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Sonic 1 Bugs

Discussion in 'Engineering & Reverse Engineering' started by JcFerggy, Apr 9, 2007.

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  1. JcFerggy

    JcFerggy

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    Over the last month or so I started a hack of Sonic 1 which would fix all the errors (Or what would seem to be errors) and I would like your help pointing out some errors to me.

    So far, I have done:
    - The Rev 01 BG.
    - Fix up the SYZ and MZ BG.
    - Edited a few sprites to include the stripe on Sonic's shoe.
    - Edited the running sprites to that Sonic's socks and shoe stripe are using the gray colors instead of the skin ones.
    - I fixed the spike bug.
    - I fixed it when you are going too fast down the first "S" turns, you die of the camera trying to keep up (or something like that)
    - Did the "Press Start Button".
    - "Fixed" the water of GHZ on the title screen.

    Since I know there are more errors, I'd like for you to tell me as many as you know (and maybe a fix for it if you have one). Also, I have two things I would want to fix, but have no idea how to (1. Slope detection like it is in S2/S3 and 2. Fix it so that you can keep your speed when pressing right [or left] [so you can go past the first part of SYZ]), so if anyone can help out...help out.
     
  2. Rika Chou

    Rika Chou

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    There's like, only one real bug listed there. :P
     
  3. JcFerggy

    JcFerggy

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    Okay, then some things that are in here, but are changed for the better in S2/S3K.
     
  4. Mr. Fox

    Mr. Fox

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    The ripple effect in LZ?
     
  5. Rolken

    Rolken

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    Jumping next to some objects fails to send you into a spin
    GHZ bg vertically scrolls backwards
    Rolling into a wall holding the opposite direction results in walkpushing

    I know there's more, but I didn't spot them on a quick GHZ run.
     
  6. superstarCSB

    superstarCSB

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    I probably should get back to work on my site someday...
    That rolling bad guy in Spring Yard Zone. One of his frames of animation is messed up.
     
  7. Aquaslash

    Aquaslash

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    Just what causes that anyway?
     
  8. Upthorn

    Upthorn

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    In Sonic 1, holding right when you're moving above Sonic's "max" running speed resets his speed to the max. In Sonic 2/CD, this only happens during "controlled" jumps (jumps when you weren't rolling to start). In Sonic 3/K, this doesn't happen at all.
    You would also fix a lot of collision errors by making wall tiles totally solid.
     
  9. ICEknight

    ICEknight

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    These are the bugs I think any Sonic 1 hack should get rid of before getting started:

    -The water scrolling bug at the title screen.
    -The "Sonic jumps without rolling sometimes" bug.
    -The level resizing when going too fast through the infamous S-tube.
    -The unused caterkiller tiles messing up the roller's graphics.
    -The big raising platforms between spikes should have their sides solid, so you can't fall into the pits. (they even fixed that in the Sonic 2 early alpha, didn't they?)
    -Some "walkpusing" that may happen, as said above. Also happens when you press the eggtrap going fast to the left, so Sonic keeps pusing it till it disappears.
    -Sprites without the white stripe.
    -The leftmost emblems at the end of one of Labyrinth's acts (forgot which one) tend to mess up because their graphics aren't still loaded.
    -Those "secret" buggy monitors at Scrap Brain just shouldn't be there.
    -Make Sonic stick properly at the circular thingies in SBZ, since he tends to slip and fall to the ground when less expected. There must be some small thing they didn't take into account until Sonic CD... or did that happpen in there as well?

    Many other things mentioned in this topic, I see as intentional features.
     
  10. RAMPKORV

    RAMPKORV

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    The spike "bug" is my favourite example of that.
     
  11. SMTP

    SMTP

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    No, it was fixed on Sonic1GBA....

    Nope, still does it on Sonic CD, just not as much.
     
  12. nineko

    nineko

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  13. ICEknight

    ICEknight

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    Oh, that's right... They were just turned into small moving platforms in the Sonic 2 proto. But then, that object was later developed into the completely solid Hill Top rising platforms...

    Ok, perhaps they were just intended to be that way since they were planned.
     
  14. Rolken

    Rolken

    Tech Member
    I don't understand why this attitude is so prevalent. It's a damage scheme unlike anything else in the game, they actually fixed it to be consistent with everything else in a later revision, and given the profusion of obvious bugs in sonic 1 in general there's nothing pointing towards it being a design decision.
     
  15. saxman

    saxman

    Oldbie Tech Member
    You're supposed to be able to reach them by way of the hidden blocks that appear and disappear. However they don't show up like they should because of the blocks being generated "out of order" (due to the fact they generate from bottom-up in an area where there's a lot of other objects conflicting with this). So that in my mind is the real bug to fix.

    TRICK FOR THOSE WHO DON'T KNOW: Hit the switch and jump on the long platform that comes out. Get all the way against the wall. Then run over to the left and jump. If done at the right time, you'll be able to see and jump on the hidden blocks and make it to the top.
     
  16. ICEknight

    ICEknight

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    They could have made the same harm enemies do, but Naka made a different routine just for the spikes. How do you explain that?
     
  17. Hivebrain

    Hivebrain

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    Because you're supposed to be able to touch the sides of spikes without being hurt.
     
  18. RAMPKORV

    RAMPKORV

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    And die if you hit them while being hurt.
     
  19. Upthorn

    Upthorn

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    No.
    Look at all the things that can hurt you in Sonic 1.
    Spikes are the Only ones that you can touch the sides without getting hurt. They also make a different sound.
    These two things necessitated a second routine. If the flashing invulnerability mechanism was added later, it would be quite easy to miss adding it to the spike routine.
     
  20. Dr. Ivo

    Dr. Ivo

    Professional Reverse Engineer Tech Member
    Don't forget that the official bug logging database for the original Sonic release clearly recognizes the scenario in question as a BUG to be FIXED. The desired behavior was that Sonic would be able to treat atop the spikes while invincible after getting hurt. Whichever tester found this bug was most likely basing his findings on the desired behavior described in the original design document. Testers seldom make guesses about what they "think" should have happened. That is not their job.

    Does anyone even still have these databases?
     
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