Google auto-detects it as Swedish, and offers this philosophical wisdom: I think we can make a good guess as to what that supporting role was!
Everyone knows about the platform-edge glitch in Sonic 1's Final Zone, but is it old news about the one in Chemical Plant 2? Found this today while playing S2 on my phone - and yes, the thumbnail of the speed booster was picked deliberately (though Youtube says in the first 6 hours of the video's existence you might see something else =P)
I don't know if this has been mentioned before, I have really no idea what I'd use to search for it. Okay, so I was trying to solve a bug in my hack, and I noticed another bug, and to my surprise it was actually something from the original game, and not something I'd done. In Starlight Zone, near the top of the Zone, I got hit by the Orbinaut. This flung Sonic upward, off the top of the Zone. Strangely, he immediately died - as though he'd fallen off the bottom of the Zone! I know that the levels sort of wrap, so that I thought maybe the check for falling off the bottom didn't discriminate properly between signed/unsigned values or something. But Sonic doesn't normally die when he goes off the top, only when he's flung off the top from being hit. So I looked at his Sonic_HurtStop routine... Code (ASM): Sonic_HurtStop: ; XREF: Sonic_Hurt move.w (v_limitbtm2).w,d0 addi.w #$E0,d0 cmp.w obY(a0),d0 bcs.w KillSonic ... ; End of function Sonic_HurtStop ...and sure enough, there's a check to kill him if he passes the bottom limit. But the Sonic_LevelBound routine... Code (ASM): move.w (v_limitbtm2).w,d0 addi.w #$E0,d0 cmp.w obY(a0),d0 ; has Sonic touched the bottom boundary? blt.s @bottom ; if yes, branch rts ...uses blt instead of bcs. Worse, though, I can't see any reason why Sonic_HurtStop checks in the first place. If you remove the check, it still works just fine, because Sonic_LevelBound takes care of it. I tried getting hit off a ledge, and falling off the bottom in the hurt animation, and it still worked. So why does it check a second time, especially if causes such a weird a bug? Is it just left over buggy code, or does it have some arcane purpose I'm just missing?
I have noticed this bug before, but never realised what caused it. As for the extra check; could it be possible that originally, hitting the bottom of the level caused you to be hurt before dying (a la Sonic 2 (8-bit))? I can't help but think that the only reason you'd need two checks was that the first time, when falling into a pit, you rebound in your 'hurt' animation, before dying when you land again.
Here's an odd one I noticed all of 3 seconds ago, and it's another Knuckles climbing glitch. Those little laser canons in Launch Base won't hurt Knuckles so long as he's attached to a wall. There's at least one point in act 1 where you can test this. I'd make a picture, but I'm playing on SCC and don't have access to an emluator right now.
Nice find! I didn't know about this. edit: do you mind if I put this on Youtube? With full credit of course.
You can't; though it's common courtesy to give credit to the person who first discovers things As a matter of fact, if you didn't give me the permission, I wouldn't have made a Youtube video about this. It's a matter of respect. edit: video'd: http://www.youtube.com/watch?v=pVT4IWlrhPw
My first post. Let's make it a good one: After screwing around with debug, I came across some bad collision in Hill Top Zone. Later on, I discovered it could be done without debug; by using Super Sonic.
This one is old to me. The collision must be fucking up because the game is getting ready for the eathquake effect.
I don't think the earthquake plays in that zone or area, that's the part in act 1 where you first go underground via loop and drill through the floor. They must have thought no one would get up there anyway, could have just been left messy since it's a no go area :v: strangely that area has always made me wonder just like marble zone act 1 where you go underground, the level looks like it continues on above you but you just can't get up there without debug.
If you go a bit to the right from that location, the background disappears because it's getting ready to pull off the trick to make the floor and ceiling move. First there's a section where there's a rising floor threatening to crush you and a rising ceiling opening up a path. Then there's a room with rising lava that blocks your path, with the door that even when open doesn't make the lava spill out.
I was as surprised as everyone else when I discovered those 2 rings in FBZ. And there's one in Lava Reef 2 as well! Again. Very hidden. As for the climbing glitch that was found, are all of the climbing glitches in the Sonic 3 parts of S3&K? I wonder if its yet another case of them not totally thinking through Knuckles addition to those levels...much like Tails glitches in the S&K levels.
That's the same thing I thought, to be honest, as both Hydrocity and Launch Base are in Sonic 3. I wonder if there are more climbing glitches in the other Sonic 3 zones...
Considering also that Casino Night in S2&K has the climbing glitch as Hydrocity, that seems like the best answer. EDIT: And related to that one, it you start climbing the wall to the right of the boss arena before it disappears, you'll stay attached to nothing.
I don't think this counts... Not really a glitch but just improper layout really, the reason you're getting this is because the earthquake objects are placed ahead—fully viewable in SonED 2, and fully solid. Edit: The way the earthquake is achieved is no difficult manner-- just shake the screen. But ever thought how the game gets the rising/falling chunks? They're a part of the BG, when you enter the cave, the game shifts the BG to the correct position, and then scrolls it appropriately—disable a chunk and go to an earthquake area, you'll see what I mean. If you get out quickly enough of the cave, you'll see the BG shift.
Played the stage again yesterday and there is that small lava raising bit, I was thinking it was in act 2 so my bad.