S2BETA8 discussion

Discussion in 'Prototype Discussion' started by drx, Feb 23, 2008.

  1. drx

    drx

    mfw Researcher
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    :rolleyes:
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  2. Kamek

    Kamek

    Magikoopa Member
    Title screen says "Sonic and 'Tails'" instead of Miles "Tails" Prower.

    [​IMG]

    Level select code is the same as in the final. Not sure how debug is unlocked though.
     
  3. Hpz is finally gone
    Ending sequence and credits are implemented
     
  4. MKAmeX

    MKAmeX

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    Needlemouse, Sonic Boom, Graphic Design
    In chemical plant act 2, the huge shortcut with the three boxes that leads straight to the boss has two super rings and a life, while in the final it's two super rings and an invincibility.

    The final boss in death egg is closer to the entrance in this beta.
     
  5. Rosiero

    Rosiero

    trap is still a slur Oldbie
    Yeah, debug is different. Otherwise from playing around it pretty much seems like the final apart from what's been mentioned.
     
  6. roxahris

    roxahris

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    Tails is "Tails" instead of Miles.
     
  7. JoseTB

    JoseTB

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    For the record, the "old" codes work too in this build:

    Level Select code: UDDDDU, highlight 1 player, then a+start.
    Debug code: CCCCCC UDDDDU, highlight 1 player, then a+start.
     
  8. Quexinos

    Quexinos

    Since 1997 Oldbie
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    19 65 9 17 works in this one too
     
  9. NickW

    NickW

    Member
    [​IMG]

    Those monitors are not in the final. Additionally, you can't even destroy the ring monitor here.
     
  10. The game switches between "Tails" and "Miles" based on the region of the console. If you run the system in Japanese mode, Miles is used for the title screen and probably elsewhere too.
     
  11. Sister Miyagi

    Sister Miyagi

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  12. Lobotomy

    Lobotomy

    35% Cognac Misfit
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    Now that Hidden Palace is cut, and since I don't have a computer with Gens at the moment, Has anyone tried the ACLA-ATD4 code or equivalent since the level "access values" may have changed?

    I didn't book up on previous builds, Disregard.
     
  13. Tweaker

    Tweaker

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    Yeah, that code would still work, considering the level slot didn't change. Then again, maybe I forgot what that code did specifically—does it set the level slot outright, or simply provide a way to access level slot $08 through other means?
     
  14. Lobotomy

    Lobotomy

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    It makes Death Egg the "portal" to Hidden palace. I think it might be the latter of what you said. I know there is (or was) a post here 1-2 years ago about GG codes and what their values represent.
     
  15. Fred

    Fred

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    ACLA-ATD4 changes the pointer for Death Egg to Hidden Palace 1 in the level select, ACLA-AECY changes the EHZ1 pointer to Wood Zone 1. God, why do I still know this stuff?

    And if I recall correctly, Game Genie codes are just encrypted RAM patches, right?
     
  16. muteKi

    muteKi

    Fuck it Member
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    I think that they can also be used to patch actual ROM locations as well.
     
  17. LocalH

    LocalH

    roxoring your soxors Tech Member
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    wouldn't you like to know
    Super Guitar Hero II
    Proper GG codes only patch ROM, the hardware GG can't patch RAM. The PAR can patch both, but it pretty much uses the same exact raw patchcode system as most emulators support (except instead of being XXXXXX:YYYY it's XXXXX XYYYY).
     
  18. I can't believe no one has mentioned it before.
    Instead of the final boss in one of the earlier builds, in beta 8...

    Wing Fortress Boss takes one hit.
    Why I will never know.
     
  19. JoseTB

    JoseTB

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    These build were created to be used mostly for bughunting, so it was probably a quick-and-dirty hack to make the life of the testers easier.

    There, now you know =P
     
  20. Tweaker

    Tweaker

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    Fun fact: In the very first release of Megamix 3.0, the Final Boss only took one hit to defeat. I scrambled to release a fix with the proper number of hits. =P

    But yeah, such a practice isn't too uncommon. Nice observation, but nothing out of the ordinary, really.