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Sonic CD (2011) Post-Release Bugs/Fixes/Suggestions

Discussion in 'General Sonic Discussion' started by ICEknight, Dec 15, 2011.

  1. The Taxman

    The Taxman

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    This happens only if you hold down to roll. It's because in the original level layout, the designers decided to use a sprite instead of tiles as one of the blocks in that area. Either way, I've gone ahead and fixed this along with a lot of the other minor issues brought up since the launch.
     
  2. JaxTH

    JaxTH

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    Jack shit.
    I don't know if I brought this up in this topic or not but on the XBLA version there are two area where I can't run atop of the level.

    At around 48 seconds in this video I can no longer copy it because I simply fall though the top half way though:
    http://www.youtube.com/watch?v=WqMWeBzpMC4&feature=player_embedded#!

    This one the second dragonfly pretty much replaces the first one so I can't run atop the level either:
    http://www.youtube.com/watch?v=_6HSACaTQa0&feature=player_embedded#!
     
  3. Hey, wait, hold up a second.

    You fixed these issues YOURSELF? And in this amount of time?

    Dang, man. You work fast.
     
  4. Bartman3010

    Bartman3010

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    These issues may have been fixed. But it could take weeks before the next patch gets released thanks to Microsoft's and Sony's standards.

    Which reminds me, would it be possible to add the restart function back into the console versions? =P

    I also second the Remote play option on PS3, not enough PS3 games use that function. As well as the ability to map to other buttons and triggers. I'd like to play the game 3 button style on a Street Fighter pad. I still commend you for the wealth of control options on the mobile editions.
     
  5. Every time I respawn after this checkpoint in Metallic Madness Act 2 Present, I wind up in the wall, and can occasionally can walk inside the tube.

    [youtube]http://www.youtube.com/watch?v=RvJgnT9sTvg[/youtube]
     
  6. LOst

    LOst

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    Hmm, this sounds like a hardware priority oversight, rather than mistakes by The Taxman. Is he by any chance using 3D hardware Z buffer for sprites? It's a fast and scary way of doing things, especially when alpha blending is needed (which I don't think this game uses, right? We are mostly talking anti-aliased sprites, which Sonic CD doesn't have).
     
  7. Flygon

    Flygon

    Member
    I think the Stardust Speedway spotlights now use alpha blending. Correct me if I'm wrong, please.
     
  8. MDave

    MDave

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    BladeBattles - Indie PC game.
    Correction, it does. I didn't realise the intro is played when you start a new game. I must have skipped it by accident on my first play :o Different behaviour to the original!
     
  9. Vinchenz

    Vinchenz

    Yo! Hustle! Hustle! Member
    The shield probably uses it and maybe even the water probably uses blending.

    I can't see this game not using quads to render everything as if it were 2D. I don't even think the PS3 can even render "true" 2D.

    Of course, I could just be entirely wrong. :v:
     
  10. Clutch

    Clutch

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    This is the only issue that really got to me in the PSN version, along with time-travel momentum not carrying over if you jump into one of the "slots" in Collision Chaos. If it's fixed, no harm, no foul.

    Also some of the text not from the original game (especially the Trophies screen) is difficult to read on an SDTV, but It isn't too big a deal. Just a bit jarring when all of the text created using original assets is perfectly legible.
     
  11. Lanzer

    Lanzer

    The saber calls for its master... Member
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    I got a question.

    I know your interested in fixing and updating a patch for this game Taxman, but what about your bosses? do they seem interesed to get these bugs fixed or are they more interested in moving on and leaving the game as-is?

    I'm hoping its the former than the latter :).
     
  12. ICEknight

    ICEknight

    Researcher Researcher
    I also thought I had skipped it by accident the first time I played the Android version, so there might be something going on.
     
  13. Machenstein

    Machenstein

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    I just finished the game last night. I didn't encounter any issues from my experience. The only things I can recommend are minor cosmetic changes such as red eyes for Metal Sonic, or a spinning sound for when Sonic rolls. Also, is it me, or does it take an extra second for Sonic to time travel? Maybe I'm just use to the Gems Collection version.
     
  14. ICEknight

    ICEknight

    Researcher Researcher
    Yep, they changed that behavior from the PC version onwards.
     
  15. GeneHF

    GeneHF

    SEGA-ier than you'll potentially ever be. Site Staff
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    I've come to love all the times I get stuck in walls time traveling or falling through floors to my death, as well as hitting a UFO dead on and it not getting destroyed.

    Love them. :argh:
     
  16. Afro Thunder

    Afro Thunder

    Call Da Doctor! Member
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    Trying to get outta Dr. Dre mode, and actually release an album.
    Way to keep it classy, Gene.

    Anyway, no real problems for, other than what was already mentioned, and a small glitch that seems to occur in the original game: If you hit a past sign, and warp in that giant tube in PP act 1, you'll wind up at below the stage, and loose a life, unless you have debug enabled.
     
  17. ICEknight

    ICEknight

    Researcher Researcher
    Has anybody tried entering the infamous dead end in Metallic Madness' Past? Was it fixed like in the PC version?

    Also, for anybody who has checked the Mega-CD version, did the diagonal springs send him always flying in the same arc? I thought they acted like in the Megadrive games, where they send you farther if you're not holding any directions, but I'm not 100% sure.


    EDIT: In any case, there seems to be something different about the diagonal springs' behavior... I don't remember being able to do this with the speed shoes:
    [​IMG]


    EDIT 2: Oops, yes I meant Metallic Madness.
     
  18. Machenstein

    Machenstein

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    Are you sure you don't mean Metallic Madness? I think that one was due to a diagonal spring being slightly too low to escape the giant room.

    EDIT: I just checked it. The diagonal spring is now placed even higher than it was in the PC version. There are also now four rotating platforms to further ensure you make it up the ledge.
     
  19. Sappharad

    Sappharad

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    Does anyone else have problems with music in the PS3 version taking too long to start sometimes? Whenever I get speed shoes or invincibility, sometimes it takes 1 or 2 seconds for the music to start. In one case, it took what felt like 4 or 5 seconds to start, so the invincibility wore off before the music was done and I got hit. Same thing with the act clear music, sometimes it plays sooner than other times. Also, pressing Pause takes a second or two for the pause screen to appear, and usually it takes another second or two to unpause. The music at the start of a level is always there when it's supposed to be.

    (On the other hand, I had similar issues with Sonic Generations, where the music wouldn't start playing until 2 or 3 seconds after the level started, but I just assumed it was because of the disc seek time.)

    It's not a big deal, but it's a huge difference in comparison to the iOS version where the music starts instantly.

    Edit: Never mind, this would be my fault. I looked it up and it's caused by power management on the 750GB drive I installed last year. It spins down the drive after 4 seconds of inactivity. I guess I can live with that.
     
  20. Miles Prower

    Miles Prower

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    Where was that? I've never seen that dead end (maybe I got lucky so far).