Alright. I am not 100% sure about this. but I think I'm right in saying that this isn't the nicks arcade version of Sonic 2. The only reason I believe this is because of Emerald hill's level layout. If you look inside the timeline part, there is a level-layout of the "older" Emerald Hill, the bottom path (which in the final is a spring leading downards on Act 1) was a set of spikes, column, spikes, column, spikes, lower column, path. Please correct me if I am wrong however?
I am unable to edit my last post... so here is proof of my theory, here is our "Nick's Arcade" lower part of Emerald Hill that is compared to the level data found here; tvpics1.ghz
<!--quoteo(post=156070:date=Dec 22 2006, 08:47 PM:name=ddrkhat)--><div class='quotetop'>QUOTE (ddrkhat @ Dec 22 2006, 08:47 PM) </a> that is compared to the level data found here; tvpics1.ghz[/quote] Good effort, but that level map is incorrect. If you actually watch the Nick Arcade video you will see that it matches our dumped beta.
<!--quoteo(post=156071:date=Dec 23 2006, 04:53 AM:name=rika_chou)--><div class='quotetop'>QUOTE (rika_chou @ Dec 23 2006, 04:53 AM) </a> that is compared to the level data found here; tvpics1.ghz[/quote] Good effort, but that level map is incorrect. If you actually watch the Nick Arcade video you will see that it matches our dumped beta. [/quote] Ahh.. dang. No dice for me then.. just thought it was odd that the level layout in the timeline was different. Eh. oh well, back to seeing if I spot anything
Yeah, that grabbed me for a sec. LOst should have put a black box over the bits he didn't actually have a clue about.
It's cool that GHZ is (almost) intact here, but this made me think about porting Labyrinth Zone (Act 1) into its respective place via Esrael's Savestate Converter... the layout is there, and (most) of the collision... objects not so much. Also, the layout ends but with debug you can keep going and going, but then there is what seems to be the ending of the act when you go as far as you can. If you try to go back out of that area the screen locks, so... there's my two cents... Also, drx is currently my favorite eBay bidder on Earth. Period.
Well... you know what I mean, drx. Thanks. I don't know if this has been said, but in Scrap Brain Act 2 (Hill Top, in this case) I used debug to get around, and when I got to a certain point I got a blue screen. This is Act 2, not Act 3. I think it was just an error (since I had just gone through a wall) but maybe there was a pointer there? I'll check again and if it happens, I'll send a Gens movie to anyone who is good with finding pointers.
Wouldn't we hae already known that stuff if we played the game? And besides, Sonic 2 is based off Sonic 1, so don't expect it to be entirely different.
And you bumped a one-and-a-half year old topic (yes it's in the archives, but still) to have a go at someone because ...?
You banned him just because he bumped a topic that was.... 1 and a half years? Ah, that explains it =P
Not the fact that he bumped it, he can do that, it's in the archives. What I found retarded about it was he bumped in response to a post which was almost 1.75 years ago, in order to have a go at the guy who wrote it (and then again even his criticism was quite stupid - it's a prototype, of course you're going to post discoveries!). I think he'd done something like this before as well, which is why Tweaker decided to get rid of him.
I don't know if its a discovery or not, but I'm going to point this out as I haven't seen it in the discussion or in the wiki. In HTZ2 if you go through the level in 2P mode (Not sure if it happens in 1P mode as well) just before the trigger that causes the crash (you may need to use savestates) stop near it and with a second controller move Tails to the right while jumping, eventually Tails will fall and SBZ3 will load. I'm not sure why that happens, if it is 2P mode it makes sense that Tails can activate most of Sonic trigger points and get to the next level, but I don't know why Tails didn't trigger whatever causes the crash when Sonic goes through that point, this also happens in HTZ3 (FZ), Tails can get past the trigger and go through the loop, but the loop collision isn't complete yet so he can't really get that far anyway. As I said, I don't know if this is a discovery or not (and whether this is important or not). *EDIT* Meh, already posted >__> http://forums.sonicretro.org/index.php?sho...mp;#entry205490 *Worthless Edit* OK, If I hadn't edited this I might have missed the fact that I'm a full member now o_o'
Didn't know that tails triggers it....but it doesn't freeze it because the screen doesn't scroll. The game only loads things from first player/screen scrolling. The 'trigger next level' object is already loaded. As for the the loop collision is complete, the plane changers aren't there.
Might have to do with Tails' object being still little more than Sonic 1's player object, while Sonic has been changed so much that it just can't interact correctly with whatever object triggered the level change originally (so the game just crashes). Just a guess.
I think it's trying to load the SBZ level event when sonic goes over there, but tails doesn't trigger that event and is able to fall down and thus activate act 3