I wouldn't bother translating the text, as it just explains the main objective for which character's game and what each button does. Pretty straightforward and nothing new. Anyway, "sousa" here is ?? ("operation, manipulation") - "controls" in this case.
I've just found in Youtube a bug from Sonic CD that makes the backgrounds in Tidal Tempest 1 have a wrong palette, without using debug or anything. Link here, credit goes to PPAChao. By the way, he has some MCD and SMS videos recorded from real PAL hardware, in case you want to see how (huge) those borders are supposed to look like.
x) Also while I still record Sonic Chaos videos in PAL (because you have to to stay competitive), I just can't go back to playing Sonic CD in squished 50hz now that I have a modded MD2/MCD2. But my parents' DVD recorder can't seem to handle its NTSC RGB signal (and neither can my TV in the special stages/D.A. Garden/title screen for some reason)! Does anyone (from Europe) know a good (but preferably not too expensive) DVD recorder or capture card that can handle RGB, NTSC, PAL and PAL-60?
oh no double post I found an old video of mine documenting a weird in glitch in Sonic Chaos that for some reason glitches and scrambles all of the graphics in Electric Egg. I don't recall having done anything that might have triggered it, I just used level select as usual and that's it. http://de.youtube.com/watch?v=bxyWQMdfGMc&...feature=related
Not a very interesting find (and possibly one found before, but too small to be worth mentioning), but the right half of the garbled switches in the Wai proto's Dust Hill is the bottom-right corner of EHZ's piranha. -> I've no idea what the left half belongs to, as yet.
I'm sure that will look different if you load another level before Dust Hill. It looks like the level just doesn't load any graphics where the switch's should be.
Actually, unless I'm grossly mistaken the left part of the switch appears to be the graphics for the vine lifts from that the final MCZ - I'm guessing for whatever reason that the art is in the game and loaded to the VRAM in this build, but the objects themselves haven't yet been placed. The right part, however, does indeed appear to be the result of the Zone not loading any new art into that area of VRAM.
Right enough, I just checked by loading Dust Hill after Metropolis, the right half loads the switch graphic, and the left stays the same. The left half is indeed the art for the bottom-right corner of the vine lift. Ho-hum.
I wonder... has anyone tried applying the normal button graphics to see if they match up with the mappings for that object? That would pretty much solve what it's supposed to be, assuming it wasn't intended to use separate graphics.
When playing as Knuckles there should be no Robotnik seen... (PS there's about 24 more pixels of overscan on bottom side of the screen... 32 pixels on top... what a good TV)
I try to avoid to post "old" as the only content of my posts, but... OLD edit: this is what I could find in 5 minutes of searchng: http://forums.sonicretro.org/index.php?s=&...st&p=160707 http://forums.sonicretro.org/index.php?s=&...st&p=107950 http://forums.sonicretro.org/index.php?s=&...ost&p=88054 First three results. I'm sure there is much more out there
Yeah, Sonic Team were supremely lazy with that boss. He's regular Robotnik while you're fighting him, too. I was finding this fucked up back in 1995. =P
Well, it doesn't seem very Robotnik-y to just abandon the Flying Battery and leave it up there in the sky, does it? That said, though, it IS irritatingly inconsistent to have that and have the Eggrobo doing the laser trap anyway.
I once made a hack that restored Eggrobo to that boss. The problem is, I have no idea how to make it appear for Knuckles only, so it just replaces Eggman forever.
Ideally speaking, it should be as simple as making a single conditional, then loading a different PLC for the event if the result is true for Knuckles. I don't know how the original game does it, though, so it might be much simpler.
Speaking of Knuckles, I found a glitch in Sonic 3 in S&K Collection (when getting Knuckles into Launch Base) If you fly back all the way when you get to where his boss is supposed to be, you get the boss (who's invisible) and then this o_o
I guess this is well known, but a search didn't yield any results so I'll post it anyway. In Doomsday Zone, if you have ten rings or less, the level music automatically speeds up, and slows down again when you have over ten rings (the code, in case anyone cares, is at $82722, it's a dedicated object). I find this to be a VERY nice touch, and it just shows (along with a million other things) how much attention to detail the programmers paid.
I had forgotten about that for a long time, partly because I haven't played in a while, and also partly because I'm now pretty good at that level. Still, that's pretty cool.