Under the Surface of Classic Sonic
@classicsoniccode.bsky.social
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All about programming, unused content, and more in the Classic Sonic games!
More Mario content? Oh no! Anyways... so, you know how in Mario 1 on the NES, you bounce downwards when you destroy a brick, but hover upwards in the SNES version? Turns out the SNES behavior was possibly the intended behavior? Here's how it works.
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2 months ago
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reposted by
Under the Surface of Classic Sonic
Another sample.
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2 months ago
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So, because Sonic 2 changed the ground speed cap to be more lenient, but not the air speed cap, you can actually see this issue by just running down a hill at a fast speed and then jumping. No hacks needed to see it.
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2 months ago
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So what happens if you remove that control lock in a faster game like Sonic 2? Yeah, not ideal...
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2 months ago
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In the Sega CD version of Sonic CD, pressing left or right while in the air applies a speed cap, but unlike Sonic 1/2/3K, the control lock for when you jump after rolling was removed. As a result, the trajectory of a rolling jump can be affected by the speed cap.
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2 months ago
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reposted by
Under the Surface of Classic Sonic
VAdaPEGA.Art - MAIM ACOUNT
3 months ago
Sprite order is what determines who's in front of what, regardless of priority. All one needs to do is ensure the high priority sprite is bellow the low priority sprite while in front of a high priority tile layer. Footage from "I made you a Salad" (SHC 2019)
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Actually, here's a visible example of this behavior in this set of pulley platforms in World 3-3!
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4 months ago
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In Super Mario Bros, objects with an upwards force have a quirk with its speed cap. If their Y speed (8.8 fixed point) goes beyond max speed + 0x80, then it gets capped to max speed - 0xFF. This behavior is possibly never visible, so here's a mod to show what it looks like.
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4 months ago
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Ever seen this weird sprite quirk with the lava and platform in Marble Zone in Sonic 1? Here's why that happens.
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4 months ago
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In the remake of Sonic 3 & Knuckles included with Sonic Origins, there is a hidden credits cheat code in the title screen. However, due to a very specific change in the code that handles cheat inputs, as well as a flag not being set when activated, this is impossible to see under normal play.
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5 months ago
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In the Nick Arcade prototype of Sonic 2, there lies leftover scraps of a build process for an even earlier build. One of the things that can be found is an earlier version of Emerald Hill's boss. It has only 2 hit points, no hitbox for the drill, and a weird bobbing animation.
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11 months ago
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In the vertical scrolling code, it follows the top boundary + 32. I assume that this might be related to old HUD code that displayed on the top 32 pixels of the screen? There is unused code that draws a chain of life icons, but that's on the bottom...
www.youtube.com/watch?v=zkLf...
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12 months ago
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scrh_flag and scrv_flag do function in the Sonic 1 prototype, and may be related to a potential scrapped auto-scroll function. Each are individually set if the stage boundaries for their respective axis are the same, and change how the camera moves. [1/2]
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12 months ago
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There's some unused variables related to camera scrolling in Sonic 1 and Sonic CD. Here are their official names, taken from Sonic Gems Collection.
12 months ago
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Leftover symbol data included a lot of internal names for various things. Sonic was "play00", "play01", or "play02", depending on the game mode. Tails was "fox" in Sonic 2, but was changed to "miles" in Sonic 3. Knuckles was either "knuckles" or "nuckle". Amy was "emie".
12 months ago
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Sega did have their own formats. The 2 most well known ones are "Nemesis" and "Enigma". "Nemesis" was used for tile graphics and "Enigma" was used for tilemaps. Symbol data revealed "Nemesis" to potentially be called "bitdevr", and "Enigma" to actually be called "mapdevr".
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12 months ago
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There is a compression format used in various Sega Genesis games known as "Kosinski". It is an LZSS based format used for various kinds of data in games. Recently, it was found out that "Kosinski" was LZEXE this entire time. ๐งต
bellard.org/lzexe.html
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LZEXE Home Page
https://bellard.org/lzexe.html
12 months ago
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A breakdown of the differences in the peelout and spindash between the original and 2011 remake. (Part 1)
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about 1 year ago
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100 followers! Thanks ๐
about 1 year ago
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A brief breakdown of how the peelout and spindash are charged up in the original Sega CD version of Sonic CD.
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about 1 year ago
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Wacky Workbench actually uses a duplicate file for Sonic's object code, modified to handle all the stage gimmicks. However, some of the updates they made to the main file didn't get implemented in the duplicate file, such as changing the spindash charge speed from 50 to 75.
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about 1 year ago
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So, in the 2011 remake, the time it takes to start time traveling appears to be longer than the original. However, this is false. As it turns out, in the original, the time warp timer ticks every frame, regardless of lag. The original can get laggy. For example, this section.
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about 1 year ago
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When you turn in Sonic CD's special stages, Sonic's sprite tilts towards the direction he's turning, and it's gradual. Well, the developers intended to make the untilting gradual as well, but a couple of bad branches make it so that he snaps back to the normal sprite instantly.
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about 1 year ago
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The time warp cutscene is not actually really much of a loading screen at all. Nothing loads in the background while it's running. It only actually starts loading the next time zone file after it ends and fades to white.
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about 1 year ago
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Fun fact: the Sub CPU program file for Sonic CD's good ending is called "BADEND.BIN" (loads "GOODEND.STM") and the bad ending Sub CPU program file is called "GOODEND.BIN" (loads "BADEND.STM"). They got the file names mixed up.
about 1 year ago
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The special stages in Sonic CD were intended to have 1024px wide backgrounds instead of 512px wide backgrounds. There exist unused chunks that would've been placed after or inbetween the used ones. For example, here's special stage 1's background and what it looks like extended.
about 1 year ago
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The 2011 remake is missing the layer with the small buildings in special stage 7's background.
about 1 year ago
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You may notice that in Wacky Workbench, the background changes from turquoise to green after the electrical beams flash. This is due to an oversight. ๐งต
about 1 year ago
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There exists concept art for the special stage where Sonic would fall through something while shrugging. This was actually partially implemented, but ultimately went unused. ๐งต
about 1 year ago
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There is evidence that suggests that this unused blue ring monitor was intended to be the Combine Ring powerup from Knuckles Chaotix. ๐งต
about 1 year ago
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If the leftover code for sneezing were to be activated properly, it would have looked something like this.
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about 1 year ago
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There is an unused animation of Sonic sneezing, which is well documented already. Did you know that there was actually some code that was implemented for it that never got used? ๐งต
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about 1 year ago
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Unused special stage animations for Sonic in Sonic CD ๐งต 0x07
about 1 year ago
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Test, 1, 2.... Seeega!
about 1 year ago
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