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S2BETA4 discussion

#46 User is offline djdocsonic 

Posted 24 February 2008 - 07:17 AM

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I placed a flicky container and it ended the level as per normal and took me to HPZ 2. Interesting that in Debug all the objects are still ok and not the Glitched OOZ ones like in S2 Final.... looks as if they had just about pulled the zone. This also appears to be the proto AFTER the Sega Solid Gold Guide and its possibly the same one used in a French Proto video with the same title screen with the 1 Player and 2 Player selections (this video didnt show Hidden Palace Zone)..

#47 User is offline Esrael 

Posted 24 February 2008 - 07:44 AM

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Hidden Palace Colision is Still in this version.

I Made a Save State with Tiles Restored

Items restored in this Save State

Tiles 8x8
Blocks 16x16
Chuncks 128x128
Level Layout

Sonic 2 Beta 4 Save State

#48 User is offline evilhamwizard 

Posted 24 February 2008 - 08:01 AM

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Posted Image

Wow. Didn't know it was worked on this much after the Beta. Tube goes somewhere now.

This is awsome work Esrael, thanks. :psyduck:
This post has been edited by Kool-Aid-Man: 24 February 2008 - 08:06 AM

#49 User is offline 87th 

Posted 24 February 2008 - 08:05 AM

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If you hold right while starting HPZ Act 2, you land on something. Can anyone figure out some sort of layout from the collision data?

#50 User is offline Esrael 

Posted 24 February 2008 - 08:22 AM

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QUOTE (evilhamwizard @ Feb 24 2008, 08:01 AM) [post="180305"]Posted Image

Wow. Didn't know it was worked on this much after the Beta. Tube goes somewhere now.

This is awsome work Esrael, thanks. :psyduck:[/quote]


The Layout Is from Sonic 2 Delta.
I made this Save to see objects placement.
Ignore 8x8 / 16x16 / 128x128 and Level Layout because these are hack.

#51 User is offline evilhamwizard 

Posted 24 February 2008 - 08:28 AM

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Heh, knew the layout was familiar. :P

I kinda realized that when I saw what was on the other side of the tube.

#52 User is offline GeneHF 

Posted 24 February 2008 - 08:33 AM

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Because it'd have been very creepy if HPZ just happened to be worked on and had Esrael's Delta HPZ layout 16 years ago. =P

#53 User is offline STE 

Posted 24 February 2008 - 08:35 AM

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Great, thanks to Esrael's Save State, I can explore this beta even more throrouly. Could there possibly be a way to Port the WZ from Sonic 2 Delta into a Save State for S2B 4?

#54 User is offline Waluigi Prower 

Posted 24 February 2008 - 10:31 AM

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It's impossible to clear the 4th special stage without cheating, they only give you 42 rings in the first third of the stage, and it requires 45 to pass.

#55 User is offline Yoshi 15 

Posted 24 February 2008 - 10:44 AM

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Tails was able to destroy that grey statue thingy in ARZ and got the collision glitch:

Posted Image
Posted Image
Posted Image
This post has been edited by Yoshi: 24 February 2008 - 10:45 AM

#56 User is offline JoseTB 

Posted 24 February 2008 - 11:10 AM

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Ah I already missed the fun of fixing relative branches by hand =P

Anyhow, it turns out super sonic is not all that finished as I thought. Here's how to restore it:

Go to $16AB8, and type there:

4EF900100000


Then, add this at $100000:

4A28003C672C323CFC000828000600226704323CFE00B26800126F0E1038F6020200007066043141
00124A28001267184E754A280039660E0C68F04000126C06317CF04000124E754A38FE1966160C380
007FFB0660E0C780032FE2065064EF90001082A4E75


For the curious, this replaces the subroutine that controls the speed cap of the jump. The difference with the original code is that in this one the branch to check and trigger the transformation is present. Note that I added the 50 rings and 7 emeralds check myself; which doesn't mean that this is how the transformation was supossed to be triggered in this build. I used FFB0 because this one is used as opposed to FFB1 in later builds.

Then, use this PAR code for the emeralds:

FFFFB0:0007

Get 50 rings, and jump as usual.

Nearly nothing super sonic related is coded in the object, which translates in:
- You can be hit and lose rings as usual
- The ring counter doesn't drop
- 0 rings doesn't make you go back to the normal form. There's nothing to trigger the detransformation - althought the code for this is also there.

However, other things such as fixing the speed for the super form whenever it changes ARE present in the character object, so we can assume it was half-implemented in this build.

I'm still unsure about the code not beginning triggered at all without hacking though. It might be called with a different event in this build, but I have yet to find it.

More info as I find it.

Edit 1: The code was written to be called externally, so it was definitively triggered with something else. I believe it could be a removed monitor, but I can't say this for sure yet.
This post has been edited by JoseTB: 24 February 2008 - 12:02 PM

#57 User is offline GARY M 9 

Posted 24 February 2008 - 11:14 AM

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The lasers in WFZ don't make any noise, probably because their sound bytes were not made during this build of the game.

"Night Time" mode is still accessible by holding C when a level is starting. So this will be good for distinguishing if Plane A and Plane B objects are different in this version than the final for most levels.
This post has been edited by GARY 'M 9: 24 February 2008 - 11:15 AM

#58 User is offline Oerg866 

Posted 24 February 2008 - 11:35 AM

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Hm, I thought I'd write a list of offsets that contain nemesis compressed art.
Compressed Art is on the following places
Offset		
0000485A	
00040300	
00071D8E	
00071F14	
0007393C	
00074876	
00074CF6	
0007541A	
00076D7C	
000778C0	
00077A36	
00077B3C	
00077C8A	
00077D62	
00078056	
000780CE	
00078266	
00078374	
000784AA	
00078516	
0007896E	
00078A16	
00078AE4	
00078BEE	
00078CB0	
00078D26	
00078DDC	
00078E4C	
00078EEE	
00078FD0	
00078FDC	
0007904A	
0007912E	
000792A6	
00079608	
0007987A	
0007993A	
00079B76	
00079D10	
00079F08	
00079F9E	
0007A00A	
0007A186	
0007A254	
0007A374	
0007A664	
0007A8F8	
0007AABA	
0007ACDC	
0007AD4C	
0007AEE8	
0007B1A8	
0007B294	
0007B4D2	
0007B67C	
0007B774	
0007B81E	
0007B88E	
0007B8F6	
0007B956	
0007BA42	
0007BAB4	
0007BB22	
0007BBAC	
0007BD3E	
0007BF24	
0007C05A	
0007C180	
0007C4A4	
0007C5F2	
0007C762	
0007C7CA	
0007C83C	
0007CA46	
0007CA86	
0007CAF2	
0007CCD4	
0007CE94	
0007D090	
0007D176	
0007D202	
0007D360	
0007D3F8	
0007D4D0	
0007D5EC	
0007D6B6	
0007D88A	
0007D992	
0007DAA8	
0007DB9C	
0007DFA8	
0007DFF8	
0007E0D2	
0007E22A	
0007F196	
0007F2E6	
0007F362	
0007F52E	
0007FA4C	
0007FBDE	
0007FF92	
0008007E	
0008040A	
000806F6	
00080858	
00080C40	
000814BE	
0008181C	
00081C22	
00081CA2	
00082AFC	
00082DEA	
00083290	
000833A4	
000834E6	
0008364A	
00083784	
000838E6	
00083A26	
00083B54	
00083C8A	
00083DA6	
00083F22	
000840D4	
00084216	
0008436E	
0008456E	
000848C4	
00084BE4	
00084FAC	
00085382	
000856E2	
000858EE	
0008602A	
00086588	
00086C10	
00086C8E	
00086D74	
00087560	
00087654	
00087E20	
00088866	
000897A4	
00089FCE	
0008AA9E	
0008B2DC	
0008B406	
0008B892	
0008BAE4	
0008BCA2	
0008BE3A	
0008C05A	
0008C572	
0008C82E	
0008C956	
0008CA78	
0008CD50	
0008CFF8	
0008D128	
0008D3AC	
0008D6D4	
0008D90E	
0008DB0A	
0008E93C	
0008EE98	
0008F080	
0008F238	
0008F4D0	
0008F666	
0008F766	
0008F7F4	
0008F93A	
0008F99A	
0008FA04	
0008FAEE	
0008FBB0	
0008FBE0	
0008FD08	
0008FDBC	
0008FE30	
0009057E	
00090752	
00090B4A	
00090C8E	
00090D1C	
00091E9C	
00092218	
000962B8	
000C586E	
000DA774	
000DAE96	
000DB19C	
000DB2DA	
000DB3D4	
000DB48A	
000DB9B0	
000DBA66	
000DBB2C	
000DBB94	
000DBEC8	
000DC2B8	
000DC500	
000DC8BA	
000E1CEE	
000E1DA4	
000E1E6A	
000E1ED2	
000E2362


#59 User is offline Aquaslash 

Posted 24 February 2008 - 11:48 AM

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View PostScarred Sun, on Feb 23 2008, 07:34 PM, said:

- All rings lost after special stage

That happens in the final unless you're knuckles.

#60 User is offline Overlord 

Posted 24 February 2008 - 11:54 AM

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No-one seems to have mentioned it, but it's in the above special stage screenshots - Tails is refered to as Miles everywhere (and up as far as at least Beta 8, I think) by default still.

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