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General Sonic Discussion (68 posts)
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User is offline May 09 2015 10:41 PM
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Age:
28 years old
Birthday:
December 3, 1986
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Location:
USA

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Topics I've Started

  1. Let's Glitch Sonic 3 & Knuckles (Updated November 17th, 2009)

    07 May 2009 - 06:55 AM

    Thought this might be interesting to some of you. I have seen a couple of topics about glitching Sonic games, anyway.

    I'm starting something I did a long time ago over again -- glitches and oversights of Sonic 3 & Knuckles. Going in order this time, starting with Angel Island Zone. See stuff you may or may not have seen before! Find out subtle differences between Sonic 3 and S3&K! Join along why don't you?

    Inspired by Xkeeper's Link's Awakening LP, there are now in a new annotated format. Leave them on to maybe learn something! Turn them off if they're really annoying and stupid!

    Introductory video / basic techniques.

    Angel Island Zone.

    Hydrocity Zone: Youtube | Viddler

    Marble Garden Zone: Youtube | Viddler

    Carnival Night Zone (Part 1): Youtube
    Carnival Night Zone (Part 2): Youtube

    Ice Cap Zone (Part 1): Youtube
    Ice Cap Zone (Part 2): Youtube

    Launch Base Zone (Part 1): Youtube
    Launch Base Zone (Part 2): Youtube
    Launch Base Zone (Part 3): Youtube

    Glitch Potpourri: Youtube

    Mushroom Hill Zone: Youtube

    Flying Battery Zone: Youtube

    Sandopolis Zone (Part 1): Youtube
    Sandopolis Zone (Part 2): Youtube

    Lava Reef Zone (Part 1): Youtube
    Lava Reef Zone (Part 2): Youtube

    Hidden Palace Zone: Youtube

    Sky Sanctuary Zone: Youtube

    Death Egg Zone: Youtube
  2. Mega Man X general research topic.

    20 August 2008 - 03:33 AM

    I'm working on hacking/researching the 3 SNES Mega Man X games. Here's some stuff I found.

    MEGA MAN X1

    Hoganmer
    Posted Image

    This enemy can jump, but for whatever reason this never actually happens in-game. The code for it still exists in the game though, and can be easily triggered. He will jump a short distance (32 pixels?) towards X, then when X is in range, fire his mace-ball thing.

    Here is a youtube video of this behavior in action.

    Lost Zero charging palette?
    Posted Image

    Zero has two palettes in the ROM that aren't used in-game at all. Presumably they are for some kind of charging effect. In the final game, his head crystal glows to indicate charging.

    Posted Image
    What it might have looked like.

    The third Anglerge
    Posted Image

    There is both data and a palette for a third kind of Anglerge boss in the game. The subID for this Anglerge is 129, while the subIDs for the two Anglerges in the final game are 128 and 130. This Anglerge only blows air at X. Since the first Anglerge sucks air in, and the second Anglerge both sucks air in and blows air out, this was probably meant to go in between the two.

    Tombot Generator
    Posted Image

    No idea where this was supposed to go, and the graphics won't load up correctly. This object is closed at first. When it opens up, it fires out two Tombots in one direction (which direction depends on the subID), then closes again. X can only damage the object when it is open. When it is destroyed, it starts smoking from the bottom for a bit, then stops.

    Flying drill enemy
    Posted Image

    Probably the most interesting find. I hope I can find the graphics to this thing, it has a really cool looking animation cycle. This enemy doesn't appear at all in the game, and its behavior is completely unique. It has the same ID as the Sine Faller enemy, but has a subID of 1. The enemy falls down from the ceiling and swoops back and forth. When it collides with the ground, it drills into it, leaving only a small part of its sprite visible above ground. It only takes 1 hit to kill.

    That's it for now. I'm bound to find more stuff as I keep delving deeper into the ROM.

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