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The Supreme Topic of 'Other' Knowledge.

Discussion in 'General Sonic Discussion' started by McGuirk, Jan 10, 2007.

  1. Uberham

    Uberham

    King Of Oblivion Member
    <!--quoteo(post=470408:date=Jun 21 2010, 12:28 PM:name=Blue Blood)--><div class='quotetop'>QUOTE (Blue Blood @ Jun 21 2010, 12:28 PM) <a href="index.php?act=findpost&pid=470408">[​IMG]</a></div><div class='quotemain'><!--quotec-->Considering also that Casino Night in S2&K has the climbing glitch as Hydrocity, that seems like the best answer.

    EDIT: And related to that one, it you start climbing the wall to the right of the boss arena before it disappears, you'll stay attached to nothing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    there is this too.
    <!--id1--><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/sbG0t9b6Bw0&"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/sbG0t9b6Bw0&" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><!--id2-->
     
  2. PicklePower

    PicklePower

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    The new Clear Wimax commercial uses sound effects from Sonic games. <a href="http://www.clear.com/discover?intcmp=index_d_prmnav_dis" target="_blank">See the first video here</a> and listen while the guy is on the bus.
     
  3. Skyler

    Skyler

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    Remember the moving van from the first Toy Story? There's something I never noticed until now...

    [​IMG]

    Hmm.... what could it be?
     
  4. evilhamwizard

    evilhamwizard

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    <!--quoteo(post=471941:date=Jun 25 2010, 03:38 AM:name=Moonshadow Caz)--><div class='quotetop'>QUOTE (Moonshadow Caz @ Jun 25 2010, 03:38 AM) <a href="index.php?act=findpost&pid=471941">[​IMG]</a></div><div class='quotemain'><!--quotec-->Remember the moving van from the first Toy Story? There's something I never noticed until now...

    [​IMG]

    Hmm.... what could it be?<!--QuoteEnd--></div><!--QuoteEEnd-->

    From IMDB:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The moving company ("Eggman Movers") is named after art director Ralph Eggleston. The license plate of the truck ("MLY1K9", meaning "Molly, one canine") is a reference to Pixar's resident sheepdog.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That was kinda a big shot in the dark, don't you think? Especially since Toy Story came out in 1995, long before America had any idea that Eggman=Robotnik.
     
  5. Skyler

    Skyler

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    I'm not saying there's a connection, just a funny little coincidence.
     
  6. Hayate

    Hayate

    Tech Member
    <!--quoteo(post=470077:date=Jun 20 2010, 10:20 AM:name=Mercury)--><div class='quotetop'>QUOTE (Mercury @ Jun 20 2010, 10:20 AM) <a href="index.php?act=findpost&pid=470077">[​IMG]</a></div><div class='quotemain'><!--quotec-->:words:

    So why does it check a second time, especially if causes such a weird a bug? Is it just left over buggy code, or does it have some arcane purpose I'm just missing?<!--QuoteEnd--></div><!--QuoteEEnd-->

    When Sonic is hurt he goes into routine 4 (he's normally in routine 2). IIRC, only routine 2 calls LevelBound, so the hurt routine needs its own check. The bcs should certainly be replaced with a blt, though.
     
  7. Mercury

    Mercury

    His Name Is Sonic Tech Member
    No, that can't be it (that was the first thing I thought, though).

    Sonic_LevelBound is called right after Sonic_HurtStop in <a href="http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FSonic+1+Disassembly%2F_incObj%2FSonic+%28part+2%29.asm" target="_blank">Routine 4</a>:

    <!--g1--><div class='geshitop'>Syntax Highlighted Code: ASM</div><div class='geshimain'><!--eg1--><pre class="asm" style="font-family:monospace;">&nbsp;
    Sonic_Hurt: <span style="color: #adadad; font-style: italic;">; Routine 4</span>
    <span style="color: #00bfff;">jsr</span> SpeedToPos
    <span style="color: #00bfff;">addi</span>.<span style="color: #00bfff;">w</span> <span style="color: #ff0000;">#</span><span style="color: #ff0000;">$</span><span style="color: #ff0000;">30</span>,obVelY<span style="">(</span><span style="font-weight:bold;">a0</span><span style="">)</span>
    <span style="color: #00bfff;">btst</span> <span style="color: #ff0000;">#</span><span style="color: #ff0000;">6</span>,obStatus<span style="">(</span><span style="font-weight:bold;">a0</span><span style="">)</span>
    <span style="color: #00bfff;">beq</span>.<span style="color: #00bfff;">s</span> loc_1380C
    <span style="color: #00bfff;">subi</span>.<span style="color: #00bfff;">w</span> <span style="color: #ff0000;">#</span><span style="color: #ff0000;">$</span><span style="color: #ff0000;">20</span>,obVelY<span style="">(</span><span style="font-weight:bold;">a0</span><span style="">)</span>
    &nbsp;
    loc_1380C:
    <span style="color: #00bfff;">bsr</span>.<span style="color: #00bfff;">w</span> Sonic_HurtStop
    <span style="color: #00bfff;">bsr</span>.<span style="color: #00bfff;">w</span> Sonic_LevelBound
    <span style="color: #00bfff;">bsr</span>.<span style="color: #00bfff;">w</span> Sonic_RecordPosition
    <span style="color: #00bfff;">bsr</span>.<span style="color: #00bfff;">w</span> Sonic_Animate
    <span style="color: #00bfff;">bsr</span>.<span style="color: #00bfff;">w</span> Sonic_LoadGfx
    <span style="color: #00bfff;">jmp</span> DisplaySprite
    &nbsp;</pre><!--gc2--><!--ClNvbmljX0h1cnQ6ICAgICA7IFJvdXRpbmUgNAogICAgICAgICAgICAgICAganNyICAgICBTcGVlZFRv
    UG9zCiAgICAgICAgICAgICAgICBhZGRpLncgICMmIzAzNjszMCxvYlZlbFkoYTApCiAgICAgICAgICAgI
    CAgICBidHN0ICAgICM2LG9iU3RhdHVzKGEwKQogICAgICAgICAgICAgICAgYmVxLnMgICBsb2NfMTM4ME
    MKICAgICAgICAgICAgICAgIHN1YmkudyAgIyYjMDM2OzIwLG9iVmVsWShhMCkKCmxvY18xMzgwQzoKICA
    gICAgICAgICAgICAgIGJzci53ICAgU29uaWNfSHVydFN0b3AKICAgICAgICAgICAgICAgIGJzci53ICAg
    U29uaWNfTGV2ZWxCb3VuZAogICAgICAgICAgICAgICAgYnNyLncgICBTb25pY19SZWNvcmRQb3NpdGlvb
    gogICAgICAgICAgICAgICAgYnNyLncgICBTb25pY19BbmltYXRlCiAgICAgICAgICAgICAgICBic3Iudy
    AgIFNvbmljX0xvYWRHZngKICAgICAgICAgICAgICAgIGptcCAgICAgRGlzcGxheVNwcml0ZQo=--><!--egc2--><!--g2--></div><!--eg2-->

    Plus, like I said, I tried getting hit and going flying into the bottom of the screen, and it still killed Sonic properly.

    The mystery remains...
     
  8. ICEknight

    ICEknight

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    <!--quoteo(post=427769:date=Mar 18 2010, 04:24 PM:name=Diablohead)--><div class='quotetop'>QUOTE (Diablohead @ Mar 18 2010, 04:24 PM) <a href="index.php?act=findpost&pid=427769">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=427761:date=Mar 18 2010, 08:11 PM:name=Tiddles)--><div class='quotetop'>QUOTE (Tiddles @ Mar 18 2010, 08:11 PM) <a href="index.php?act=findpost&pid=427761">[​IMG]</a></div><div class='quotemain'><!--quotec-->Higher, higher! I just left it running in the background and timed it at just over 47 minutes.

    I assume this is technically a bug, since it's missing from the Sonic & Knuckles version of the tune. I always thought it was rather nice though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Is there a video or youtube of the changing music? not going to wait 47 minutes!
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Did anybody ever get to record this change in the music?
     
  9. Sik

    Sik

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    Is that the Sonic 3 data select song bug? I actually got that on real hardware when I left the level select on while I went for lunch. The volume for one of the instruments screws up, basically =/

    EDIT: somebody should actually edit that one so it does it on purpose (faster, of course =P) and call it a remix.
     
  10. Tiddles

    Tiddles

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    It looks like I made a VGM of it but never got around to optimising it or uploading it.

    I've done that now - <a href="http://tiddles.cavesofnarshe.com/s3dataselectbork.vgz" target="_blank">enjoy</a>! (Or otherwise.)
     
  11. ICEknight

    ICEknight

    Researcher Researcher
    Hey, thanks. It really sounds odd.

    So this was fixed for S3&K? I wonder what caused it in the first place... and if it was done on purpose like some kind of cheaper Totaka-like easter egg.
     
  12. Bozo

    Bozo

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    Something I just noted as odd in CNZ2:

    Knuckles has no control after leaving the point slots when entering from the top top, other than changing direction.
    From the bottom, though, he has total control, and can glide back to the wall. This can result in continuous reentry and higher score.

    <a href="http://www.youtube.com/watch?v=lQYnNkE7X8A" target="_blank">http://www.youtube.com/watch?v=lQYnNkE7X8A</a>
     
  13. I noticed that on Mega Collection about 6 years ago, but I didn't think anything of it, nor did I know it only occurred when you enter from the bottom. Hmm... all this S2K stuff I've been seeing lately has made me want to start playing that game again, and perhaps hunt for glitches.
     
  14. Tiddles

    Tiddles

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    <!--quoteo(post=472876:date=:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight) <a href="index.php?act=findpost&pid=472876">[​IMG]</a></div><div class='quotemain'><!--quotec-->So this was fixed for S3&K?<!--QuoteEnd--></div><!--QuoteEEnd-->
    As far as I recall, yes - I've never tested it scientifically, but I'm pretty confident that I left both versions on the data select screen for hours at a time in my youth, and S3&K never did this. Up until then I'd assumed that it was indeed a deliberate easter egg, but I guess not since it got changed.
     
  15. Overlord

    Overlord

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    That really is weird as hell, and very Totaka-esque - I'd have left it in, personally.
     
  16. Not sure if this is known, but I didn't see it on the wiki and Google brought up nothing on the subject:

    If you hold down on the D-pad after beating Carnival Night Zone's Act 1 boss, the signpost lands underground.

    <a href="http://img707.imageshack.us/img707/2900/sonic3knuckles000.jpg" target="_blank">http://img707.imageshack.us/img707/2900/so...knuckles000.jpg</a>
    <a href="http://img705.imageshack.us/img705/434/sonic3knuckles001.jpg" target="_blank">http://img705.imageshack.us/img705/434/sonic3knuckles001.jpg</a>

    Not really significant, but I thought it was kinda neat when I first noticed it. Now I just can't stop myself from doing it every time.
     
  17. Polygon Jim

    Polygon Jim

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    I searched the thread, but it seems like no one noticed it before. The rings in SA1/DX don't spin if you have the Magnetic Shield.

    I thought it was a side affect of me fucking with the game, but then I checked the Dreamcast version, and it does it there too. I somehow never noticed that in the last 10 years.
     
  18. Blue Blood

    Blue Blood

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    <!--quoteo(post=473387:date=Jun 29 2010, 01:45 PM:name=Polygon Jim)--><div class='quotetop'>QUOTE (Polygon Jim @ Jun 29 2010, 01:45 PM) <a href="index.php?act=findpost&pid=473387">[​IMG]</a></div><div class='quotemain'><!--quotec-->I searched the thread, but it seems like no one noticed it before. The rings in SA1/DX don't spin if you have the Magnetic Shield.

    I thought it was a side affect of me fucking with the game, but then I checked the Dreamcast version, and it does it there too. I somehow never noticed that in the last 10 years.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I noticed that before. I assumed it was because of some difficulty with the rings both rotating and moving due to some weird coding.
     
  19. Hayate

    Hayate

    Tech Member
    <!--quoteo(post=473283:date=Jun 29 2010, 12:41 AM:name=HarrisonJ)--><div class='quotetop'>QUOTE (HarrisonJ @ Jun 29 2010, 12:41 AM) <a href="index.php?act=findpost&pid=473283">[​IMG]</a></div><div class='quotemain'><!--quotec-->Not sure if this is known, but I didn't see it on the wiki and Google brought up nothing on the subject:

    If you hold down on the D-pad after beating Carnival Night Zone's Act 1 boss, the signpost lands underground.

    <a href="http://img707.imageshack.us/img707/2900/sonic3knuckles000.jpg" target="_blank">http://img707.imageshack.us/img707/2900/so...knuckles000.jpg</a>
    <a href="http://img705.imageshack.us/img705/434/sonic3knuckles001.jpg" target="_blank">http://img705.imageshack.us/img705/434/sonic3knuckles001.jpg</a>

    Not really significant, but I thought it was kinda neat when I first noticed it. Now I just can't stop myself from doing it every time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Protip: save your screenshots as 320x224 PNGs (in Gens, turn off fullscreen and set render mode to "Normal" before screenshotting).

    Relevant to the topic though, I've seen that one before, but I'm assuming it's just the object checking the wrong variable (e.g. camera position instead of character position).
     
  20. DigitalDuck

    DigitalDuck

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    <!--quoteo(post=473432:date=Jun 29 2010, 07:04 PM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Jun 29 2010, 07:04 PM) <a href="index.php?act=findpost&pid=473432">[​IMG]</a></div><div class='quotemain'><!--quotec-->Relevant to the topic though, I've seen that one before, but I'm assuming it's just the object checking the wrong variable (e.g. camera position instead of character position).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, checking the character position wouldn't help either - if the player jumped (away from the signpost), the signpost would stop in mid-air wherever the player happened to be at that moment.

    The signpost does check the camera X-position - it bounces off the camera walls , as especially noted in DEZ1 (when every other miniboss locks the screen when it's defeated). It doesn't check the Y-position, though, as it will land off screen in the right place in CNZ1 if you do happen to jump, and turning off the screen lock still makes it land in the right place.

    The only thing I can think of is the fact that when you duck all the way, the solid ground is at the very top of the screen - perhaps the signpost doesn't check for collision until it's fully on-screen, by which time it's past the part of the floor which is solid, and therefore doesn't stop falling until the next solid part.

    Of course, this is easily solved by re-locking the camera, as done in every other miniboss (except DEZ1 as above).