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S2BETA4 discussion

#61 User is offline JoseTB 

Posted 24 February 2008 - 12:40 PM

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QUOTE (JoseTB @ Feb 24 2008, 05:10 PM) [post="180365"]Posted Image

Posted Image

Posted Image

And there you go. Savestate with the monitor below.

Attached File(s)



#62 User is offline Overlord 

Posted 24 February 2008 - 01:05 PM

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http://forums.sonicretro.org/index.php?sho...mp;#entry180421

WFZ intro layout is different to final, see the link to the post in Beta 5 (where it's the same. As of Beta 6 it's Final). One minor difference is that the lasers don;t have sound FX in Beta 4 - they do in Beta 5.

#63 User is offline Hez 

Posted 24 February 2008 - 01:26 PM

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That savestate doesn't work for me...I hit the monitor and nothing happens. Is this an unmotified ROM youre using it on?

#64 User is offline .hack//zero 

Posted 24 February 2008 - 01:33 PM

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View PostOverlord, on Feb 24 2008, 01:05 PM, said:

http://forums.sonicretro.org/index.php?sho...mp;#entry180421

WFZ intro layout is different to final, see the link to the post in Beta 5 (where it's the same. As of Beta 6 it's Final). One minor difference is that the lasers don;t have sound FX in Beta 4 - they do in Beta 5.


The WFZ boss acts diffrent too.

There is no boss music.
The spiky platforms get destroyed when the laser touches them.
After they get destroyed the spiky platforms keep coming out of where they first came from until there is 3 of them again.

#65 User is offline StephenUK 

Posted 24 February 2008 - 01:39 PM

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View PostHez.zip, on Feb 24 2008, 06:26 PM, said:

That savestate doesn't work for me...I hit the monitor and nothing happens. Is this an unmotified ROM youre using it on?


JoseTB said:

Replace B0 with B4 at $10589 to bypass it, and place a ? monitor

This post has been edited by Stephen: 24 February 2008 - 01:39 PM

#66 User is offline Neo 

Posted 24 February 2008 - 02:58 PM

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QUOTE (Orengefox00 @ Feb 24 2008, 08:19 AM) [post="180209"]Posted Image[/quote]
Hey now, I think I'm onto something. What happens if you make those triceratops use palette line 0?

Posted Image

Now, correct me if I'm wrong, but isn't this the first time we've seen these guys with their correct pallete? In all the hacks I've seen that restore this enemy, it always has a different color scheme (orange, green, etc). This one, however, perfectly matches the colors from the sprites you see in the HPZ mockup:

Posted Image

If this is old stuff, please let me know.
This post has been edited by Neo: 24 February 2008 - 02:59 PM

#67 User is offline McAleeCh 

Posted 24 February 2008 - 03:15 PM

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The original colours for the Triceratops badnik were available on ICEknight's site, in the original Digitizer art for them. I don't know where these pictures are still available, but I do know that they didn't correspond with the first pallette line (Sonic / Tails's pallette).

However, the original art for them as pictured in the Digitizer art and found in previous prototypes actually appears green using the second pallette line in HPZ (Leftover GHZ pallette line, changed to accommodate Sonic 2 rings), and doesn't appear correctly using Sonic's pallette.

The ones in your picture, on the other hand appear differently, and do indeed appear to have been redrawn to use Sonic's pallette as the other badniks in the Zone do - interesting, since it suggests that they were still considering developing Hidden Palace further at one point and adding these badniks into the Zone.

EDIT: More confirmation that their art has been redrawn; the sprites found in previous prototypes used a cross-hatch dithering style on the grey area around the 'bot's horns. This dithering has been redrawn into a smooth gradient in this version.

Looks like this enemy wasn't abandoned as early in development as initially thought. Excellent find, Neo! = )
This post has been edited by McAleeCh: 24 February 2008 - 03:34 PM

#68 User is offline damien f 

Posted 24 February 2008 - 03:16 PM

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don't no if any one noticed but when you play cnz2 in 2p mode just playing as sonic leaveing tails at the start. as sonic finishes speed the time up until you get time over wfz music plays and you get messed up grapics

#69 User is offline Quexinos 

Posted 24 February 2008 - 05:01 PM

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I'm confused about these codes for debug, when I put them in sets of two it turns out like this:

4A 78 FF FA 67 14 08 38 00 04 F6 05 67 0C 31 FC
00 01 FE 08 42 38 F7 CC 4E 75 4A 38 F7 CC 66 06
31 F8 F6 04 F6 02 4E F9 00 16 06 2

that's... not even and won't work... and 20 and 02 crash the game. Is it supposed to be 04 in the beginning? and please don't reply like I'm an idiot, I honestly just don't know.

EDIT:
LOL poor tails:
http://youtube.com/watch?v=o3Yv4qWOtDg
This post has been edited by Quexinos: 24 February 2008 - 05:35 PM

#70 User is offline Nemesis 

Posted 24 February 2008 - 05:40 PM

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View PostQuexinos, on Feb 25 2008, 09:01 AM, said:

I'm confused about these codes for debug, when I put them in sets of two it turns out like this:

4A 78 FF FA 67 14 08 38 00 04 F6 05 67 0C 31 FC
00 01 FE 08 42 38 F7 CC 4E 75 4A 38 F7 CC 66 06
31 F8 F6 04 F6 02 4E F9 00 16 06 2

that's... not even and won't work... and 20 and 02 crash the game. Is it supposed to be 04 in the beginning? and please don't reply like I'm an idiot, I honestly just don't know.

Looks like everything is correct up until the final jump at the end. I'm guessing the last set of 6 bytes should be as follows:
4E F9 00 01 60 62
This post has been edited by Nemesis: 24 February 2008 - 05:43 PM

#71 User is offline Quexinos 

Posted 24 February 2008 - 05:43 PM

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View PostNemesis, on Feb 24 2008, 04:40 PM, said:

View PostQuexinos, on Feb 25 2008, 09:01 AM, said:

I'm confused about these codes for debug, when I put them in sets of two it turns out like this:

4A 78 FF FA 67 14 08 38 00 04 F6 05 67 0C 31 FC
00 01 FE 08 42 38 F7 CC 4E 75 4A 38 F7 CC 66 06
31 F8 F6 04 F6 02 4E F9 00 16 06 2

that's... not even and won't work... and 20 and 02 crash the game. Is it supposed to be 04 in the beginning? and please don't reply like I'm an idiot, I honestly just don't know.

Looks like everything is correct up until the final branch at the end. I'm guessing the final set of 6 bytes should be as follows:
4E F9 00 01 60 62

thanks, unfortunately when I removed all of the code I inserted, the game still crashed so I think the other part of the code is making it crash ;_;

#72 User is offline Nemesis 

Posted 24 February 2008 - 05:49 PM

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The game will crash if you only have the changes at 0x16056 written. That change tells the game to jump to this section of code at the end of the ROM, so unless you write this code in correctly as well, you're going to get a crash. One thing to make sure of also is that you overwrote the data at 0x16056, rather than inserting it.

#73 User is offline Quexinos 

Posted 24 February 2008 - 06:13 PM

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thank you Nemesis, it worked =D
does anyone want me to upload the edited ROM?

#74 User is offline Shaonic 

Posted 24 February 2008 - 06:21 PM

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I do.

#75 User is offline Quexinos 

Posted 24 February 2008 - 06:28 PM

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tad dah:
http://www.saveonepiece.com/prototypes/Son...palace.org).bin
boy that's a long link O_o

I suppose I could have done a rom patch but I don't think I even have anything that does that anymore.

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