth.
On a somewhat related but much less interesting note, it's possible to break the monitors inside those shells of ice without breaking the ice itself by using the little split-second shield attack that Sonic performs by pressing jump a second time in mid-air.
On a somewhat related but much less interesting note, it's possible to break the monitors inside those shells of ice without breaking the ice itself by using the little split-second shield attack that Sonic performs by pressing jump a second time in mid-air.
I've ran into that "oddity" in Sonic 1.
#99
Posted 12 November 2007 - 10:55 AM
Found with debug mode, but I'm posting this since it may contain useful info about collision or something.
If you place an "elevator" in HTZ and you jump on it, it will allow you to travel through walls and every kind of tile. Only other objects (including badniks) will be able to interact with you. I'd like to know why the elevator ignores the collision data, and perhaps this can be useful for someone, I recall that RHS was working on a monitor with that purpose.
And obviously the ride will never end since you didn't place the 1C object thing.
If you place an "elevator" in HTZ and you jump on it, it will allow you to travel through walls and every kind of tile. Only other objects (including badniks) will be able to interact with you. I'd like to know why the elevator ignores the collision data, and perhaps this can be useful for someone, I recall that RHS was working on a monitor with that purpose.
And obviously the ride will never end since you didn't place the 1C object thing.
#101
Posted 02 December 2007 - 10:07 PM
nineko, on Nov 12 2007, 10:55 AM, said:
Found with debug mode, but I'm posting this since it may contain useful info about collision or something.
If you place an "elevator" in HTZ and you jump on it, it will allow you to travel through walls and every kind of tile. Only other objects (including badniks) will be able to interact with you. I'd like to know why the elevator ignores the collision data, and perhaps this can be useful for someone, I recall that RHS was working on a monitor with that purpose.
And obviously the ride will never end since you didn't place the 1C object thing.
If you place an "elevator" in HTZ and you jump on it, it will allow you to travel through walls and every kind of tile. Only other objects (including badniks) will be able to interact with you. I'd like to know why the elevator ignores the collision data, and perhaps this can be useful for someone, I recall that RHS was working on a monitor with that purpose.
And obviously the ride will never end since you didn't place the 1C object thing.
Most objects have no collision response to tiles and NO object has a response to other objects(not counting characters. :P).
Also the tile collision engine is not checked unless a button on the controller is currently in use. This has been widely known for quite sometime though.
:P
#102
Posted 02 December 2007 - 10:21 PM
I fail to see how ANY of what you just said is "well known." It may be documented, but it doesn't mean everyone knows it.
#103
Posted 11 December 2007 - 01:16 AM
This is nothing too interesting, but I was playing Sonic CD not too long ago when I noticed that in the Wacky Workbench Good Future Act 1 stage near the beginning of the level, there is what appears to be a missing tile piece in the level's art...

This is another area right underneath the first spot with the same tile chunk missing...

After seeing this, I decided to take a look at the alternate versions of this level to learn that neither the Past nor Present version of Act 1 have a reoccuring in it's layout where the art would be placed like so other than the Bad Future version which, in the same areas as the above images, had the chunk filled in like so...
http://img70.imagesh...lechunk3cx8.png
I did some more research to learn that throughout all versions of Act 2, the level layout does not appear to have a occurance where the "missing tile piece" would reappear.

This is another area right underneath the first spot with the same tile chunk missing...

After seeing this, I decided to take a look at the alternate versions of this level to learn that neither the Past nor Present version of Act 1 have a reoccuring in it's layout where the art would be placed like so other than the Bad Future version which, in the same areas as the above images, had the chunk filled in like so...
http://img70.imagesh...lechunk3cx8.png
I did some more research to learn that throughout all versions of Act 2, the level layout does not appear to have a occurance where the "missing tile piece" would reappear.
#104
Posted 11 December 2007 - 11:19 AM
Tweaker, on Dec 2 2007, 10:21 PM, said:
I fail to see how ANY of what you just said is "well known." It may be documented, but it doesn't mean everyone knows it.
Oh come on, everyone has had to of messed around with debug before and seen plenty of things related in some way..
@Sonic Boom: The pictures are not working.
This post has been edited by SMTP: 11 December 2007 - 11:19 AM
#105
Posted 11 December 2007 - 04:46 PM
QUOTE (SMTP @ Dec 11 2007, 08:19 AM) [post="174121"]
This is another area right underneath the first spot with the same tile chunk missing...

After seeing this, I decided to take a look at the alternate versions of this level to learn that neither the Past nor Present version of Act 1 have a reoccuring in it's layout where the art would be placed like so other than the Bad Future version which, in the same areas as the above images, had the chunk filled in like so...

I did some more research to learn that throughout all versions of Act 2, the level layout does not appear to have a occurance where the "missing tile piece" would reappear.[/quote]

This is another area right underneath the first spot with the same tile chunk missing...

After seeing this, I decided to take a look at the alternate versions of this level to learn that neither the Past nor Present version of Act 1 have a reoccuring in it's layout where the art would be placed like so other than the Bad Future version which, in the same areas as the above images, had the chunk filled in like so...

I did some more research to learn that throughout all versions of Act 2, the level layout does not appear to have a occurance where the "missing tile piece" would reappear.[/quote]

00
