Sonic 3D discussion
#77
Posted 29 February 2008 - 07:31 AM
Hey: In all protos less or equal 830: If you press a+start while playing, you'll skip the level. I actually found that out by accident by tinkering with it.
EDIT: OOPS has been said already. Did find it out myself though :D
EDIT: OOPS has been said already. Did find it out myself though :D
This post has been edited by Oerg866: 29 February 2008 - 07:44 AM
#78
Posted 29 February 2008 - 07:57 AM
.... under pause, C is frame advance, B is slowmo, A is reset, this has been there since sonic 1.
#80
Posted 29 February 2008 - 11:22 AM
#82
Posted 29 February 2008 - 12:27 PM
GerbilSoft, on Feb 28 2008, 09:35 AM, said:
Rafalapso, on Feb 27 2008, 08:07 PM, said:
According to the code, it's a Genesis development interface program. Probably to connect the genesis to a debugger pc using SCSI and a special cart with ram and a SCSI interface.
The code is streamed from the pc to the cart and the genesis can run the code without needing to write eeproms.
The code is streamed from the pc to the cart and the genesis can run the code without needing to write eeproms.
More than likely, that header ended up in the S3D/819 ROM due to DOS memory management semantics. Specifically, DOS doesn't zero out memory before allocating it.
I would imagine that code from $3F0000 on was 100% intended to be there, as an interface to their development hardware for debug purposes.
#83
Posted 29 February 2008 - 12:36 PM
#84
Posted 29 February 2008 - 10:22 PM
LocalH, on Feb 29 2008, 12:27 PM, said:
GerbilSoft, on Feb 28 2008, 09:35 AM, said:
Rafalapso, on Feb 27 2008, 08:07 PM, said:
According to the code, it's a Genesis development interface program. Probably to connect the genesis to a debugger pc using SCSI and a special cart with ram and a SCSI interface.
The code is streamed from the pc to the cart and the genesis can run the code without needing to write eeproms.
The code is streamed from the pc to the cart and the genesis can run the code without needing to write eeproms.
More than likely, that header ended up in the S3D/819 ROM due to DOS memory management semantics. Specifically, DOS doesn't zero out memory before allocating it.
I would imagine that code from $3F0000 on was 100% intended to be there, as an interface to their development hardware for debug purposes.
Absolutely. When you boot with the PsyQ cartridge, that image appears at $000000, and so boots. Using hardware in the dev cart it relocates itself to $3F0000. NOSEGAY is in there because they needed the word SEGA to get the cart to boot, and they were paranoid about using the word SEGA on it's own
The code won't do much without the rest of the dev hardware.
#85
Posted 29 February 2008 - 10:28 PM
It's a little dissapointing that the Crab Badnik hasn't shown up at all. Ah well..
#88
Posted 01 March 2008 - 03:56 PM
I parsed it as "NO SEGA Y" too.
But seriously, I can't believe you didn't notice that about pressing A while pause to advance the level, the final version does that if you use the level select :/ And another game that uses A for reset, B for slow down and C for frame advance is Phantasy Star 2, except you don't need any debug code to get it working, just pause the game as normal.
Oh, and the Saturn version has even MORE controls while paused:
But seriously, I can't believe you didn't notice that about pressing A while pause to advance the level, the final version does that if you use the level select :/ And another game that uses A for reset, B for slow down and C for frame advance is Phantasy Star 2, except you don't need any debug code to get it working, just pause the game as normal.
Oh, and the Saturn version has even MORE controls while paused:
- A: Advance one level
- B: Advance one zone
- C: Go to PPz3
- X: Get one ring
- Y: Get one medal
- Z: Get one extra life
This post has been edited by Sik the hedgehog: 01 March 2008 - 03:59 PM
#90
Posted 03 March 2008 - 09:26 PM
Well, it seems like Naka was too exigent with having all frame timings correct >_>

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