Under the Surface of Classic Sonic

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Under the Surface of Classic Sonic

Under the Surface of Classic Sonic

@SCDDeconstruct

All about programming, unused content, and more in the Classic Sonic games!

Katılım Ekim 2022
4 Takip Edilen3K Takipçiler
Conradd
Conradd@Conradd72371258·
@SCDDeconstruct I was going to ask for the other 2D games like Mania, Superstars, or even Advance 1 but I imagine they also use different engines compared to the classics, correct?
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Under the Surface of Classic Sonic
Under the Surface of Classic Sonic@SCDDeconstruct·
There exists a collision bug where the check used to prevent Sonic from clipping on top of a surface he's too far below from isn't done if he's moving horizontally in the air. This can easily be seen if you put a solid object on a top solid surface and hit it from the bottom.
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Under the Surface of Classic Sonic
Here's a silly difference between the 510 and 0.28A (512) prototypes of Sonic CD. Special stage rings always appear in 510, but never in 0.28A. 0.28A added a ring count check, but only checked the top byte. As a result, they can only appear if the player has at least 12800 rings.
Under the Surface of Classic Sonic tweet mediaUnder the Surface of Classic Sonic tweet media
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Under the Surface of Classic Sonic
Under the Surface of Classic Sonic@SCDDeconstruct·
There's a ROM hack of Chaotix called Knuckles' Clackers by GenesisDoes that reimplements loops, and even uses the masking sprite... but it still illustrates the problematic nature of loops with the tethering mechanic.
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Under the Surface of Classic Sonic
Under the Surface of Classic Sonic@SCDDeconstruct·
Loops were planned on being implemented in Chaotix, even being present in prototypes... yeah, I can see why they were removed (footage provided by @MDTravisYT)
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Under the Surface of Classic Sonic
Under the Surface of Classic Sonic@SCDDeconstruct·
Here's the highlighted line from the decompilation: #L437" target="_blank" rel="nofollow noopener">git.sr.ht/~benoitren/son…
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Under the Surface of Classic Sonic
Under the Surface of Classic Sonic@SCDDeconstruct·
I looked into this and saw from the decompilation that the stage ID check is messed up. The original Sega CD version checks if the stage is Palmtree Panic act 1 (zone ID 0, act ID 0), but the 90s PC port checks if the zone ID is 255 and if the act ID is 1...
Under the Surface of Classic Sonic tweet mediaUnder the Surface of Classic Sonic tweet media
𝗠𝗲𝗹𝗹𝗼-𝗡𝗼𝘃𝗮@Mellon_Nova

@SCDDeconstruct For some reason the PC96 version doesn't disable the Signs in both Past and Future versions for the beginning portion

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Christopher Price
Christopher Price@chrisprice·
@Mellon_Nova @SCDDeconstruct It does show why at least. Suspect at some point they were hitting death barrier and coded in the block. I've always suspected PC96 is branched off a little before final copy, back when Intel was pushing Dino in 1993. Like, around Ver 1.05.
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Under the Surface of Classic Sonic
Under the Surface of Classic Sonic@SCDDeconstruct·
There's a hidden tunnel that can be found right towards the end of the 3D loop section at the beginning of Palmtree Panic act 1 that I'm not sure is even accessible via normal means. Anyone have any ideas?
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