Discussion in 'Engineering & Reverse Engineering' started by Hayate, Dec 9, 2006.
Sorry, it happened during normal gameplay.
Check again. It never happens after a level transition. If you still get it, give me a GMV recording of how to get it after a level transition and then I'll believe you. :P
I can't seem to replicate that result right now, so here's something new just because I love you :P
Hahahaha. That's a known bug. And it's why I asked if anyone knew how to check if Sonic is on the ground. But nobody replied.
Try $3C from Sonic's address.
You're wrong. Allow the level transition to occur, then jump. I dunno if looking up also shows it.
Nope, it doesn't show up.
Like I said before, give me a GMV reproducing this.
Maybe it's an emulator problem? I have Linux Gens.
I'm using Kega Fusion.
That works perfectly. Thanks
I just tested the GHZ2 glitch on Windoze Gens, and it doesn't happen there either.
Edit: Just fixed the Act 4 End Level Results Screen glitch as well.
It only happened a few times for me using Gens, it doesn't seem to do it using Gens+.
Couple problems I noticed (overall it's pretty good though and I'm sure you've fixed some of them).
Both are in Scrap Brain Zone acctually. First off, in Act 1, if you go down that tube with that rotating thing, eventually you'll hit an impassable invisible wall, trapping you. Another problem is with act 3. Because you've reactivated the act 4 thing, it seems that Scrap Brain Zone act 3 loads as Labrynth Zone act 4 (because SBZ act 3 is technically LZ act 4 but with a different palette). The game loads the LZ palette too, but the level plays as normal. Afterwards, SBZ act 3 loads, which is an entirly different thing. All it is is that scene where Eggman jumps on the switch, no level tiles load though and the address covers the same area as Final Zone (which would normally come after SBZ act 3), making the level unpassable.
Whoops, I forgot about that. Thanks for reminding me.
That's because even though I changed the level order array, the cutscene is hard coded to go to LZ4, and I once again forgot to change it.
SBZ3 hasn't been made yet. It uses SBZ2's DSR right now (purely so it doesn't freeze at the title card). When I actually get round to making SBZ3, I will fix the DSR.
I don't know if you've already fixed this, but I thought you could change the number of rings the big ring needs to show up, to say 999, which is more rings than in any level of the game (except if debug is used :P).
I think what he's trying to do is make it so that the ring won't transition from act to act, I don't think he wan'ts to get rid of it all together.
Why would I rely on silly cheap things like that?
If I wanted to get rid of the big ring, I'd delete the big ring's code, art, mappings, and every reference to it in the object positions.
The other idea I had about the level end was to simply make all the levels $140 (320) pixels longer, and then change various things so that you would run past the end level sign and the sign and big ring would scroll off the screen before you finished it, unless you jumped into the big ring in which case it wouldn't matter anyway. If I did that, I would have to remove the point bonuses because they would become rather redundant... but maybe I could place them elsewhere in levels. And yes, I know I'd have to find the VRAM space for it, so don't tell me.
I had another idea as well, just in general. I'll add up and down monitors ala Chaotix, to make Sonic bigger or smaller (twice or half the size). Then Big Sonic:
- would deal 2 hits to bosses instead of 1
- would be able to break through walls without rolling (think Knuckles in S3&K)
- would be able to break through spikes from the side, and some other objects like the GHZ rock
- would be able to kill enemies without rolling, except if it would make normal Sonic get hurt even if he did roll
- would be able to ignore the SLZ fans
- would have a higher jump height
- if hit, would revert to Normal Sonic
And Mini Sonic:
- would be able to get through really small passages
- would be able to get through various places by running, where normal Sonic would have to roll, and would also be harder to crush
- would move a lot faster from the SLZ fans, perhaps able to get to other places
- if hit, would die
I might also add vertical fans to SLZ, like those in Hydrocity in S3&K.
What do people think about those ideas?
Sounds incredibly interesting, I'm still waiting anxiously to see what boss you do with Marble Zone, considering the whole endless running scene you have going.
Eh, the MZ boss is no secret. Robotnik will chase you until you get to the infinite scroll scene, where he will then drop some lava to destroy the blocks behind you. Then he'll try to drop lava ahead of you to destroy the blocks in front. So you have to jump over the holes of course.
BTW, not all the boss chases will be auto-scrolling. Only GHZ and MZ are. I've already planned all the bosses. :P
I meant if you'de allready collected the chaos emerald from that zone
isn't that kind of a rip off the new super mario brothers game? :P
How will you make the sprites for Big Sonic? No hardware scaling here, no sir.
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