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S&K 0525 discussion

#91 User is offline JoseTB 

Posted 26 February 2008 - 08:47 PM

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Not code, but pretty much anything that takes space from Sonic 3, namely the static data such as graphics (title screen, sonic 3 zones, etc). The code however is not shared, and should be entirely from S&K, which means the data selection was done on purpose for this build; which is why it seems weird the fact knuckles is blocked there, unless this build was done using a different "original" source than the one used for the last Sonic 3C build.

The game simply won't load without sonic 3 because the code misses some data, I guess they chose to load the sega logo directly from sonic 3 too at this point.

#92 User is offline ComPro 

Posted 26 February 2008 - 08:51 PM

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Just based off an educated assumption, it looks as though Sonic 3 affects the S&K levels as well, in terms of some badnik sprites, level tiles, etc. Level tiles are garbled and badniks are also garbled or sometimes do not even display, though you can still hit them and they can hit you. Is this also being referenced from the Sonic 3 ROM?

I don't know much about how this all works from the technical standpoint, though my curiosity is quickly rising. If I can find time in between school, work, and homework, I will definitely try to dive into the technical aspects.

#93 User is offline Kamek 

Posted 26 February 2008 - 09:51 PM

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View PostComPro, on Feb 26 2008, 07:51 PM, said:

Just based off an educated assumption, it looks as though Sonic 3 affects the S&K levels as well, in terms of some badnik sprites, level tiles, etc. Level tiles are garbled and badniks are also garbled or sometimes do not even display, though you can still hit them and they can hit you. Is this also being referenced from the Sonic 3 ROM?

I don't know much about how this all works from the technical standpoint, though my curiosity is quickly rising. If I can find time in between school, work, and homework, I will definitely try to dive into the technical aspects.


I'd take anything you find using that savestate with a grain of salt. The savestate was made with Sonic 3 attached and it is expecting to find Sonic 3 in the rom.

Having said that, I've tried similar experiments with Sonic and Knuckles, with an S3&K savestate loaded, and it was able to load the S&K levels properly at least, so... I honestly dunno.

#94 User is offline MK 

Posted 27 February 2008 - 01:38 AM

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Well the savestate is in the level select. It doesn't govern what the levels do when you click them. And, when you Start+A, it goes back to the level select and the S3 levels are still selectable (though crash), so it just seems like an early incomplete S&K to me.

#95 User is offline ComPro 

Posted 27 February 2008 - 02:24 AM

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Another note when playing the split Sonic and Knuckles 0525 - If you load Mushroom Hill Zone Act 1, Sonic will go through the motions as though you are looking at Knuckles hide the flashing ring area, but the level will dynamically change the starting point of the act to where Sonic would start in a standalone S&K build. I'm not sure if I typed that clearly enough, but I found that interesting. It's like MHz 1 checks to see if Sonic 3 is attached, and since it's not, it dynamically changes the starting point. I can't be sure if this is what it does, but an educated guess seems reasonable enough.

#96 User is offline Tweaker 

Posted 28 February 2008 - 05:40 PM

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View PostOverlord, on Feb 26 2008, 02:22 PM, said:

View PostOverlord, on Feb 25 2008, 11:24 PM, said:

Tweaker, can you get a VGM of the alt title music as well?

Ba bump. If we're logging differences, this'll come in useful later =P

Here you go.

#97 User is offline STE 

Posted 29 February 2008 - 01:41 AM

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The Strange thing about this game, is if you die, you Respawn in Debug...
I once went to SSZ A1 With Sonic and when Knuckles pushed the switch for the bridge, I ran straight across it a 'Accidently' Jumped onto the Spikes. I respawned in Debug. In FBZ I you are in Debug and Spindash pressing B and C you swap gravity, no? It does a simular thing here. I use the Spindash (Bare in mind I was pressing B and C, so I went in and out of debug) and I stop in midair and Sonic starts to Flicker all of his Sprites.... The Game also hangs up, but you can pause and press A to get out of it (Already Known). Gens+ users or have a Gens+ in Handy, I have provided a Download of the Glitch in action.
Download Here.
Sorry I could not Provide a better Hosting Service, Rapid Share is the only one I know of...

#98 User is offline Quexinos 

Posted 29 February 2008 - 02:05 AM

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If by respawn in debug you mean you can save yourself after you die by quickly switching to debug, you can do that in the final.

Quote

and I stop in midair and Sonic starts to Flicker all of his Sprites..

That's also in the final ;) In fact I run into that a lot by accident, it's quite annoying sometimes.

#99 User is offline STE 

Posted 29 February 2008 - 02:10 AM

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Aw dammit... oh yes, I belive I metioned the Gravity changing in FBZ, but that's probably well known too...

#100 User is offline muteKi 

Posted 29 February 2008 - 02:21 AM

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This version is the first to allow you to break monitors from underneath, rather than Sonic 3's "hit underneath, knock the monitor down, and possibly get crushed" system.

#101 User is offline Quexinos 

Posted 29 February 2008 - 02:54 AM

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View PostSonicTailsEchidna, on Feb 29 2008, 01:10 AM, said:

Aw dammit... oh yes, I belive I metioned the Gravity changing in FBZ, but that's probably well known too...

It's not just FBZ, while in debug you can switch gravity by pressing A. It's in the final.
This post has been edited by Quexinos: 29 February 2008 - 03:01 AM

#102 User is offline Rika Chou 

Posted 29 February 2008 - 03:37 AM

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View PostThe 無敵, on Feb 29 2008, 08:21 AM, said:

This version is the first to allow you to break monitors from underneath, rather than Sonic 3's "hit underneath, knock the monitor down, and possibly get crushed" system.

Hmm? I thought the last game that had that was Sonic 2, and it wasn't even used. I always thought it wasn't in S3 at all...I could be wrong though.

Edit: Oh, never mind. It was only removed when locked onto S&K.

#103 User is offline JoseTB 

Posted 29 February 2008 - 09:44 AM

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View PostComPro, on Feb 27 2008, 02:51 AM, said:

Just based off an educated assumption, it looks as though Sonic 3 affects the S&K levels as well, in terms of some badnik sprites, level tiles, etc. Level tiles are garbled and badniks are also garbled or sometimes do not even display, though you can still hit them and they can hit you. Is this also being referenced from the Sonic 3 ROM?

I don't know much about how this all works from the technical standpoint, though my curiosity is quickly rising. If I can find time in between school, work, and homework, I will definitely try to dive into the technical aspects.


To put it simple, the code (what allows you to defeat the badnik for instance) is in the S&K rom, but the graphics (the tiles) are not. If you remove the Sonic 3 from the end, the badnik will indeed load garbage as sprites, but it'll still act as usual since the code is not affected.

#104 User is offline Dominus Draconis 

Posted 29 February 2008 - 10:17 AM

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View Postrika_chou, on Feb 29 2008, 03:37 AM, said:

View PostThe 無敵, on Feb 29 2008, 08:21 AM, said:

This version is the first to allow you to break monitors from underneath, rather than Sonic 3's "hit underneath, knock the monitor down, and possibly get crushed" system.

Hmm? I thought the last game that had that was Sonic 2, and it wasn't even used. I always thought it wasn't in S3 at all...I could be wrong though.

Edit: Oh, never mind. It was only removed when locked onto S&K.


actually, it IS possible to get crushed by a box in sonic 2, but, only one I know of can do it, in WFZ, there is a box up on the tailfin with the elevator things that are on the conveyer belt that let you get up to hit it, if you hit it from beneath and quickly fall down, it should land on you and crush you

#105 User is offline muteKi 

Posted 29 February 2008 - 12:25 PM

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I'm wrong though... I meant the 0517 Sonic 3C build that implements the monitor thing.


Can we move the related posts to that topic?

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