Discussion in 'Prototype Discussion' started by drx, Feb 23, 2008.
Title screen says "Sonic and 'Tails'" instead of Miles "Tails" Prower.
Level select code is the same as in the final. Not sure how debug is unlocked though.
Hpz is finally gone
Ending sequence and credits are implemented
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.
Yeah, debug is different. Otherwise from playing around it pretty much seems like the final apart from what's been mentioned.
Tails is "Tails" instead of Miles.
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.
19 65 9 17 works in this one too
Those monitors are not in the final. Additionally, you can't even destroy the ring monitor here.
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.
I'm posting all this stuff in the Wiki, let me know if I screwed anything up:
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.
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?
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.
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?
I think that they can also be used to patch actual ROM locations as well.
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).
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.
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
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.
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