Discussion in 'Prototype Discussion' started by drx, Feb 24, 2008.
hey Sonic and Tails have the first icons! ... so uhm.. does this build work to play or just make annoying sounds? I can't get it to play.
Are you using Kega Fusion? Might want to take a peek at this topic.
thanks, I was using Gens... I'm not sure what that topic is all about but I'll muck about with it.
Pretty much none of the 4-digit Chaotix protos (ex. 1227 compared to 111) work in Gens past the Sega logo. Unless Sonic and Tails are playable in them, I don't care. =P
They work in Kega, and they have ******* which is damn close to tails =P
"********" IS Tails. Period. Double jumping and holding up allows you to fly, and his life icon is in the ROM.
hey you're right... I didn't get the earlier ones working very far but yeah in the first 1995 one, that's Tails all right.
Hey, just throwing this out there, but since Wechnia uses Mighty's palette, and Mighty was originally Sonic, Couldn't Tails just have shared Sonic's palette like he has done in the other games?
...like in crackers.
Someone make fancy 32-bit Tails sprites! :P
15-bit is the max on 32x. Chaotix uses palettes of 15-bit colors.
<!--quoteo(post=179919:date=Feb 24 2008, 01:51 AM:name=Cinossu ◕Д◕)--><div class='quotetop'>QUOTE (Cinossu ◕Д◕ @ Feb 24 2008, 01:51 AM)
Notice how the palette used here is the crackers one; which indirectly proves that Sonic Crackers IS legit, at least to a certain extent.
Try using the SECOND main palette from Sonic Crackers, and the Knuckles & Vector icons should look more or less correctly.
EDIT: Oops, it was already posted at another topic, sorry.
Chaotix 1227, 1229, 0111, and 119 have different title screens depending on the region of the console/emulator:
(CHAOTIX FEATURING ESPIO THE CHAMELEON)
(CHAOTIX FEATURING KNUCKLES THE ECHIDNA)
Odd that Sega of America would want Espio as the main character.
Well, apparently in the 20 days after 1207 they did a complete title screen overhaul, along with changing the intro, but not the intro music, which stays the same as in 1207. Also, the SEGA logo flies in now.
Overall, the music tracks seem the same, but the sound test changed to include the several sound chip sprites, but it still has the PWM beeps from 1207.
With the new fix from JJ Fox, this proto is now perfectly stable. Time to get cracking.
Meet up with Metal Sonic is present in this, seems like it was an early idea:
Unlike the January protos, the intro ends abruply a bit afterwards, and the explanation for DEMO is in english (of course, this is because of the emulator region):
When ring is held at maximum power, it does NOT change colour. Also, Knuckles keeps going in small steps after maximum is reached, which is a bit odd:
There's SIX training levels, after which the game continues as would the final, with the 4 isolated island levels.
End signpost is COMPLETELY different from final, much flatter (the other side is an eggman picture, remains the same in 1229):
Special stages require no blue spheres, but contain them:
Player Select STILL has that empty slot:
Attraction select screen has palette fuck-ups on Botanic Base, Techno Tower and Marina Madness.
Combi (Comber in-game, due to overlaying COMBI and CATCHER) machine is present, but doesn't work:
Pinball select works, but has the same pallette fuck-ups and also music looping issues:
There is no sound while in rocket car, and after falling out of the building you get the Combi (NPC) select screen, with the usual 3 question marks:
It's still called Knuckles Ring Star, Heavy is still called Heaby.
EDIT: Sorry for the huge-ass images, I forgot to take Kega off Double mode.
The combi catcher says comber because the two words are superimposed between each other. I can make each word out, but only barely.
Hey, I've just found something relevant in the 1207 and 1227 protos:
Highlight OPTION, then:
-Press A+START for Color Test
-Press C+START for Sound Test (with preliminary graphics)
-Press B+START for Jam Out mode (Ever played ToeJam & Earl?)
A, B, C, START: Play the many different DAC samples
Up, Down, Left, Right: Hold to change between sound banks
It's funny how it works quite similarly to TJ&E's. It might have been an old DAC testing program released for the devs to use and modify at will, or something.
(posted in two different topics because it's relevant to both)
Notice: You have to play through the 6 (Augh!) training missions, because you can't just simply warp into World Entrance (same glitch as with the other versions).
As with most versions before February, if you press start too early, this happens:
And the Pause debug mode only allows moving in one axis at a time. It's a bit frustrating.
If you glide into the Metal Sonic meetup, Espio gets stuck falling until you go left. And turns fucking huge:
Also, I don't know how I did it, but if you time it just right, you can get Metal Sonic to turn around and face left. Anyone else seen this?
Regardless of how many rings you have, you still enter the Special Stage with 50, and collecting rings in it makes no ring collect sound. In fact, NOTHING makes a sound effect in the special stage, not even jumping. Must be a very early one. 2nd part of the special stage is unbeatable, as it contains no rings.
After 10 minutes, the minute counter becomes a ' at least in Isolated Island.
Sorry if this is a stupid question, but are these DAC sounds in the Jam Out test still in Chaotix final?
EDIT: Apparently, the only way to reach maximum "Ring Power" is by taking these small steps after reaching the supposed maximum. Maybe this was made to test different hold distances?
EDIT EDIT: If you just can't take those 7 training levels and 4 Isolated Islands, here's a savestate! (Also, why are 32x savestates so goddamned BIG? I can't get them to fit in the attachment, even with rar compression.)
Savestate with Charmy. Couldn't attach it.
Separate names with a comma.