https://info.sonicretro.org/api.php?action=feedcontributions&user=Shobiz&feedformat=atomSonic Retro - User contributions [en]2024-03-29T11:19:42ZUser contributionsMediaWiki 1.30.2https://info.sonicretro.org/index.php?title=SCHG:Sonic_the_Hedgehog_3_%26_Knuckles/RAM_Editing&diff=158765SCHG:Sonic the Hedgehog 3 & Knuckles/RAM Editing2010-08-15T11:11:25Z<p>Shobiz: /* Main System Memory Locations */ Rewording Super/Hyper Sonic flag</p>
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<div>__NOTOC__<br />
{{SCHG S3K}}<br />
==Main System Memory Locations==<br />
This is a map of 68k memory as used by the main gameplay engine. Note that any numbers entered (for example, score or number of rings) will have to be converted to hex first.<br />
<br />
These are the offsets in RAM. To convert them to Genecyst savestate offsets, add $2478.<br />
{| class="prettytable"<br />
!RAM offset||Description<br />
|-<br />
| $0000-$7FFF<br />
| 128x128 mappings<br />
|-<br />
| $8000-$8FFF<br />
| Level layout<br />
|-<br />
| $9000-$A9FF<br />
| 16x16 mappings<br />
|-<br />
| $AA00-$ABFF<br />
| Pattern decompression buffer<br />
|-<br />
| $AC00-$AFFF<br />
| Sprite table input. Consists of 8 different priority levels, each level taking up $80 bytes. The first word of each level is the number of objects currently in that priority level multiplied by 2, and the next $3F words are the addresses in RAM (inside the object RAM space) of the objects on that priority level. The information in this table is processed by BuildSprites to create the actual sprite table<br />
|-<br />
| $B000-$CFCB<br />
| Object attribute table<br />
|-<br />
| $D000-$DFFF<br />
| Kosinski decompression buffer<br />
|-<br />
| $E000-$E37F<br />
| Horizontal scroll buffer<br />
|-<br />
| $E380<br />
| Number of objects currently in collision response list, multiplied by 2.<br />
|-<br />
| $E382-$E3FF<br />
| Collision response list. The format is one word per object, where the word is the starting address of the object's status table. Only objects in this list are processed by the collision response routine.<br />
|-<br />
| $E400-$E4FF<br />
| In 1-player mode, this is Sonic's statistic recording buffer, used by Tails' AI. In 2-player mode, this is player 2's position table.<br />
|-<br />
| $E438-$E439<br />
| The number of blue spheres remaining to be collected in a Special Stage.<br />
|-<br />
| $E43A-$E43B<br />
| The number of rings collected in a Special Stage.<br />
|-<br />
| $E43D<br />
| Special Stage ring collection flags. Bit 0 is set when 50 rings have been collected, bit 1 is set for 100 rings, bit 2 for 200 rings, and bit 7 has an unknown purpose.<br />
|-<br />
| $E43E-$E43F<br />
| Number of frames remaining till the speed of a Special Stage increases. Initial value is 1800 (i.e. 30 seconds in 60Hz mode) for regular special stages and 2700 (i.e. 45 seconds in 60Hz mode) for Blue Spheres special stages.<br />
|-<br />
| $E442-$E443<br />
| Total rings remaining to be collected in a Special Stage. A 50000 points perfect bonus is awarded for collecting all the rings.<br />
|-<br />
| $E444-$E445<br />
| Special Stage speed. Starts off at $1000 and is incremented by $400 every time the speed increase timer expires until it reaches $2000.<br />
|-<br />
| $E500-$E5FF<br />
| Position table for player 1<br />
|-<br />
| $E600-$E653<br />
| Saved competition mode data<br />
|-<br />
| $E6AC-$E6FF|| Variables for each save slot. The format is $A bytes long:<br />
{|class="prettytable"<br />
! Hex || Value ||Description<br />
|-<br />
|$00-$01 || Word ||Slot State<br />
|-<br />
| || $8000 ||New Game<br />
|-<br />
| || $0000 ||Game in Progress<br />
|-<br />
| || $0100 ||Game Complete<br />
|-<br />
| || $0200 ||Game Complete with all Chaos Emeralds<br />
|-<br />
| || $0300 ||Game Complete with all Super Emeralds<br />
|-<br />
|$02 || Byte ||Current Character<br />
|-<br />
| || $00 ||Sonic And Tails<br />
|-<br />
| || $10 ||Sonic <br />
|-<br />
| || $20 ||Tails<br />
|-<br />
| || $30 ||Knuckles<br />
|-<br />
|$03 || Byte ||Current Level<br />
|-<br />
| || $0C ||Last level for knuckles<br />
|-<br />
| || $0D ||Last level for Sonic without chaos/super emeralds, or Tails<br />
|-<br />
| || $0E ||Last level for Sonic with at least all Chaos Emeralds<br />
|-<br />
|$04 || Byte ||Unknown<br />
|-<br />
|$05 || Byte ||Something with Special Stages Array <br />
|-<br />
|$06 || Byte ||Something with Collecting a Chaos Emerald<br />
|-<br />
|$07 || Byte ||Something with Collecting a Super Emerald<br />
|-<br />
|$08 || Byte || Current Number of lives<br />
|-<br />
|$09 || Byte || Current Number of Continues<br />
|}<br />
* Note that byte $02 also keeps a record of special stages played through, whether you won or lost it. It updates by $01's.<br />
|-<br />
| $E700-$EAFF<br />
| Ring status table. The format is two bytes per ring, these bytes being 0000 while the ring has yet to be consumed, serving as a ring destruction timer while the ring is being consumed, and being set to FFFF when the ring has been fully consumed.<br />
|-<br />
| $EB00-$EDFF<br />
| Object respawn table. Each object which is part of a level's object placement gets an entry in this table, and whenever the objects manager creates a new object, it sets bit 7 of the object's entry in the object respawn table. While bit 7 is set, the object will not be loaded again by the objects manager. The other seven bits of the entry are free for use by the object - for example, monitors set bit 0 to signify a broken monitor. Since every object which is part of the level's object placement has an entry in this table, the maximum number of objects any level can have in its object placement is 768, although the only level that gets close to that number is AIZ 2, with 751 objects.<br />
|-<br />
| $EE00-$EE01<br />
| Variable set by the horizontal scroll manager to the difference between the old and new camera X positions, multiplied by 256<br />
|-<br />
| $EE02-$EE03<br />
| Variable set by the vertical scroll manager to the difference between the old and new camera Y positions, multiplied by 256<br />
|-<br />
| $EE04-$EE05<br />
| Variable set by the horizontal scroll manager to the difference between the old and new camera X positions for player 2, multiplied by 256<br />
|-<br />
| $EE06-$EE07<br />
| Variable set by the vertical scroll manager to the difference between the old and new camera Y positions for player 2, multiplied by 256<br />
|-<br />
| $EE0A<br />
| Scroll lock for player 1 - if this is set, scrolling routines won't be called<br />
|-<br />
| $EE0B<br />
| Scroll lock for player 2 - if this is set, scrolling routines won't be called<br />
|-<br />
| $EE12-$EE13<br />
| Screen Y end<br />
|-<br />
| $EE14-$EE15<br />
| Screen X start<br />
|-<br />
| $EE16-$EE17<br />
| Screen X end<br />
|-<br />
| $EE18-$EE19<br />
| Screen Y start<br />
|-<br />
| $EE1A-$EE1B<br />
| Screen Y end location for Sonic; the maximum value for camera Y position. Like $EE12, but changes slowly instead of instantly when the level Y boundary changes.<br />
|-<br />
| $EE24<br />
| X scroll delay value. If this is non-zero and its value is ''a'', X scrolling will be based on the player's position ''a-1'' frames ago instead of on the player's current position. Used for example by the Spin Dash and fire dash<br />
|-<br />
| $EE26-$EE27<br />
| Index into Player 1's statistics recording buffer and position table<br />
|-<br />
| $EE28<br />
| X scroll delay value for player 2. If this is non-zero and its value is ''a'', X scrolling will be based on the player's position ''a-1'' frames ago instead of on the player's current position. Used for example by the Spin Dash and fire dash<br />
|-<br />
| $EE2A-$EE2B<br />
| Index into Player 2's position table<br />
|-<br />
| $EE2C-$EE2D<br />
| Camera Y position bias.<br />
|-<br />
| $EE2E-$EE2F<br />
| Camera Y position bias for player 2.<br />
|-<br />
| $EE33<br />
| Routine counter for Dynamic Screen Resizing. (Dynamic Level Events)<br />
|-<br />
| $EE42-$EE45<br />
| Address (in the ROM) of the first ring whose X position is greater than or equal to the current camera X value minus 8.<br />
|-<br />
| $EE46-$EE49<br />
| Address (in the ROM) of the first ring whose X position is greater than or equal to the current camera X value + $148.<br />
|-<br />
| $EE4A-$EE4B<br />
| Address (in the ring status table) of the first ring whose X position is greater than or equal to the current camera X value minus 8.<br />
|-<br />
| $EE4E<br />
| Apparent current zone. This is identical to $FE10<br />
|-<br />
| $EE4F<br />
| Apparent current act. Unlike $FE11, this is only incremented by the actual end of act score tally, so it differs from $FE11 in levels like AIZ, where $FE11 is set to 1 as soon as the first cutscene is over, while this is incremented only after the end of act points tally. God knows why they didn't use this for level music choosing routines.<br />
|-<br />
| $EE60<br />
| Camera X for the second player in 2p mode<br />
|-<br />
| $EE64<br />
| Camera Y for the second player in 2p mode<br />
|-<br />
| $EE68<br />
| Copy of camera X for the second player in 2p mode for rasters<br />
|-<br />
| $EE6C<br />
| Copy of camera Y for the second player in 2p mode for rasters<br />
|-<br />
| $EE78<br />
| Camera X<br />
|-<br />
| $EE7C<br />
| Camera Y<br />
|-<br />
| $EE80<br />
| Copy of Camera X for Rasters<br />
|-<br />
| $EE84<br />
| Copy of Camera Y for Rasters<br />
|-<br />
| $EEC0-$EEC1<br />
| Screen event routine counter. Each routine is 4 units, so this counter can only contain multiples of 4. Affects AIZ2, FBZ2, LBZ2, MHZ2, SOZ2, SSZ1, SSZ2, DEZ2, DDZ, the slot machine bonus stage, the LRZ boss act, the DEZ boss act and the ending sequence.<br />
|-<br />
| $EEC2-$EEC3<br />
| Trigger event routine counter. Each routine is 4 units, so this counter can only contain multiples of 4. Affects all levels except for the bonus stages, DDZ, and MHZ1. For some reason, the ICZ1 screen event routine also uses this counter, so both the screen and trigger event routines are linked in that act.<br />
|-<br />
| $EEC4-$EEC5<br />
| Some kind of flag used by level scripts. Only ever seems to be set to $0000, $0055, $FF00 or $FFFF.<br />
|-<br />
| $EEC6-$EEC7<br />
| Like $EEC4, this only ever seems to be set to $0000, $0055, $FF00 or $FFFF. Level property (like killer wall in HCZ2 or avalanche in ICZ1)<br />
|-<br />
| $EEC8-$EEC9<br />
| Some sort of counter which counts up or down in multiples of $10.<br />
|-<br />
| $EECA-$EECB<br />
| Some sort of counter which decreases by 1 whenever the value of $EEC8 increases or decreases by $10 and is set to various values whenever the value of $EEC8 is otherwise changed.<br />
|-<br />
| $EECE-$EECF<br />
| Screen shaking value (used during earthquakes, bomb impacts, etc.) which is added to $EE84 each frame by the screen events of AIZ2, HCZ2, MGZ1, MGZ2, CNZ2, FBZ2, LBZ1, LBZ2, SOZ1, SOZ2, LRZ1, LRZ2, SSZ1, SSZ2 and HPZ. MHZ2 adds it to $EE80 instead; ICZ1 may add this to either $EE80 or $EE84.<br />
|-<br />
| $EED0-$EED1<br />
| Seems to be the value that $EECE had during the previous frame.<br />
|-<br />
| $EED2-$EED3<br />
| Secondary screen event routine counter, used by some acts.<br />
|-<br />
| $EF49<br />
| Flag which determines whether the second player in a 2P versus game is player-controlled or just a "ghost" of the first player.<br />
|-<br />
| $EF72-$EF73<br />
| Flag which is set to $FF00 if an ending is running. The only thing this seems to do is prevent the game from being able to pause.<br />
|-<br />
| $EF80<br />
| The number of rings inside the ring consumption table.<br />
|-<br />
| $EF82-$EFFF<br />
| Ring consumption table. Contains the RAM addresses (inside the ring status table) of rings which are currently being consumed. Once consumed, the rings are deleted from this table.<br />
|-<br />
| $F000-$F07F<br />
| Second underwater palette.<br />
|-<br />
| $F080-$F0FF<br />
| Underwater palette.<br />
|-<br />
| $F100-$F57F<br />
| Plane data buffer. During the normal level processing period, display update routines decide which tiles need to be updated and write the results here, and then in V-int a routine processes this and updates the planes accordingly. The first word of each entry in this buffer is the address in VRAM to write to - if this is 0, the buffer processing routine terminates. The second word is the number of 16x16 tiles to be written - 1, and the sign bit of this word being set indicates that the constituent 8x8 tiles are to be written column-by-column rather than row-by-row. Following this is the actual data to write.<br />
|-<br />
| $F580-$F5FF<br />
| VRAM buffer. Used to temporarily hold data while it is being transferred from one VRAM location to another.<br />
|-<br />
| $F600<br />
| Master level trigger. Tells the game what it should be doing. <br />
The MSB is a loading routine flag. It only matters for some game modes. It won't have any effect when changing modes because it's filtered out, but the corresponding routine does pay attention to it...<br />
|-<br />
| $F602<br />
| In-game Controller 1 held state. Same as F604, but it only updates during the main game loop, and not while paused, or a cutscene is running.<br />
|-<br />
| $F603<br />
| In-game Controller 1 pressed state. Same as F602, but only tells which buttons are being pressed newly this frame.<br />
|-<br />
| $F604<br />
| This bitfield tells which button(s) on Controller 1, if any, are currently pressed. Format is:<br />
*Bit 0 - Up<br />
*Bit 1 - Down<br />
*Bit 2 - Left<br />
*Bit 3 - Right<br />
*Bit 4 - B<br />
*Bit 5 - C<br />
*Bit 6 - A<br />
*Bit 7 - Start<br />
This is updated every frame. <br />
|-<br />
| $F605<br />
| Same as $F604, but only tells which buttons are being pressed newly this frame.<br />
|-<br />
| $F606<br />
| Same as $F604, but for Controller 2.<br />
|-<br />
| $F607<br />
| Same as $F606, but only tells which buttons are being pressed newly this frame for Controller 2.<br />
|-<br />
| $F614<br />
| Demo time left & Time until demo starts from title screen.<br />
|-<br />
| $F622<br />
| Teleport timer (leftover from Sonic 2)<br />
|-<br />
| $F623<br />
| Teleport active flag (leftover from Sonic 2)<br />
|-<br />
| $F628-$F629<br />
| Number of lag frames per level loop. Displayed in the place of the minutes counter in the debug HUD<br />
|-<br />
| $F636-$F639<br />
| RNG seed (used for pseudo-random number generation).<br />
|-<br />
| $F63A-$F63B<br />
| Game paused flag.<br />
|-<br />
| $F648-$F649<br />
| Current water level. Should be a valid Y-axis value. Remember, the top of the level is $0000.<br />
|-<br />
| $F64C<br />
| Water on: seems to be a copy of $F730.<br />
|-<br />
| $F65E<br />
| Super Sonic palette counter. Decremented with every frame. How it works, exactly, is not known.<br />
|-<br />
| $F65F<br />
| Sets the rotating palette for Super Sonic.<br />
|-<br />
| $F66A<br />
| In-game Controller 2 held state. Same as $F602, but for controller 2<br />
|-<br />
| $F66B<br />
| In-game Controller 2 pressed state. Same as $F66A, but only tells which buttons are being pressed newly this frame.<br />
|-<br />
| $F670-$F671<br />
| Super Sonic ring drain counter. This is updated each frame, so the counter is set to 60 ($3C) on consoles operating in 60Hz mode, or 50 ($32) in consoles operating in 50Hz mode. After each frame, the code subtracts 1. One ring is removed when this counter reaches zero; in other words, each second.<br />
|-<br />
| $F680-$F6DF<br />
| A buffer for pattern loading cues (requests). Each entry in this consists of one longword followed by one word, the longword being the location in ROM of the compressed art, and the word being the VRAM location to decompress to. Can store a maximum of 16 entries, but a coding error in the clearing routine means that storing a PLC in the last slot screws everything up, so effectively only 15 requests can be stored at one time.<br />
|-<br />
| $F6E0-$F6E3<br />
| The address in ROM of the decompression routine to be used for the art<br />
|-<br />
| $F6E4-$F6F7<br />
| Used by the PLC routines using decompression. No idea what their function is, although it seems they get passed in as parameters to the decompression routine, and are stored updated when the routine returns.<br />
|-<br />
| $F6F8-$F6F9<br />
| The total number of tiles left to be decompressed for the current piece of art<br />
|-<br />
| $F6FA-$F6FB<br />
| The number of tiles left to be decompressed in the current frame<br />
|-<br />
| $F700-$F701<br />
| Seems to be set to $0001 when in a Sonic & Tails game. Set to $0000 when not a Sonic & Tails game.<br />
|-<br />
| $F702-$F703<br />
| Tails control counter. Counts how long until the CPU takes control.<br />
|-<br />
| $F704-$F705<br />
| Tails repawn counter.<br />
|-<br />
| $F708-$F709<br />
| Tails CPU routine.<br />
|-<br />
| $F70A-$F70B<br />
| Tails CPU target X position. Tells Tails where Sonic's X position is so he can fly back to him.<br />
|-<br />
| $F70C-$F70D<br />
| Tails CPU target Y position. Tells Tails where Sonic's Y position is so he can fly back to him.<br />
|-<br />
| $F70E-$F70F<br />
| Tails interact ID. Object ID of last object Tails stood on.<br />
|-<br />
| $F710<br />
| Routine counter for the rings manager.<br />
|-<br />
| $F711<br />
| Level started flag. Set to 1 as soon as the player first gets control in the level.<br />
|-<br />
| $F730<br />
| Water flag. Must be set for any of the other water variables to have any effect. Note that levels without water don't have an underwater palette; you must set one or everything below the water level will be black.<br />
|-<br />
| $F760-$F761<br />
| Sonic's top speed<br />
|-<br />
| $F762-$F763<br />
| Sonic's acceleration<br />
|-<br />
| $F764-$F765<br />
| Sonic's deceleration<br />
|-<br />
| $F766<br />
| Sonic's current mapping frame number.<br />
|-<br />
| $F7AA<br />
| Seems to be clear during normal play, but set to some value during a boss fight. That value may be the current Zone number.<br />
|-<br />
| $F7C6<br />
| Reverse gravity flag. Only in Sonic & Knuckles.<br />
|-<br />
| $F7CA<br />
| Controller lock for controller 1.<br />
|-<br />
| $F7CB<br />
| Controller lock for controller 2.<br />
|-<br />
| $F7D0-$F7D1<br />
| Bonus counter. Increments upon destruction of a destroyable object, and is used to determine how many points the destruction should give. Resets when the player touches the ground.<br />
|-<br />
| $F7D2-$F7D3<br />
| Time bonus counter at the end of level result screen<br />
|-<br />
| $F7D4-$F7D5<br />
| Ring bonus counter at the end of level result screen<br />
|-<br />
| $F7DA-$F7DB<br />
| Counts the number of times the camera has scrolled to the right by one full screen width from its previous position - initial value is $FF80 and then counts up like: $FF80,$0000,$0080,$0100,$0180,etc.<br />
|-<br />
| $F800-$FA7F<br />
| Sprite attribute table buffer.<br />
|-<br />
| $FB00-$FBFB<br />
| VDP command buffer. Stores up to 18 sets of queued up VDP commands to be issued later.<br />
|-<br />
| $FBFC-$FBFF<br />
| VDP command buffer free slot. Stores the address of the first available empty place in the VDP command buffer.<br />
|-<br />
| $FC00-$FC7F<br />
| Normal palette.<br />
|-<br />
| $FC80-$FCFF<br />
| Second palette.<br />
|-<br />
| $FE00<br />
| Start of the system stack. Note that the stack grows '''up''' rather than '''down'''. This means that when something is pushed onto the stack, the SP is decremented, and when something is popped from it, the SP is incremented.<br />
|-<br />
| $FE02-$FE03<br />
| Level restart flag.<br />
|-<br />
| $FE04-$FE05<br />
| Level frame timer.<br />
|-<br />
| $FE06<br />
| Object currently selected in debug mode.<br />
|-<br />
| $FE08<br />
| Object placement mode routine counter.<br />
|-<br />
| $FE09<br />
| Object placement mode flag (0 - normal, 1 - object placement, 2 - frame cycling)<br />
|-<br />
| $FE0C-$FE0F<br />
| Counts the number of times V-int has run<br />
|-<br />
| $FE10<br />
| The current Zone. This is the value assigned to the Zone, not its position in the level list.<br />
|-<br />
| $FE11<br />
| Act number<br />
|-<br />
| $FE12<br />
| Life Count<br />
|-<br />
| $FE18<br />
| Number of continues.<br />
|-<br />
| $FE19<br />
| Super/Hyper Sonic flag. 1 means Super and -1 ($FF) means Hyper. Setting this will load the Super/Hyper Sonic tiles, adjust Sonic's jump height, and start draining rings, but it will not load the rotating palette, change acceleration, max speed, or deceleration, or make him invincible.<br />
|-<br />
| $FE1A<br />
| Flag which is set when the player has a time over.<br />
|-<br />
| $FE1B<br />
| This bitfield tells the game if the player has collected extra lives from rings. Seems to work differently in S3k than in S2.<br />
|-<br />
| $FE1C<br />
| Flag determines if the lives counter needs to be updated <br />
|-<br />
| $FE1D<br />
| Flag determines if the rings counter needs to be updated<br />
|-<br />
| $FE1E<br />
| Flag determines if the timer needs to be updated<br />
|-<br />
| $FE1F<br />
| Flag determines if the score counter needs to be updated<br />
|-<br />
| $FE20-$FE21<br />
| Ring count<br />
|-<br />
| $FE23<br />
| Minutes on clock. Should not go above $09, or the clock will look like shit.<br />
|-<br />
| $FE24<br />
| Seconds. This one shouldn't go above $3B, for the same reason.<br />
|-<br />
| $FE25<br />
| Centiseconds. I don't know what'll happen if this goes out of range, but it's probably not good.<br />
|-<br />
| $FE26-$FE29<br />
| Score (divided by 10)<br />
|-<br />
| $FE2A<br />
| Greatest reference number of passed star poles<br />
|-<br />
| $FE2B<br />
| Starpole ID of the last starpole hit<br />
|-<br />
| $FE2C<br />
| Zone in which the last starpole was hit<br />
|-<br />
| $FE2D<br />
| Act in which the last starpole was hit<br />
|-<br />
| $FE2E-$FE2F<br />
| X position of the last starpole hit<br />
|-<br />
| $FE30-$FE31<br />
| Y position of the last starpole hit<br />
|-<br />
| $FE32-$FE33<br />
| The number of the rings the player had when the last starpole was hit<br />
|-<br />
| $FE34-$FE37<br />
| Copy of the entire clock data when the last starpole was hit<br />
|-<br />
| $FE35<br />
| Minutes on the clock when the last starpole was hit<br />
|-<br />
| $FE36<br />
| Seconds on the clock when the last starpole was hit<br />
|-<br />
| $FE37<br />
| Centiseconds on the clock when the last starpole was hit<br />
|-<br />
| $FE38-$FE39<br />
| Starting art block of the main character when the last starpole was hit<br />
|-<br />
| $FE3A-$FE3B<br />
| Main character's collision layers data when the last starpole was hit<br />
|-<br />
| $FE3C-$FE3D<br />
| Camera's X position when the last starpole was hit<br />
|-<br />
| $FE3E-$FE3F<br />
| Camera's Y position when the last starpole was hit<br />
|-<br />
| $FE40-$FE41<br />
| Water level when the last starpole was hit<br />
|-<br />
| $FE42<br />
| The state of the water movement flag when the last starpole was hit<br />
|-<br />
| $FE43<br />
| The state of the extra lives from rings bitfield when the last starpole was hit<br />
|-<br />
| $FE44-$FE45<br />
| Camera's current maximum Y position when the last starpole was hit<br />
|-<br />
| $FE46<br />
| DSR/DLE routine when the last starpole was hit<br />
|-<br />
| $FE48<br />
| Flag which is set upon special stage entry and cleared when the data saved on special stage entry is restored<br />
|-<br />
| $FE49<br />
| Starpole ID of the last starpole hit before the last special stage entry<br />
|-<br />
| $FE4A<br />
| Zone from which the last special stage was entered<br />
|-<br />
| $FE4B<br />
| Act from which the last special stage was entered<br />
|-<br />
| $FE50-$FE51<br />
| The number of rings the player had when the last special stage was entered<br />
|-<br />
| $FE52-$FE55<br />
| Copy of the entire clock data when the last special stage was entered<br />
|-<br />
| $FE53<br />
| Minutes on the clock when the last special stage was entered<br />
|-<br />
| $FE54<br />
| Seconds on the clock when the last special stage was entered<br />
|-<br />
| $FE55<br />
| Centiseconds on the clock when the last special stage was entered<br />
|-<br />
| $FE56-$FE57<br />
| Starting art block of the main character when the last special stage was entered<br />
|-<br />
| $FE58-$FE59<br />
| Main character's collision layers data when the last special stage was entered<br />
|-<br />
| $FE5A-$FE5B<br />
| Camera's X position when the last special stage was entered<br />
|-<br />
| $FE5C-$FE5D<br />
| Camera's Y position when the last special stage was entered<br />
|-<br />
| $FE5E-$FE5F<br />
| Water level when the last special stage was entered<br />
|-<br />
| $FE60<br />
| The state of the water movement flag when the last special stage was entered<br />
|-<br />
| $FE61<br />
| The state of the extra lives from rings bitfield when the last special stage was entered<br />
|-<br />
| $FE62-$FE63<br />
| Camera's current maximum Y position when the last special stage was entered<br />
|-<br />
| $FE64<br />
| DSR/DLE routine when the last special stage was entered<br />
|-<br />
| $FE6E-$FEAF<br />
| Oscillating numbers data<br />
|-<br />
| $FEB2<br />
| Rings animation counter.<br />
|-<br />
| $FEB3<br />
| Rings animation frame.<br />
|-<br />
| $FEB6<br />
| Spilling rings animation counter.<br />
|-<br />
| $FEB7<br />
| Spilling rings animation frame.<br />
|-<br />
| $FEC0-$FEC1<br />
| Tails' max speed<br />
|-<br />
| $FEC2-$FEC3<br />
| Tails' acceleration<br />
|-<br />
| $FEC4-$FEC5<br />
| Tails' deceleration<br />
|-<br />
| $FEC6<br />
| Tails' lives in 2P mode. Unused in S3K, but its there.<br />
|-<br />
| $FEC7<br />
| This bitfield tells the game if the player has collected extra lives from rings. Used for Tails in 2P mode. Unused in S3K, but its there.<br />
|-<br />
| $FEC8-$FEC9<br />
| Rings collected since level load. Resets if you enter Special/Bonus stage. Starts recounting from 0 when level is reentered. Unknown use.<br />
|-<br />
| $FF04-$FF05<br />
| Total rings remaining to be collected in a level. No perfect bonus is actually given for collecting all the rings, making this variable virtually useless.<br />
|-<br />
| $FF08-$FF09<br />
| Current character (00 - sonic & tails, 01 - sonic, 02 - tails, 03 - knuckles)<br />
|-<br />
| $FF0A-$FF0B<br />
| Character selected in level select (00 - sonic & tails, 01 - sonic, 02 - tails, 03 - knuckles)<br />
|-<br />
| $FF0E-$FF0F<br />
| Number of kosinski compressed data pieces on the kosinski decompression queue ($FF40-$FF5F) waiting to be decompressed to RAM. The most significant bit of this being set signifies a decompression is in progress<br />
|-<br />
| $FF10-$FF37<br />
| Kosinski queue processing routine register backup. Registers d0-d6 and a0-a2 are backed up here in case the Kosinski queue processing routine is interrupted by V-Int. They're restored the next time the processing routine is called<br />
|-<br />
| $FF38-$FF39<br />
| Kosinski queue processing routine status register backup. In case the processing routine is interrupted by V-Int, the SR is stored here and restored the next time the routine is called<br />
|-<br />
| $FF3A-$FF3D<br />
| Kosinski queue processing routine program counter backup. In the instance of the processing routine being interrupted by V-Int, when V-Int is ready to return, the processing does not resume. Instead, by means of the subroutine at $1BF0, program resumption is forced to occur at $1D0C, and the actual overwritten program counter value gets stored here. Next time the processing routine is called, the routine at $1CFC kicks in, pushing this value and the stored SR onto the stack and executing an RTE, causing both to get restored and the processing to resume.<br />
|-<br />
| $FF3E-$FF3F<br />
| The Kosinski queue processing routine uses this to store words byteswapped. It's used by the processing routine the same way the stack is used by the normal Kosinski decompression routine<br />
|-<br />
| $FF40-$FF5F<br />
| The Kosinski decompression queue. Each entry consists of two longwords:<br />
*$00 - the source Kosinski data location <br />
*$04 - the destination RAM address to decompress to<br />
Since this is 32 bytes long, only 4 pieces can be stored on it at one time.<br />
|-<br />
| $FF60<br />
| Number of modules of KosinskiM compressed data waiting on the KosinskiM decompression and DMA queue ($FF64-$FF7B) to be decompressed to RAM and subsequently DMAed to VRAM. Bit 7 set to 1 indicates that the art has been already decompressed to the Kosinski art buffer ($D000), and is ready to be DMAed<br />
|-<br />
| $FF62-$FF63<br />
| The decompressed size of the last module of the KosinskiM data divided by 2. All other modules have a fixed decompressed size of $1000<br />
|-<br />
| $FF64-$FF7B<br />
| The KosinskiM decompression and DMA queue. Each entry consists of a longword followed by a word:<br />
*$00 - the source Kosinski module location<br />
*$04 - the destination VRAM address to DMA the decompressed module to<br />
Like the decompression queue, this can also only store 4 pieces at a time.<br />
|-<br />
| $FF96<br />
| State of the main character's secondary status bitfield when the last special stage was entered, used to restore any shield the character had when he entered the special stage and cleared once the shield is restored<br />
|-<br />
| $FFAE-$FFAF<br />
| Zero if locked on to Sonic 3; nonzero otherwise.<br />
|-<br />
| $FFB0<br />
| Number of chaos emeralds<br />
|-<br />
| $FFB1<br />
| Number of super emeralds<br />
|-<br />
| $FFB2-$FFB8<br />
| Array of finished special stages. Each byte represents one stage:<br />
*0 - special stage not completed<br />
*1 - chaos emerald collected<br />
*2 - super emerald present but grayed<br />
*3 - super emerald present and activated<br />
|-<br />
| $FFBB<br />
| If this is set to 0, Sonic 3 special stages will run. If it's 1, Sonic & Knuckles special stages will run.<br />
|-<br />
| $FFD2-$FFD3<br />
| Demo number<br />
|-<br />
| $FFDA<br />
| Debug mode flag<br />
|-<br />
| $FFE8<br />
| 2P versus mode flag<br />
|-<br />
| $FFEA<br />
| 2p mode player 1's character <br />
|-<br />
| $FFEB<br />
| 2p mode player 2's character <br />
|-<br />
| $FFF0-$FFF1<br />
| Must be $4EF9 (68k opcode for long jump) as this address is the vertical interrupt vector<br />
|-<br />
| $FFF2-$FFF5<br />
| Pointer to the current vertical interrupt routine<br />
|-<br />
| $FFF6-$FFF7<br />
| Must be $4EF9 (68k opcode for long jump) as this address is the horizontal interrupt vector<br />
|-<br />
| $FFF8-$FFFB<br />
| Pointer to the current horizontal interrupt routine<br />
|-<br />
| $FFFC-$FFFF<br />
| Contains the ASCII string "SM&K" to indicate that the checksum is correct<br />
|}<br />
<br />
==Object Status Table Format==<br />
The starting offset in RAM for this list is $B000. The first object is always player 1, the second is always player 2. Each object is allocated a block of $4A bytes. Note that many of these variables are object-specific - for example, some of them only make sense for Sonic, and some only work on [[Badnik|badniks]].<br />
<br />
{|class="prettytable"<br />
!Offset||Description<br />
|-<br />
|width="60"|$00-$03||Pointer to object code. Note that this pointer does not necessarily remain constant for a single object.<br />
|-<br />
|$04||Render flags. The bitfield looks like this:<br />
*Bit 0 is the horizontal mirror flag. If set, the object will be flipped on its horizontal axis.<br />
*Bit 1 is the vertical mirror flag.<br />
*Bit 2 is the coordinate system flag. If clear, the object will be positioned by absolute screen coordinates. This is used for things like the HUD and menu options. If set, the object will be positioned by the playfield coordinates, i.e. where it is in a level.<br />
*Bits 3 and 4 are either unused, or their purpose is unknown.<br />
*Bit 5 is the static mappings flag. If set, this indicates that the mappings pointer for this object points directly to the pieces data for this frame, and implies that the object consists of only one sprite piece.<br />
*Bit 6 is the compound sprites flag. If set, this indicates that the current object's status table also contains information about other child sprites which need to be drawn using the current object's mappings:<br />
**Word $16 of the status table indicates the number of child sprites.<br />
**Following this word is the actual data for each sprite. The format is six bytes per sprite: the first word is the base X position, the next word is the base Y position, the next byte is ignored and the last byte is the mapping frame to display.<br />
*Bit 7 is the on-screen flag. It will be set if the object is on-screen, and clear otherwise.<br />
|-<br />
|$05||Routine number. This is always an even value (i.e. it goes in units of 2)<br />
|-<br />
|$06||Height of the object, in pixels.<br />
|-<br />
|$07||Width of the object, in pixels.<br />
|-<br />
|$08-$09||Sprite priority, in units of $80 (00 = front).<br />
|-<br />
|$0A-$0B||The lower 11 bits of this represent the starting art block. This is an index into an array of cells; to get the actual address, multiply by $20. Bits 14 and 13 are used to specify the default palette line the sprite uses, and bit 15 is the priority flag - if this is set, the sprite will be given high priority.<br />
|-<br />
|$0C-$0F||Object's mappings offset.<br />
|-<br />
|$10-$11<br />
|If the object is Sonic, Tails or Knuckles, this is the X playfield coordinate. Otherwise:<br />
*If in playfield positioning mode, it is the X playfield coordinate.<br />
*If in screen postioning mode, it is the X screen coordinate.<br />
|-<br />
|$12-$13<br />
|If the object is Sonic, Tails or Knuckles, this is the X subpixel playfield coordinate. Otherwise, it's unused.<br />
|-<br />
|$14-$15<br />
|If the object is Sonic, Tails or Knuckles, this is the Y playfield coordinate. Otherwise:<br />
*If in playfield positioning mode, it is the Y playfield coordinate.<br />
*If in screen positioning mode, it is the Y screen coordinate.<br />
|-<br />
|$16-$17<br />
|If the object is Sonic, Tails or Knuckles, this is the Y subpixel playfield coordinate. Otherwise, it's unused.<br />
|-<br />
|$18-$19||X speed.<br />
|-<br />
|$1A-$1B||Y speed.<br />
|-<br />
|$1C-$1D||Potential speed (inertia).<br />
|-<br />
|$1E||Height/2<br />
|-<br />
|$1F||Width/2<br />
|-<br />
|$20||Animation number.<br />
|-<br />
|$21||Restart animation flag (when $21 is not equal to $20, animation restarts)<br />
|-<br />
|$22||Current animation frame to display.<br />
|-<br />
|$23||Current frame in animation script.<br />
|-<br />
|$24||Animation frame duration (time until next frame).<br />
|-<br />
|$25||Animation counter.<br />
|-<br />
|$26||Angle.<br />
|-<br />
|$27||Second angle (different axis).<br />
|-<br />
|$28||Collision response bitfield. Tells what the object will do if hit by the character. The bitfield is in the format TTSS SSSS. TT is the type of collision - 00 is enemy, 01 increments the routine counter, 10 is harm, and 11 seems to be a special thing for the starpole. SSSSSS is the size, lifted from a lookup table in the collision response routine.<br />
|-<br />
|$29||Custom collision property, for special interaction with Sonic. This is used by bosses, badniks, bumpers and other objects. The way in which this byte is used is different for each object. Bosses use this byte as a hit counter.<br />
|-<br />
|$2A||Status bitfield.<br />
Counting from the least significant bit:<br />
{|class="prettytable"<br />
!Bit||Hex||Description<br />
|-<br />
|0||$01||X Orientation. Clear is left and set is right.<br />
|-<br />
|1||$02||Y Orientation. Clear is right-side up, and set is upside-down<br />
|-<br />
|2||$04||RSS flag, set if the object should remember that it is destroyed. See offsets $3B and $3C below.<br />
|-<br />
|3||$08||Set if Sonic is standing on this object.<br />
|-<br />
|4||$10||Set if Tails is standing on this object.<br />
|-<br />
|5||$20||Set if Sonic is pushing on this object.<br />
|-<br />
|6||$40||Set if Tails is pushing on this object.<br />
|-<br />
|7||$80||Unknown or unused.<br />
|} Note that these bits have different meanings for Sonic (see below).<br />
|-<br />
|$2B<br />
|Object shield reaction bitfield.<br />
{|class="prettytable"<br />
!Bit||Hex||Description<br />
|-<br />
|3||$08||Bounces off shield.<br />
|-<br />
|4||$10||Negated by fire shield.<br />
|-<br />
|5||$20||Negated by lightning shield.<br />
|-<br />
|6||$40||Negated by bubble shield.<br />
|}<br />
|-<br />
|$2C||Object subtype. For example, the current monitor selected. Has a different meaning for Sonic, Tails and Knuckles.<br />
|-<br />
|$3B||If the RSS flag is set, this is the bit (0-7) to be cleared when the object is destroyed. See bit 2 of offset $2A above.<br />
|-<br />
|$3C-$3D||If the RSS flag is set, this is the RAM address to be modified when the object is destroyed. See bit 2 of offset $2A above.<br />
|-<br />
|$48-$49||RAM location of the object's entry in the object respawn table.<br />
|-<br />
!colspan="2" | Variables specific to Sonic, Tails and/or Knuckles<br />
|-<br />
!Offset||Description<br />
|-<br />
|$25<br />
|<br />
*If Sonic, it's unused.<br />
*If Tails, it's the number of flying frames remaining / 2.<br />
*If Knuckles, it's something gliding related.<br />
|-<br />
|$2A||Status bitfield. Counting from the least significant bit:<br />
{|class="prettytable"<br />
!Bit||Hex||Description<br />
|-<br />
|0||$01||Orientation. Clear is right and set is left.<br />
|-<br />
|1||$02||Set if in the air (jump counts).<br />
|-<br />
|2||$04||Set if jumping or rolling.<br />
|-<br />
|3||$08||Set if the character isn't on the ground but shouldn't fall. (Usually when he is on a object that should stop him falling, like a platform or a bridge)<br />
|-<br />
|4||$10||Set if jumping after rolling.<br />
|-<br />
|5||$20||Set if pushing something.<br />
|-<br />
|6||$40||Set if underwater.<br />
|-<br />
|7||$80||Unused.<br />
|}<br />
You can add the hex values together to use multiple settings at once. Also notice that bits 1 and 2 are used in the character object as a second routine counter.<br />
|-<br />
|$2B<br />
|Secondary status bitfield.<br />
{|class="prettytable"<br />
!Bit||Hex||Description<br />
|-<br />
|0||$01||Shield flag. Can be set to create the effect of having a shield, though the graphics will not be loaded.<br />
|-<br />
|1||$02||Sets invincibility. Behaves like you would expect. No graphics are loaded when set manually.<br />
|-<br />
|2||$04||Speed Shoes flag. (Doesn't have visible effect in game)<br />
|-<br />
|3||$08||Unused.<br />
|-<br />
|4||$10||Fire shield flag.<br />
|-<br />
|5||$20||Lightning shield flag.<br />
|-<br />
|6||$40||Bubble shield flag.<br />
|-<br />
|7||$80||Sets infinite inertia. While the character is in collision with the ground, he will continue moving in the same direction and at the same speed that he was moving before (even if that speed was zero). You can still jump and control him in midair. (A few movement routines are skipped if it's set, which produces this effect).<br />
|}<br />
|-<br />
| $2C<br />
|Seconds of air left. Usually $1E; it decrements every second while the player is underwater. Beeps on $18, $13, and $0E. Countdown starts on $0B.<br />
|-<br />
| $2D<br />
|Invert flipping flag.<br />
|-<br />
| $2E<br />
|Object control flag. If bit 7 is not set, the character is under control of another object but can jump out (e.g. being carried by Tails), and if it is, the character is under control of another object and cannot jump out (e.g. LBZ tubes).<br />
|-<br />
| $2F<br />
|Double jump flag. For Sonic:<br />
*0 - on ground.<br />
*1 - performing an instashield, fire dash, bubble bounce or lightning jump, or has performed the latter three.<br />
*2 - has performed an instashield.<br />
For Tails:<br />
*0 - on ground.<br />
*1 - gravity-affected flying.<br />
*Above 1 - gravity-less flying.<br />
For Knuckles:<br />
*0 - on ground.<br />
*1 - gliding.<br />
*2 - falling after a glide.<br />
*3 - sliding across ground.<br />
*4 - wall-climbing.<br />
*5 - climbing over a wall and onto the ground.<br />
|-<br />
| $30<br />
|Number of flip revolutions remaining.<br />
|-<br />
| $31<br />
|Number of flip revolutions per frame divided by 256.<br />
|-<br />
| $32-$33<br />
|Horizontal control lock. Counts down to 0, left and right control on the ground is locked unless it's 0. Used for springs and bumpers and falling down slopes.<br />
|-<br />
| $34<br />
|Remaining invulnerability time. Starts at $78 after Sonic is hit, and is decremented every frame until it reaches $00.<br />
|-<br />
|$35||Remaining time of invincibility. Decremented once every eight frames.<br />
|-<br />
|$36||Remaining time of Speed Shoes. Decremented once every eight frames.<br />
|-<br />
|$37||Some sort of bitfield. If bit 7 of this is set, whenever the player is hit, even if he does not have a shield the game will act like he does and he will just recoil instead of losing rings. If he actually has a shield, however, he will lose it, as the shield check takes precedence over this bit check. Used, for example, by the spinning tops in MGZ.<br />
|-<br />
|$38||Character ID:<br />
*0 - Sonic<br />
*1 - Tails<br />
*2 - Knuckles<br />
|-<br />
|$39<br />
|Character looking up/ducking counter. Starts off at 0 and is incremented each frame the character is looking up/ducking. When this reaches $78, the camera starts to scroll. Reset to 0 upon release of the up/down button.<br />
|-<br />
|$3A||Angle on ground in front of sprite.<br />
|-<br />
|$3B||Angle on ground under sprite.<br />
|-<br />
| $3C<br />
|Stick to convex surfaces flag.<br />
|-<br />
|$3D||Set if charging a Spin Dash.<br />
|-<br />
|$3E-$3F<br />
|Spin Dash counter. Cleared when the Spin Dash is started. After each subsequent "rev", $200 is added to the counter, which then rapidly decreases (the algorithm is to logically shift the value right by five bits and subtract the results from the original). It maxes out at $800. The game looks at the high-order byte to determine how fast the character should move after the dash is released.<br />
|-<br />
|$40||Set if jumping.<br />
|-<br />
|$42-43||RAM address of the last object Sonic stood on.<br />
|-<br />
|$44||Default height.<br />
|-<br />
|$45||Default width.<br />
|-<br />
|$46||The bit in the 16x16 entries in the 128x128 block mappings to check for top solidity. Is either $C (for the default collision layer), or $E (for the alternate collision layer).<br />
|-<br />
|$47||The bit in the 16x16 entries in the 128x128 block mappings to check for left/right/bottom solidity. Is either $D (for the default collision layer), or $F (for the alternate collision layer).<br />
|-<br />
!colspan="2" | Variables specific to dynamically reloaded sprites, excluding Sonic, Tails and Knuckles<br />
|-<br />
|$34||Previous frame.<br />
|-<br />
|$38-$3B||Pointer to uncompressed art.<br />
|-<br />
|$3C-$3F||Pointer to dPLCs.<br />
|-<br />
|$40-$41||Address of art in VRAM (the same as starting art block * $20)<br />
|}<br />
<br />
<br />
{{SCHGuides}}<br />
[[Category:Sonic Community Hacking Guide]]</div>Shobizhttps://info.sonicretro.org/index.php?title=File:Srb2sourcescreenshot1.png&diff=158744File:Srb2sourcescreenshot1.png2010-08-14T12:09:51Z<p>Shobiz: +pcss</p>
<hr />
<div>first screenshot of srb2 source<br />
<br />
{{PCSS}}</div>Shobizhttps://info.sonicretro.org/index.php?title=SCHG:Sonic_the_Hedgehog_3_%26_Knuckles/RAM_Editing&diff=158636SCHG:Sonic the Hedgehog 3 & Knuckles/RAM Editing2010-08-13T13:15:19Z<p>Shobiz: /* Main System Memory Locations */ lol bit #-1</p>
<hr />
<div>__NOTOC__<br />
{{SCHG S3K}}<br />
==Main System Memory Locations==<br />
This is a map of 68k memory as used by the main gameplay engine. Note that any numbers entered (for example, score or number of rings) will have to be converted to hex first.<br />
<br />
These are the offsets in RAM. To convert them to Genecyst savestate offsets, add $2478.<br />
{| class="prettytable"<br />
!RAM offset||Description<br />
|-<br />
| $0000-$7FFF<br />
| 128x128 mappings<br />
|-<br />
| $8000-$8FFF<br />
| Level layout<br />
|-<br />
| $9000-$A9FF<br />
| 16x16 mappings<br />
|-<br />
| $AA00-$ABFF<br />
| Pattern decompression buffer<br />
|-<br />
| $AC00-$AFFF<br />
| Sprite table input. Consists of 8 different priority levels, each level taking up $80 bytes. The first word of each level is the number of objects currently in that priority level multiplied by 2, and the next $3F words are the addresses in RAM (inside the object RAM space) of the objects on that priority level. The information in this table is processed by BuildSprites to create the actual sprite table<br />
|-<br />
| $B000-$CFCB<br />
| Object attribute table<br />
|-<br />
| $D000-$DFFF<br />
| Kosinski decompression buffer<br />
|-<br />
| $E000-$E37F<br />
| Horizontal scroll buffer<br />
|-<br />
| $E380<br />
| Number of objects currently in collision response list, multiplied by 2.<br />
|-<br />
| $E382-$E3FF<br />
| Collision response list. The format is one word per object, where the word is the starting address of the object's status table. Only objects in this list are processed by the collision response routine.<br />
|-<br />
| $E400-$E4FF<br />
| In 1-player mode, this is Sonic's statistic recording buffer, used by Tails' AI. In 2-player mode, this is player 2's position table.<br />
|-<br />
| $E438-$E439<br />
| The number of blue spheres remaining to be collected in a Special Stage.<br />
|-<br />
| $E43A-$E43B<br />
| The number of rings collected in a Special Stage.<br />
|-<br />
| $E43D<br />
| Special Stage ring collection flags. Bit 0 is set when 50 rings have been collected, bit 1 is set for 100 rings, bit 2 for 200 rings, and bit 7 has an unknown purpose.<br />
|-<br />
| $E43E-$E43F<br />
| Number of frames remaining till the speed of a Special Stage increases. Initial value is 1800 (i.e. 30 seconds in 60Hz mode) for regular special stages and 2700 (i.e. 45 seconds in 60Hz mode) for Blue Spheres special stages.<br />
|-<br />
| $E442-$E443<br />
| Total rings remaining to be collected in a Special Stage. A 50000 points perfect bonus is awarded for collecting all the rings.<br />
|-<br />
| $E444-$E445<br />
| Special Stage speed. Starts off at $1000 and is incremented by $400 every time the speed increase timer expires until it reaches $2000.<br />
|-<br />
| $E500-$E5FF<br />
| Position table for player 1<br />
|-<br />
| $E600-$E653<br />
| Saved competition mode data<br />
|-<br />
| $E6AC-$E6FF|| Variables for each save slot. The format is $A bytes long:<br />
{|class="prettytable"<br />
! Hex || Value ||Description<br />
|-<br />
|$00-$01 || Word ||Slot State<br />
|-<br />
| || $8000 ||New Game<br />
|-<br />
| || $0000 ||Game in Progress<br />
|-<br />
| || $0100 ||Game Complete<br />
|-<br />
| || $0200 ||Game Complete with all Chaos Emeralds<br />
|-<br />
| || $0300 ||Game Complete with all Super Emeralds<br />
|-<br />
|$02 || Byte ||Current Character<br />
|-<br />
| || $00 ||Sonic And Tails<br />
|-<br />
| || $10 ||Sonic <br />
|-<br />
| || $20 ||Tails<br />
|-<br />
| || $30 ||Knuckles<br />
|-<br />
|$03 || Byte ||Current Level<br />
|-<br />
| || $0C ||Last level for knuckles<br />
|-<br />
| || $0D ||Last level for Sonic without chaos/super emeralds, or Tails<br />
|-<br />
| || $0E ||Last level for Sonic with at least all Chaos Emeralds<br />
|-<br />
|$04 || Byte ||Unknown<br />
|-<br />
|$05 || Byte ||Something with Special Stages Array <br />
|-<br />
|$06 || Byte ||Something with Collecting a Chaos Emerald<br />
|-<br />
|$07 || Byte ||Something with Collecting a Super Emerald<br />
|-<br />
|$08 || Byte || Current Number of lives<br />
|-<br />
|$09 || Byte || Current Number of Continues<br />
|}<br />
* Note that byte $02 also keeps a record of special stages played through, whether you won or lost it. It updates by $01's.<br />
|-<br />
| $E700-$EAFF<br />
| Ring status table. The format is two bytes per ring, these bytes being 0000 while the ring has yet to be consumed, serving as a ring destruction timer while the ring is being consumed, and being set to FFFF when the ring has been fully consumed.<br />
|-<br />
| $EB00-$EDFF<br />
| Object respawn table. Each object which is part of a level's object placement gets an entry in this table, and whenever the objects manager creates a new object, it sets bit 7 of the object's entry in the object respawn table. While bit 7 is set, the object will not be loaded again by the objects manager. The other seven bits of the entry are free for use by the object - for example, monitors set bit 0 to signify a broken monitor. Since every object which is part of the level's object placement has an entry in this table, the maximum number of objects any level can have in its object placement is 768, although the only level that gets close to that number is AIZ 2, with 751 objects.<br />
|-<br />
| $EE00-$EE01<br />
| Variable set by the horizontal scroll manager to the difference between the old and new camera X positions, multiplied by 256<br />
|-<br />
| $EE02-$EE03<br />
| Variable set by the vertical scroll manager to the difference between the old and new camera Y positions, multiplied by 256<br />
|-<br />
| $EE04-$EE05<br />
| Variable set by the horizontal scroll manager to the difference between the old and new camera X positions for player 2, multiplied by 256<br />
|-<br />
| $EE06-$EE07<br />
| Variable set by the vertical scroll manager to the difference between the old and new camera Y positions for player 2, multiplied by 256<br />
|-<br />
| $EE0A<br />
| Scroll lock for player 1 - if this is set, scrolling routines won't be called<br />
|-<br />
| $EE0B<br />
| Scroll lock for player 2 - if this is set, scrolling routines won't be called<br />
|-<br />
| $EE12-$EE13<br />
| Screen Y end<br />
|-<br />
| $EE14-$EE15<br />
| Screen X start<br />
|-<br />
| $EE16-$EE17<br />
| Screen X end<br />
|-<br />
| $EE18-$EE19<br />
| Screen Y start<br />
|-<br />
| $EE1A-$EE1B<br />
| Screen Y end location for Sonic; the maximum value for camera Y position. Like $EE12, but changes slowly instead of instantly when the level Y boundary changes.<br />
|-<br />
| $EE24<br />
| X scroll delay value. If this is non-zero and its value is ''a'', X scrolling will be based on the player's position ''a-1'' frames ago instead of on the player's current position. Used for example by the Spin Dash and fire dash<br />
|-<br />
| $EE26-$EE27<br />
| Index into Player 1's statistics recording buffer and position table<br />
|-<br />
| $EE28<br />
| X scroll delay value for player 2. If this is non-zero and its value is ''a'', X scrolling will be based on the player's position ''a-1'' frames ago instead of on the player's current position. Used for example by the Spin Dash and fire dash<br />
|-<br />
| $EE2A-$EE2B<br />
| Index into Player 2's position table<br />
|-<br />
| $EE2C-$EE2D<br />
| Camera Y position bias.<br />
|-<br />
| $EE2E-$EE2F<br />
| Camera Y position bias for player 2.<br />
|-<br />
| $EE33<br />
| Routine counter for Dynamic Screen Resizing. (Dynamic Level Events)<br />
|-<br />
| $EE42-$EE45<br />
| Address (in the ROM) of the first ring whose X position is greater than or equal to the current camera X value minus 8.<br />
|-<br />
| $EE46-$EE49<br />
| Address (in the ROM) of the first ring whose X position is greater than or equal to the current camera X value + $148.<br />
|-<br />
| $EE4A-$EE4B<br />
| Address (in the ring status table) of the first ring whose X position is greater than or equal to the current camera X value minus 8.<br />
|-<br />
| $EE4E<br />
| Apparent current zone. This is identical to $FE10<br />
|-<br />
| $EE4F<br />
| Apparent current act. Unlike $FE11, this is only incremented by the actual end of act score tally, so it differs from $FE11 in levels like AIZ, where $FE11 is set to 1 as soon as the first cutscene is over, while this is incremented only after the end of act points tally. God knows why they didn't use this for level music choosing routines.<br />
|-<br />
| $EE60<br />
| Camera X for the second player in 2p mode<br />
|-<br />
| $EE64<br />
| Camera Y for the second player in 2p mode<br />
|-<br />
| $EE68<br />
| Copy of camera X for the second player in 2p mode for rasters<br />
|-<br />
| $EE6C<br />
| Copy of camera Y for the second player in 2p mode for rasters<br />
|-<br />
| $EE78<br />
| Camera X<br />
|-<br />
| $EE7C<br />
| Camera Y<br />
|-<br />
| $EE80<br />
| Copy of Camera X for Rasters<br />
|-<br />
| $EE84<br />
| Copy of Camera Y for Rasters<br />
|-<br />
| $EEC0-$EEC1<br />
| Screen event routine counter. Each routine is 4 units, so this counter can only contain multiples of 4. Affects AIZ2, FBZ2, LBZ2, MHZ2, SOZ2, SSZ1, SSZ2, DEZ2, DDZ, the slot machine bonus stage, the LRZ boss act, the DEZ boss act and the ending sequence.<br />
|-<br />
| $EEC2-$EEC3<br />
| Trigger event routine counter. Each routine is 4 units, so this counter can only contain multiples of 4. Affects all levels except for the bonus stages, DDZ, and MHZ1. For some reason, the ICZ1 screen event routine also uses this counter, so both the screen and trigger event routines are linked in that act.<br />
|-<br />
| $EEC4-$EEC5<br />
| Some kind of flag used by level scripts. Only ever seems to be set to $0000, $0055, $FF00 or $FFFF.<br />
|-<br />
| $EEC6-$EEC7<br />
| Like $EEC4, this only ever seems to be set to $0000, $0055, $FF00 or $FFFF. Level property (like killer wall in HCZ2 or avalanche in ICZ1)<br />
|-<br />
| $EEC8-$EEC9<br />
| Some sort of counter which counts up or down in multiples of $10.<br />
|-<br />
| $EECA-$EECB<br />
| Some sort of counter which decreases by 1 whenever the value of $EEC8 increases or decreases by $10 and is set to various values whenever the value of $EEC8 is otherwise changed.<br />
|-<br />
| $EECE-$EECF<br />
| Screen shaking value (used during earthquakes, bomb impacts, etc.) which is added to $EE84 each frame by the screen events of AIZ2, HCZ2, MGZ1, MGZ2, CNZ2, FBZ2, LBZ1, LBZ2, SOZ1, SOZ2, LRZ1, LRZ2, SSZ1, SSZ2 and HPZ. MHZ2 adds it to $EE80 instead; ICZ1 may add this to either $EE80 or $EE84.<br />
|-<br />
| $EED0-$EED1<br />
| Seems to be the value that $EECE had during the previous frame.<br />
|-<br />
| $EED2-$EED3<br />
| Secondary screen event routine counter, used by some acts.<br />
|-<br />
| $EF49<br />
| Flag which determines whether the second player in a 2P versus game is player-controlled or just a "ghost" of the first player.<br />
|-<br />
| $EF72-$EF73<br />
| Flag which is set to $FF00 if an ending is running. The only thing this seems to do is prevent the game from being able to pause.<br />
|-<br />
| $EF80<br />
| The number of rings inside the ring consumption table.<br />
|-<br />
| $EF82-$EFFF<br />
| Ring consumption table. Contains the RAM addresses (inside the ring status table) of rings which are currently being consumed. Once consumed, the rings are deleted from this table.<br />
|-<br />
| $F000-$F07F<br />
| Second underwater palette.<br />
|-<br />
| $F080-$F0FF<br />
| Underwater palette.<br />
|-<br />
| $F100-$F57F<br />
| Plane data buffer. During the normal level processing period, display update routines decide which tiles need to be updated and write the results here, and then in V-int a routine processes this and updates the planes accordingly. The first word of each entry in this buffer is the address in VRAM to write to - if this is 0, the buffer processing routine terminates. The second word is the number of 16x16 tiles to be written - 1, and the sign bit of this word being set indicates that the constituent 8x8 tiles are to be written column-by-column rather than row-by-row. Following this is the actual data to write.<br />
|-<br />
| $F580-$F5FF<br />
| VRAM buffer. Used to temporarily hold data while it is being transferred from one VRAM location to another.<br />
|-<br />
| $F600<br />
| Master level trigger. Tells the game what it should be doing. <br />
The MSB is a loading routine flag. It only matters for some game modes. It won't have any effect when changing modes because it's filtered out, but the corresponding routine does pay attention to it...<br />
|-<br />
| $F602<br />
| In-game Controller 1 held state. Same as F604, but it only updates during the main game loop, and not while paused, or a cutscene is running.<br />
|-<br />
| $F603<br />
| In-game Controller 1 pressed state. Same as F602, but only tells which buttons are being pressed newly this frame.<br />
|-<br />
| $F604<br />
| This bitfield tells which button(s) on Controller 1, if any, are currently pressed. Format is:<br />
*Bit 0 - Up<br />
*Bit 1 - Down<br />
*Bit 2 - Left<br />
*Bit 3 - Right<br />
*Bit 4 - B<br />
*Bit 5 - C<br />
*Bit 6 - A<br />
*Bit 7 - Start<br />
This is updated every frame. <br />
|-<br />
| $F605<br />
| Same as $F604, but only tells which buttons are being pressed newly this frame.<br />
|-<br />
| $F606<br />
| Same as $F604, but for Controller 2.<br />
|-<br />
| $F607<br />
| Same as $F606, but only tells which buttons are being pressed newly this frame for Controller 2.<br />
|-<br />
| $F614<br />
| Demo time left & Time until demo starts from title screen.<br />
|-<br />
| $F622<br />
| Teleport timer (leftover from Sonic 2)<br />
|-<br />
| $F623<br />
| Teleport active flag (leftover from Sonic 2)<br />
|-<br />
| $F628-$F629<br />
| Number of lag frames per level loop. Displayed in the place of the minutes counter in the debug HUD<br />
|-<br />
| $F636-$F639<br />
| RNG seed (used for pseudo-random number generation).<br />
|-<br />
| $F63A-$F63B<br />
| Game paused flag.<br />
|-<br />
| $F648-$F649<br />
| Current water level. Should be a valid Y-axis value. Remember, the top of the level is $0000.<br />
|-<br />
| $F64C<br />
| Water on: seems to be a copy of $F730.<br />
|-<br />
| $F65E<br />
| Super Sonic palette counter. Decremented with every frame. How it works, exactly, is not known.<br />
|-<br />
| $F65F<br />
| Sets the rotating palette for Super Sonic.<br />
|-<br />
| $F66A<br />
| In-game Controller 2 held state. Same as $F602, but for controller 2<br />
|-<br />
| $F66B<br />
| In-game Controller 2 pressed state. Same as $F66A, but only tells which buttons are being pressed newly this frame.<br />
|-<br />
| $F670-$F671<br />
| Super Sonic ring drain counter. This is updated each frame, so the counter is set to 60 ($3C) on consoles operating in 60Hz mode, or 50 ($32) in consoles operating in 50Hz mode. After each frame, the code subtracts 1. One ring is removed when this counter reaches zero; in other words, each second.<br />
|-<br />
| $F680-$F6DF<br />
| A buffer for pattern loading cues (requests). Each entry in this consists of one longword followed by one word, the longword being the location in ROM of the compressed art, and the word being the VRAM location to decompress to. Can store a maximum of 16 entries, but a coding error in the clearing routine means that storing a PLC in the last slot screws everything up, so effectively only 15 requests can be stored at one time.<br />
|-<br />
| $F6E0-$F6E3<br />
| The address in ROM of the decompression routine to be used for the art<br />
|-<br />
| $F6E4-$F6F7<br />
| Used by the PLC routines using decompression. No idea what their function is, although it seems they get passed in as parameters to the decompression routine, and are stored updated when the routine returns.<br />
|-<br />
| $F6F8-$F6F9<br />
| The total number of tiles left to be decompressed for the current piece of art<br />
|-<br />
| $F6FA-$F6FB<br />
| The number of tiles left to be decompressed in the current frame<br />
|-<br />
| $F700-$F701<br />
| Seems to be set to $0001 when in a Sonic & Tails game. Set to $0000 when not a Sonic & Tails game.<br />
|-<br />
| $F702-$F703<br />
| Tails control counter. Counts how long until the CPU takes control.<br />
|-<br />
| $F704-$F705<br />
| Tails repawn counter.<br />
|-<br />
| $F708-$F709<br />
| Tails CPU routine.<br />
|-<br />
| $F70A-$F70B<br />
| Tails CPU target X position. Tells Tails where Sonic's X position is so he can fly back to him.<br />
|-<br />
| $F70C-$F70D<br />
| Tails CPU target Y position. Tells Tails where Sonic's Y position is so he can fly back to him.<br />
|-<br />
| $F70E-$F70F<br />
| Tails interact ID. Object ID of last object Tails stood on.<br />
|-<br />
| $F710<br />
| Routine counter for the rings manager.<br />
|-<br />
| $F711<br />
| Level started flag. Set to 1 as soon as the player first gets control in the level.<br />
|-<br />
| $F730<br />
| Water flag. Must be set for any of the other water variables to have any effect. Note that levels without water don't have an underwater palette; you must set one or everything below the water level will be black.<br />
|-<br />
| $F760-$F761<br />
| Sonic's top speed<br />
|-<br />
| $F762-$F763<br />
| Sonic's acceleration<br />
|-<br />
| $F764-$F765<br />
| Sonic's deceleration<br />
|-<br />
| $F766<br />
| Sonic's current mapping frame number.<br />
|-<br />
| $F7AA<br />
| Seems to be clear during normal play, but set to some value during a boss fight. That value may be the current Zone number.<br />
|-<br />
| $F7C6<br />
| Reverse gravity flag. Only in Sonic & Knuckles.<br />
|-<br />
| $F7CA<br />
| Controller lock for controller 1.<br />
|-<br />
| $F7CB<br />
| Controller lock for controller 2.<br />
|-<br />
| $F7D0-$F7D1<br />
| Bonus counter. Increments upon destruction of a destroyable object, and is used to determine how many points the destruction should give. Resets when the player touches the ground.<br />
|-<br />
| $F7D2-$F7D3<br />
| Time bonus counter at the end of level result screen<br />
|-<br />
| $F7D4-$F7D5<br />
| Ring bonus counter at the end of level result screen<br />
|-<br />
| $F7DA-$F7DB<br />
| Counts the number of times the camera has scrolled to the right by one full screen width from its previous position - initial value is $FF80 and then counts up like: $FF80,$0000,$0080,$0100,$0180,etc.<br />
|-<br />
| $F800-$FA7F<br />
| Sprite attribute table buffer.<br />
|-<br />
| $FB00-$FBFB<br />
| VDP command buffer. Stores up to 18 sets of queued up VDP commands to be issued later.<br />
|-<br />
| $FBFC-$FBFF<br />
| VDP command buffer free slot. Stores the address of the first available empty place in the VDP command buffer.<br />
|-<br />
| $FC00-$FC7F<br />
| Normal palette.<br />
|-<br />
| $FC80-$FCFF<br />
| Second palette.<br />
|-<br />
| $FE00<br />
| Start of the system stack. Note that the stack grows '''up''' rather than '''down'''. This means that when something is pushed onto the stack, the SP is decremented, and when something is popped from it, the SP is incremented.<br />
|-<br />
| $FE02-$FE03<br />
| Level restart flag.<br />
|-<br />
| $FE04-$FE05<br />
| Level frame timer.<br />
|-<br />
| $FE06<br />
| Object currently selected in debug mode.<br />
|-<br />
| $FE08<br />
| Object placement mode routine counter.<br />
|-<br />
| $FE09<br />
| Object placement mode flag (0 - normal, 1 - object placement, 2 - frame cycling)<br />
|-<br />
| $FE0C-$FE0F<br />
| Counts the number of times V-int has run<br />
|-<br />
| $FE10<br />
| The current Zone. This is the value assigned to the Zone, not its position in the level list.<br />
|-<br />
| $FE11<br />
| Act number<br />
|-<br />
| $FE12<br />
| Life Count<br />
|-<br />
| $FE18<br />
| Number of continues.<br />
|-<br />
| $FE19<br />
| Super/Hyper Sonic flag. Setting this will load the Super/Hyper Sonic tiles, adjust Sonic's jump height, and start draining rings, but it will not load the rotating palette, change acceleration, max speed, or deceleration, or make him invincible. Note: bit #1 is used to set Super form, bit #7 is used to set Hyper form. <br />
|-<br />
| $FE1A<br />
| Flag which is set when the player has a time over.<br />
|-<br />
| $FE1B<br />
| This bitfield tells the game if the player has collected extra lives from rings. Seems to work differently in S3k than in S2.<br />
|-<br />
| $FE1C<br />
| Flag determines if the lives counter needs to be updated <br />
|-<br />
| $FE1D<br />
| Flag determines if the rings counter needs to be updated<br />
|-<br />
| $FE1E<br />
| Flag determines if the timer needs to be updated<br />
|-<br />
| $FE1F<br />
| Flag determines if the score counter needs to be updated<br />
|-<br />
| $FE20-$FE21<br />
| Ring count<br />
|-<br />
| $FE23<br />
| Minutes on clock. Should not go above $09, or the clock will look like shit.<br />
|-<br />
| $FE24<br />
| Seconds. This one shouldn't go above $3B, for the same reason.<br />
|-<br />
| $FE25<br />
| Centiseconds. I don't know what'll happen if this goes out of range, but it's probably not good.<br />
|-<br />
| $FE26-$FE29<br />
| Score (divided by 10)<br />
|-<br />
| $FE2A<br />
| Greatest reference number of passed star poles<br />
|-<br />
| $FE2B<br />
| Starpole ID of the last starpole hit<br />
|-<br />
| $FE2C<br />
| Zone in which the last starpole was hit<br />
|-<br />
| $FE2D<br />
| Act in which the last starpole was hit<br />
|-<br />
| $FE2E-$FE2F<br />
| X position of the last starpole hit<br />
|-<br />
| $FE30-$FE31<br />
| Y position of the last starpole hit<br />
|-<br />
| $FE32-$FE33<br />
| The number of the rings the player had when the last starpole was hit<br />
|-<br />
| $FE34-$FE37<br />
| Copy of the entire clock data when the last starpole was hit<br />
|-<br />
| $FE35<br />
| Minutes on the clock when the last starpole was hit<br />
|-<br />
| $FE36<br />
| Seconds on the clock when the last starpole was hit<br />
|-<br />
| $FE37<br />
| Centiseconds on the clock when the last starpole was hit<br />
|-<br />
| $FE38-$FE39<br />
| Starting art block of the main character when the last starpole was hit<br />
|-<br />
| $FE3A-$FE3B<br />
| Main character's collision layers data when the last starpole was hit<br />
|-<br />
| $FE3C-$FE3D<br />
| Camera's X position when the last starpole was hit<br />
|-<br />
| $FE3E-$FE3F<br />
| Camera's Y position when the last starpole was hit<br />
|-<br />
| $FE40-$FE41<br />
| Water level when the last starpole was hit<br />
|-<br />
| $FE42<br />
| The state of the water movement flag when the last starpole was hit<br />
|-<br />
| $FE43<br />
| The state of the extra lives from rings bitfield when the last starpole was hit<br />
|-<br />
| $FE44-$FE45<br />
| Camera's current maximum Y position when the last starpole was hit<br />
|-<br />
| $FE46<br />
| DSR/DLE routine when the last starpole was hit<br />
|-<br />
| $FE48<br />
| Flag which is set upon special stage entry and cleared when the data saved on special stage entry is restored<br />
|-<br />
| $FE49<br />
| Starpole ID of the last starpole hit before the last special stage entry<br />
|-<br />
| $FE4A<br />
| Zone from which the last special stage was entered<br />
|-<br />
| $FE4B<br />
| Act from which the last special stage was entered<br />
|-<br />
| $FE50-$FE51<br />
| The number of rings the player had when the last special stage was entered<br />
|-<br />
| $FE52-$FE55<br />
| Copy of the entire clock data when the last special stage was entered<br />
|-<br />
| $FE53<br />
| Minutes on the clock when the last special stage was entered<br />
|-<br />
| $FE54<br />
| Seconds on the clock when the last special stage was entered<br />
|-<br />
| $FE55<br />
| Centiseconds on the clock when the last special stage was entered<br />
|-<br />
| $FE56-$FE57<br />
| Starting art block of the main character when the last special stage was entered<br />
|-<br />
| $FE58-$FE59<br />
| Main character's collision layers data when the last special stage was entered<br />
|-<br />
| $FE5A-$FE5B<br />
| Camera's X position when the last special stage was entered<br />
|-<br />
| $FE5C-$FE5D<br />
| Camera's Y position when the last special stage was entered<br />
|-<br />
| $FE5E-$FE5F<br />
| Water level when the last special stage was entered<br />
|-<br />
| $FE60<br />
| The state of the water movement flag when the last special stage was entered<br />
|-<br />
| $FE61<br />
| The state of the extra lives from rings bitfield when the last special stage was entered<br />
|-<br />
| $FE62-$FE63<br />
| Camera's current maximum Y position when the last special stage was entered<br />
|-<br />
| $FE64<br />
| DSR/DLE routine when the last special stage was entered<br />
|-<br />
| $FE6E-$FEAF<br />
| Oscillating numbers data<br />
|-<br />
| $FEB2<br />
| Rings animation counter.<br />
|-<br />
| $FEB3<br />
| Rings animation frame.<br />
|-<br />
| $FEB6<br />
| Spilling rings animation counter.<br />
|-<br />
| $FEB7<br />
| Spilling rings animation frame.<br />
|-<br />
| $FEC0-$FEC1<br />
| Tails' max speed<br />
|-<br />
| $FEC2-$FEC3<br />
| Tails' acceleration<br />
|-<br />
| $FEC4-$FEC5<br />
| Tails' deceleration<br />
|-<br />
| $FEC6<br />
| Tails' lives in 2P mode. Unused in S3K, but its there.<br />
|-<br />
| $FEC7<br />
| This bitfield tells the game if the player has collected extra lives from rings. Used for Tails in 2P mode. Unused in S3K, but its there.<br />
|-<br />
| $FEC8-$FEC9<br />
| Rings collected since level load. Resets if you enter Special/Bonus stage. Starts recounting from 0 when level is reentered. Unknown use.<br />
|-<br />
| $FF04-$FF05<br />
| Total rings remaining to be collected in a level. No perfect bonus is actually given for collecting all the rings, making this variable virtually useless.<br />
|-<br />
| $FF08-$FF09<br />
| Current character (00 - sonic & tails, 01 - sonic, 02 - tails, 03 - knuckles)<br />
|-<br />
| $FF0A-$FF0B<br />
| Character selected in level select (00 - sonic & tails, 01 - sonic, 02 - tails, 03 - knuckles)<br />
|-<br />
| $FF0E-$FF0F<br />
| Number of kosinski compressed data pieces on the kosinski decompression queue ($FF40-$FF5F) waiting to be decompressed to RAM. The most significant bit of this being set signifies a decompression is in progress<br />
|-<br />
| $FF10-$FF37<br />
| Kosinski queue processing routine register backup. Registers d0-d6 and a0-a2 are backed up here in case the Kosinski queue processing routine is interrupted by V-Int. They're restored the next time the processing routine is called<br />
|-<br />
| $FF38-$FF39<br />
| Kosinski queue processing routine status register backup. In case the processing routine is interrupted by V-Int, the SR is stored here and restored the next time the routine is called<br />
|-<br />
| $FF3A-$FF3D<br />
| Kosinski queue processing routine program counter backup. In the instance of the processing routine being interrupted by V-Int, when V-Int is ready to return, the processing does not resume. Instead, by means of the subroutine at $1BF0, program resumption is forced to occur at $1D0C, and the actual overwritten program counter value gets stored here. Next time the processing routine is called, the routine at $1CFC kicks in, pushing this value and the stored SR onto the stack and executing an RTE, causing both to get restored and the processing to resume.<br />
|-<br />
| $FF3E-$FF3F<br />
| The Kosinski queue processing routine uses this to store words byteswapped. It's used by the processing routine the same way the stack is used by the normal Kosinski decompression routine<br />
|-<br />
| $FF40-$FF5F<br />
| The Kosinski decompression queue. Each entry consists of two longwords:<br />
*$00 - the source Kosinski data location <br />
*$04 - the destination RAM address to decompress to<br />
Since this is 32 bytes long, only 4 pieces can be stored on it at one time.<br />
|-<br />
| $FF60<br />
| Number of modules of KosinskiM compressed data waiting on the KosinskiM decompression and DMA queue ($FF64-$FF7B) to be decompressed to RAM and subsequently DMAed to VRAM. Bit 7 set to 1 indicates that the art has been already decompressed to the Kosinski art buffer ($D000), and is ready to be DMAed<br />
|-<br />
| $FF62-$FF63<br />
| The decompressed size of the last module of the KosinskiM data divided by 2. All other modules have a fixed decompressed size of $1000<br />
|-<br />
| $FF64-$FF7B<br />
| The KosinskiM decompression and DMA queue. Each entry consists of a longword followed by a word:<br />
*$00 - the source Kosinski module location<br />
*$04 - the destination VRAM address to DMA the decompressed module to<br />
Like the decompression queue, this can also only store 4 pieces at a time.<br />
|-<br />
| $FF96<br />
| State of the main character's secondary status bitfield when the last special stage was entered, used to restore any shield the character had when he entered the special stage and cleared once the shield is restored<br />
|-<br />
| $FFAE-$FFAF<br />
| Zero if locked on to Sonic 3; nonzero otherwise.<br />
|-<br />
| $FFB0<br />
| Number of chaos emeralds<br />
|-<br />
| $FFB1<br />
| Number of super emeralds<br />
|-<br />
| $FFB2-$FFB8<br />
| Array of finished special stages. Each byte represents one stage:<br />
*0 - special stage not completed<br />
*1 - chaos emerald collected<br />
*2 - super emerald present but grayed<br />
*3 - super emerald present and activated<br />
|-<br />
| $FFBB<br />
| If this is set to 0, Sonic 3 special stages will run. If it's 1, Sonic & Knuckles special stages will run.<br />
|-<br />
| $FFD2-$FFD3<br />
| Demo number<br />
|-<br />
| $FFDA<br />
| Debug mode flag<br />
|-<br />
| $FFE8<br />
| 2P versus mode flag<br />
|-<br />
| $FFEA<br />
| 2p mode player 1's character <br />
|-<br />
| $FFEB<br />
| 2p mode player 2's character <br />
|-<br />
| $FFF0-$FFF1<br />
| Must be $4EF9 (68k opcode for long jump) as this address is the vertical interrupt vector<br />
|-<br />
| $FFF2-$FFF5<br />
| Pointer to the current vertical interrupt routine<br />
|-<br />
| $FFF6-$FFF7<br />
| Must be $4EF9 (68k opcode for long jump) as this address is the horizontal interrupt vector<br />
|-<br />
| $FFF8-$FFFB<br />
| Pointer to the current horizontal interrupt routine<br />
|-<br />
| $FFFC-$FFFF<br />
| Contains the ASCII string "SM&K" to indicate that the checksum is correct<br />
|}<br />
<br />
==Object Status Table Format==<br />
The starting offset in RAM for this list is $B000. The first object is always player 1, the second is always player 2. Each object is allocated a block of $4A bytes. Note that many of these variables are object-specific - for example, some of them only make sense for Sonic, and some only work on [[Badnik|badniks]].<br />
<br />
{|class="prettytable"<br />
!Offset||Description<br />
|-<br />
|width="60"|$00-$03||Pointer to object code. Note that this pointer does not necessarily remain constant for a single object.<br />
|-<br />
|$04||Render flags. The bitfield looks like this:<br />
*Bit 0 is the horizontal mirror flag. If set, the object will be flipped on its horizontal axis.<br />
*Bit 1 is the vertical mirror flag.<br />
*Bit 2 is the coordinate system flag. If clear, the object will be positioned by absolute screen coordinates. This is used for things like the HUD and menu options. If set, the object will be positioned by the playfield coordinates, i.e. where it is in a level.<br />
*Bits 3 and 4 are either unused, or their purpose is unknown.<br />
*Bit 5 is the static mappings flag. If set, this indicates that the mappings pointer for this object points directly to the pieces data for this frame, and implies that the object consists of only one sprite piece.<br />
*Bit 6 is the compound sprites flag. If set, this indicates that the current object's status table also contains information about other child sprites which need to be drawn using the current object's mappings:<br />
**Word $16 of the status table indicates the number of child sprites.<br />
**Following this word is the actual data for each sprite. The format is six bytes per sprite: the first word is the base X position, the next word is the base Y position, the next byte is ignored and the last byte is the mapping frame to display.<br />
*Bit 7 is the on-screen flag. It will be set if the object is on-screen, and clear otherwise.<br />
|-<br />
|$05||Routine number. This is always an even value (i.e. it goes in units of 2)<br />
|-<br />
|$06||Height of the object, in pixels.<br />
|-<br />
|$07||Width of the object, in pixels.<br />
|-<br />
|$08-$09||Sprite priority, in units of $80 (00 = front).<br />
|-<br />
|$0A-$0B||The lower 11 bits of this represent the starting art block. This is an index into an array of cells; to get the actual address, multiply by $20. Bits 14 and 13 are used to specify the default palette line the sprite uses, and bit 15 is the priority flag - if this is set, the sprite will be given high priority.<br />
|-<br />
|$0C-$0F||Object's mappings offset.<br />
|-<br />
|$10-$11<br />
|If the object is Sonic, Tails or Knuckles, this is the X playfield coordinate. Otherwise:<br />
*If in playfield positioning mode, it is the X playfield coordinate.<br />
*If in screen postioning mode, it is the X screen coordinate.<br />
|-<br />
|$12-$13<br />
|If the object is Sonic, Tails or Knuckles, this is the X subpixel playfield coordinate. Otherwise, it's unused.<br />
|-<br />
|$14-$15<br />
|If the object is Sonic, Tails or Knuckles, this is the Y playfield coordinate. Otherwise:<br />
*If in playfield positioning mode, it is the Y playfield coordinate.<br />
*If in screen positioning mode, it is the Y screen coordinate.<br />
|-<br />
|$16-$17<br />
|If the object is Sonic, Tails or Knuckles, this is the Y subpixel playfield coordinate. Otherwise, it's unused.<br />
|-<br />
|$18-$19||X speed.<br />
|-<br />
|$1A-$1B||Y speed.<br />
|-<br />
|$1C-$1D||Potential speed (inertia).<br />
|-<br />
|$1E||Height/2<br />
|-<br />
|$1F||Width/2<br />
|-<br />
|$20||Animation number.<br />
|-<br />
|$21||Restart animation flag (when $21 is not equal to $20, animation restarts)<br />
|-<br />
|$22||Current animation frame to display.<br />
|-<br />
|$23||Current frame in animation script.<br />
|-<br />
|$24||Animation frame duration (time until next frame).<br />
|-<br />
|$25||Animation counter.<br />
|-<br />
|$26||Angle.<br />
|-<br />
|$27||Second angle (different axis).<br />
|-<br />
|$28||Collision response bitfield. Tells what the object will do if hit by the character. The bitfield is in the format TTSS SSSS. TT is the type of collision - 00 is enemy, 01 increments the routine counter, 10 is harm, and 11 seems to be a special thing for the starpole. SSSSSS is the size, lifted from a lookup table in the collision response routine.<br />
|-<br />
|$29||Custom collision property, for special interaction with Sonic. This is used by bosses, badniks, bumpers and other objects. The way in which this byte is used is different for each object. Bosses use this byte as a hit counter.<br />
|-<br />
|$2A||Status bitfield.<br />
Counting from the least significant bit:<br />
{|class="prettytable"<br />
!Bit||Hex||Description<br />
|-<br />
|0||$01||X Orientation. Clear is left and set is right.<br />
|-<br />
|1||$02||Y Orientation. Clear is right-side up, and set is upside-down<br />
|-<br />
|2||$04||RSS flag, set if the object should remember that it is destroyed. See offsets $3B and $3C below.<br />
|-<br />
|3||$08||Set if Sonic is standing on this object.<br />
|-<br />
|4||$10||Set if Tails is standing on this object.<br />
|-<br />
|5||$20||Set if Sonic is pushing on this object.<br />
|-<br />
|6||$40||Set if Tails is pushing on this object.<br />
|-<br />
|7||$80||Unknown or unused.<br />
|} Note that these bits have different meanings for Sonic (see below).<br />
|-<br />
|$2B<br />
|Object shield reaction bitfield.<br />
{|class="prettytable"<br />
!Bit||Hex||Description<br />
|-<br />
|3||$08||Bounces off shield.<br />
|-<br />
|4||$10||Negated by fire shield.<br />
|-<br />
|5||$20||Negated by lightning shield.<br />
|-<br />
|6||$40||Negated by bubble shield.<br />
|}<br />
|-<br />
|$2C||Object subtype. For example, the current monitor selected. Has a different meaning for Sonic, Tails and Knuckles.<br />
|-<br />
|$3B||If the RSS flag is set, this is the bit (0-7) to be cleared when the object is destroyed. See bit 2 of offset $2A above.<br />
|-<br />
|$3C-$3D||If the RSS flag is set, this is the RAM address to be modified when the object is destroyed. See bit 2 of offset $2A above.<br />
|-<br />
|$48-$49||RAM location of the object's entry in the object respawn table.<br />
|-<br />
!colspan="2" | Variables specific to Sonic, Tails and/or Knuckles<br />
|-<br />
!Offset||Description<br />
|-<br />
|$25<br />
|<br />
*If Sonic, it's unused.<br />
*If Tails, it's the number of flying frames remaining / 2.<br />
*If Knuckles, it's something gliding related.<br />
|-<br />
|$2A||Status bitfield. Counting from the least significant bit:<br />
{|class="prettytable"<br />
!Bit||Hex||Description<br />
|-<br />
|0||$01||Orientation. Clear is right and set is left.<br />
|-<br />
|1||$02||Set if in the air (jump counts).<br />
|-<br />
|2||$04||Set if jumping or rolling.<br />
|-<br />
|3||$08||Set if the character isn't on the ground but shouldn't fall. (Usually when he is on a object that should stop him falling, like a platform or a bridge)<br />
|-<br />
|4||$10||Set if jumping after rolling.<br />
|-<br />
|5||$20||Set if pushing something.<br />
|-<br />
|6||$40||Set if underwater.<br />
|-<br />
|7||$80||Unused.<br />
|}<br />
You can add the hex values together to use multiple settings at once. Also notice that bits 1 and 2 are used in the character object as a second routine counter.<br />
|-<br />
|$2B<br />
|Secondary status bitfield.<br />
{|class="prettytable"<br />
!Bit||Hex||Description<br />
|-<br />
|0||$01||Shield flag. Can be set to create the effect of having a shield, though the graphics will not be loaded.<br />
|-<br />
|1||$02||Sets invincibility. Behaves like you would expect. No graphics are loaded when set manually.<br />
|-<br />
|2||$04||Speed Shoes flag. (Doesn't have visible effect in game)<br />
|-<br />
|3||$08||Unused.<br />
|-<br />
|4||$10||Fire shield flag.<br />
|-<br />
|5||$20||Lightning shield flag.<br />
|-<br />
|6||$40||Bubble shield flag.<br />
|-<br />
|7||$80||Sets infinite inertia. While the character is in collision with the ground, he will continue moving in the same direction and at the same speed that he was moving before (even if that speed was zero). You can still jump and control him in midair. (A few movement routines are skipped if it's set, which produces this effect).<br />
|}<br />
|-<br />
| $2C<br />
|Seconds of air left. Usually $1E; it decrements every second while the player is underwater. Beeps on $18, $13, and $0E. Countdown starts on $0B.<br />
|-<br />
| $2D<br />
|Invert flipping flag.<br />
|-<br />
| $2E<br />
|Object control flag. If bit 7 is not set, the character is under control of another object but can jump out (e.g. being carried by Tails), and if it is, the character is under control of another object and cannot jump out (e.g. LBZ tubes).<br />
|-<br />
| $2F<br />
|Double jump flag. For Sonic:<br />
*0 - on ground.<br />
*1 - performing an instashield, fire dash, bubble bounce or lightning jump, or has performed the latter three.<br />
*2 - has performed an instashield.<br />
For Tails:<br />
*0 - on ground.<br />
*1 - gravity-affected flying.<br />
*Above 1 - gravity-less flying.<br />
For Knuckles:<br />
*0 - on ground.<br />
*1 - gliding.<br />
*2 - falling after a glide.<br />
*3 - sliding across ground.<br />
*4 - wall-climbing.<br />
*5 - climbing over a wall and onto the ground.<br />
|-<br />
| $30<br />
|Number of flip revolutions remaining.<br />
|-<br />
| $31<br />
|Number of flip revolutions per frame divided by 256.<br />
|-<br />
| $32-$33<br />
|Horizontal control lock. Counts down to 0, left and right control on the ground is locked unless it's 0. Used for springs and bumpers and falling down slopes.<br />
|-<br />
| $34<br />
|Remaining invulnerability time. Starts at $78 after Sonic is hit, and is decremented every frame until it reaches $00.<br />
|-<br />
|$35||Remaining time of invincibility. Decremented once every eight frames.<br />
|-<br />
|$36||Remaining time of Speed Shoes. Decremented once every eight frames.<br />
|-<br />
|$37||Some sort of bitfield. If bit 7 of this is set, whenever the player is hit, even if he does not have a shield the game will act like he does and he will just recoil instead of losing rings. If he actually has a shield, however, he will lose it, as the shield check takes precedence over this bit check. Used, for example, by the spinning tops in MGZ.<br />
|-<br />
|$38||Character ID:<br />
*0 - Sonic<br />
*1 - Tails<br />
*2 - Knuckles<br />
|-<br />
|$39<br />
|Character looking up/ducking counter. Starts off at 0 and is incremented each frame the character is looking up/ducking. When this reaches $78, the camera starts to scroll. Reset to 0 upon release of the up/down button.<br />
|-<br />
|$3A||Angle on ground in front of sprite.<br />
|-<br />
|$3B||Angle on ground under sprite.<br />
|-<br />
| $3C<br />
|Stick to convex surfaces flag.<br />
|-<br />
|$3D||Set if charging a Spin Dash.<br />
|-<br />
|$3E-$3F<br />
|Spin Dash counter. Cleared when the Spin Dash is started. After each subsequent "rev", $200 is added to the counter, which then rapidly decreases (the algorithm is to logically shift the value right by five bits and subtract the results from the original). It maxes out at $800. The game looks at the high-order byte to determine how fast the character should move after the dash is released.<br />
|-<br />
|$40||Set if jumping.<br />
|-<br />
|$42-43||RAM address of the last object Sonic stood on.<br />
|-<br />
|$44||Default height.<br />
|-<br />
|$45||Default width.<br />
|-<br />
|$46||The bit in the 16x16 entries in the 128x128 block mappings to check for top solidity. Is either $C (for the default collision layer), or $E (for the alternate collision layer).<br />
|-<br />
|$47||The bit in the 16x16 entries in the 128x128 block mappings to check for left/right/bottom solidity. Is either $D (for the default collision layer), or $F (for the alternate collision layer).<br />
|-<br />
!colspan="2" | Variables specific to dynamically reloaded sprites, excluding Sonic, Tails and Knuckles<br />
|-<br />
|$34||Previous frame.<br />
|-<br />
|$38-$3B||Pointer to uncompressed art.<br />
|-<br />
|$3C-$3F||Pointer to dPLCs.<br />
|-<br />
|$40-$41||Address of art in VRAM (the same as starting art block * $20)<br />
|}<br />
<br />
<br />
{{SCHGuides}}<br />
[[Category:Sonic Community Hacking Guide]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(16-bit)/Development&diff=158635Sonic the Hedgehog 2 (16-bit)/Development2010-08-13T13:13:34Z<p>Shobiz: /* Miscellany */ Might of -> Might have</p>
<hr />
<div>''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' has gone through several changes over its development process. There are several rejected ideas, levels, and other things that were left on the cutting room floor. The following details several of these things.<br />
<br />
==Prototype Versions==<br />
Several prototypes have been found over the years. The first prototype discovered, the [[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai prototype]], found by [[Simon Wai]], is famous for its deleted levels. This particular prototype was stolen during a toy show in New York in 1992 according to [[Yuji Naka]]. [http://uk.xbox.gamespy.com/articles/654/654750p4.html]<br />
<br />
Another much [[Sonic the Hedgehog 2 Nick Arcade Prototype|earlier beta]] was found by [[drx]] and looks similar to the one featured on the TV show ''[[Nick Arcade]]''. This was followed later by drx's discovery and release of five more betas, named [[Sonic the Hedgehog 2 Beta 4|Beta 4]], [[Sonic the Hedgehog 2 Beta 5|Beta 5]], [[Sonic the Hedgehog 2 Beta 6|Beta 6]], [[Sonic the Hedgehog 2 Beta 7|Beta 7]], and [[Sonic the Hedgehog 2 Beta 8|Beta 8]]. These seem to be very similar to the final version.<br />
<br />
==Time Travel==<br />
The concept of Time Travel in ''Sonic 2'' was referred to in early [[:Image:Sket_banper.png|concept art]], as well as several gaming magazines including a [[Game_Preview_-_Sonic_the_Hedgehog_2_%28Electronic_Gaming_Monthly_%2C_August_1992%29|August 1992 EGM article]]. Only past and present timezones are referred to in the concept art, so it may not have had as many alternate time zones as ''[[Sonic the Hedgehog CD]]''. It isn't known at what point the time travel concept was dropped, but the 1992 EGM article refers to the game as being 40% complete whilst mentioning time travel being associated with the game. The concept art refers to the scrapped level [[Rock Zone]] as being the past version of the scrapped [[Dust Hill Zone|Desert Zone]].<br />
<br />
<br />
'''Allusions to Time Travel in the Simon Wai prototype'''<br><br />
Although time travel is not present whatsoever in the final game there are possible leftovers in the [[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai prototype]] that indicate it was present in the game at one point.<br />
*[[Aquatic Ruin Zone]]'s name is listed as Neo Green Hill Zone, possibly indicating it as a future version of [[Emerald Hill Zone]] (which was listed as Green Hill in this prototype).<br />
*Some prototype zones share soundtracks, [[Wood Zone]] shares the same music as [[Metropolis Zone]] and [[Genocide City Zone]] shares music with [[Chemical Plant Zone]].<br />
*The level design for Wood Zone and Metropolis Zone are similar.<br />
*An unused futuristic looking Star post can be found using debug.<br />
<br />
==Deleted Levels==<br />
[[Image:Hiddenpalaces2.png|right|thumb|160px|Hidden Palace Zone]]<br />
<br />
''Sonic the Hedgehog 2'' was originally envisioned to have many more levels than those included in the final version. Three levels, [[Wood Zone]], [[Hidden Palace Zone]], and [[Genocide City Zone]], were found in the the "Simon Wai prototype" in unfinished form. There was also [[Dust Hill Zone]] which had a single mockup image printed in several gaming magazines but was dropped very early in the games development. Lastly, two other levels, [[Winter level]] and [[Rock Zone]], were also dropped early in development and the only references to their existence come from concept art and interviews by [[Sonic Team]] staff members. More info on these Zones can be found in their respective articles.<br />
<br />
==Scrapped Badniks==<br />
There are several [[Badniks]] which can be found in concept art which cannot be found in the final game. This includes: [[Banper]], [[Bee]], [[Bubbler]], [[Bubbler's Mother]] and [[Frog]]. There are also badniks whose object code has actually been found in prototypes, this includes: [[BBat]], [[BFish]], [[Gator]], [[Redz]], [[Snail]] and [[Stego]].<br />
<br />
==Concept Art==<br />
The following is concept art for the game which doesn't fit in any of the preceding sections.<br />
===Documents===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
File:S2spritesystem.jpg|Explanation of the sprite system.<br />
File:S2TASKLIST.jpg|Task list which give a timeline of Sonic 2 development.<br />
File:S2paldata.jpg|File dealing with the pallete data of the game.<br />
File:S2lavabubds.JPG|Information about a lava bubling animation.<br />
</gallery><br />
<br />
===Other===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
File:S2sludgehog.jpg|A joke image of Sonic brandishing a gun. The idea of a hedgehog brandishing a gun was eventually realized in ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]''.<br />
</gallery><br />
<br />
===Badniks===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
File:S2crawlconcept.JPG|Concept art of the Crawl badnik.<br />
File:S2crawlconcept2.JPG|More Crawl badnik concept art.<br />
File:S2fishconcept.JPG|Early concept art for the Masher badnik.<br />
File:S2fishconcept2.JPG|Paper devoted to the Masher badnik.<br />
</gallery><br />
<br />
===Levels===<br />
====Miscellany====<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S2concept-1.png|Sonic and Tails near a large ramp. Might have been concept art for the ramps found in [[Emerald Hill Zone]].<br />
</gallery><br />
<br />
====Chemical Plant Zone====<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S2concept-2.png|The familiar "moving blocks" area from [[Chemical Plant Zone]].<br />
</gallery><br />
====Metropolis Zone====<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:Metropolis concept.jpg|An early piece of concept art for [[Metropolis Zone]]. Looks like diagonal conveyor belts were originally planned.<br />
File:S2metropolisconcepts.jpg|Early concept art.<br />
File:S2metropolisconcepts2.jpg|Early concept art. Text humorously refer to the level as Sonic sweat shop.<br />
File:S2metrpolisconcepts3.jpg|Early concept art. Windows can be seen.<br />
File:S2metropolisfgconcept.jpg|Early concept art of the foreground.<br />
File:S2metropolisbgconcept.jpg|Early concept art of the background. Furnaces can be seen.<br />
File:Rhombusds.JPG|The famous diagonal elevators.<br />
File:Metropolis1a.jpg|Early Act 1 map. Has diagonally slanted rotating steel drums. Very different from final. Only two things seem very similar to final; the general positioning of the starting area, and the short downward ramp leading to a flat area with the end sign.<br />
File:Metropolis2a.jpg|Early Act 2 map. Has giant crusher. Very different from final. Aside from the immediate starting area and an area with a half-loop leading to a ramp in the top-left, almost nothing recognisable remains.<br />
File:Metropolismapx.jpg|Another Act 2 map.<br />
File:Metropolis3a.jpg|Early Act 3 map. Has a diagonal elevator.<br />
File:Metropolis3b.jpg|Early Act 3 map. Has a diagonal elevator, horizontal moving spikey thing that was scrapped from Marble Zone.<br />
File:Metropolis3c.jpg|Early Act 3 map. Has a diagonal elevator, horizontal moving spikey thing that was scrapped from Marble Zone.<br />
</gallery><br />
<br />
====Sky Chase Zone====<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S2concept-3.png|Various ideas for [[Sky Chase Zone]] and possibly [[Hill Top Zone]].<br />
</gallery><br />
<br />
===Objects===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:Sket ball.png|A bouncing ball which was scrapped before release. Its sprites can actually be found in a prototype version in Oil Ocean Zone.<br />
File:RollingBallConceptArt.jpg|More bouncing ball concept art. Taken from [[:File:S2badnikconcepts2.jpg|this file]].<br />
File:S2ballframes.jpg|Page dealing with the frames of the bouncing ball.<br />
File:S2ballthingy.jpg|Artwork of the bouncing ball in full color.<br />
</gallery><br />
<br />
==Early Game Design==<br />
These scans come from various magazines. Many things found in these images can be found in the multiple ''Sonic 2'' prototypes that have been discovered. For in depth comparisons of which prototypes contain what is seen in the scans see [[S2Beta:Magazine Preview Scans|Magazine Preview Scans]].<br />
===Various===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:mag_compare8a.png|One of the last minute changes to Sonic 2 was its title screen. The old one even made it to the game's manual.<br />
Image:mag gamepro 2.jpg|Same Title screen in color. This one is a bit older as it lacks the menu options.<br />
Image:mag_compare10a.jpg|With the old title screen came an old level select, similar to [[Sonic 1]]'s. As you can see, a few cut zones are selectable here.<br />
</gallery><br />
<br />
===Emerald Hill Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:mag_compare4a.jpg|An early mockup of the zone with an off-center Sonic. Note the [[Green Hill Zone]] clouds in the background, and the Sonic 1 HUD.<br />
Image:EHZ mockup hires.jpg|Better quality version of the mockup, albeit with the top and bottom missing.<br />
Image:mag_compare14a.jpg|Tails' life counter says "Sonic".<br />
Image:mag_compare21a.jpg|Tails lives counter says Sonic still.<br />
Image:mag_compare25a.gif|Another thing about these shots are the fact they contain a score counter - this was removed in the final version of the 2-player mode.<br />
Image:mag_compare15a.jpg|Eggman appears to be flying straight down as opposed to diagonally.<br />
</gallery><br />
<br />
===Aquatic Ruin Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:ARZ ramp.png|Another common feature of old screenshots are Sonic's prototype walking animation.<br />
Image:ARZ ramp2.png|Walking animation again.<br />
Image:mag_compare12a.jpg|Looks like the title card was broken at some point as it's using graphics from the underwater bubbles. It also reads "Neo Green Hill Zone".<br />
Image:ARZ underwater.jpg|Here Sonic's animations seem to be final.<br />
Image:ARZ floating log.jpg|Log floating on water.<br />
Image:ARZ big log.jpg|Sonic's corner animation.<br />
</gallery><br />
<br />
===Casino Night Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:mag_compare6a.jpg|As seen in the Simon Wai beta, Casino Night Zone was once very different and empty. The dust in this shot however means this is from a later prototype.<br />
Image:CNZ pink.jpg|This design also seems to be more complete than in the Simon Wai prototype.<br />
</gallery><br />
<br />
===Hill Top Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:mag_compare9a.gif|Green balls on see-saws instead of enemies. This is consistent with the [[Sonic the Hedgehog 2 Nick Arcade Prototype|"Nick Arcade" prototype]].<br />
Image:HTZ ride.jpg|<br />
Image:HTZ magma.jpg|<br />
Image:HTZ seesaw.jpg|<br />
Image:HTZ broke.jpg|<br />
</gallery><br />
<br />
===Mystic Cave Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:mag gamepro 3.jpg|Mystic Cave was often mistakenly referred to as "Dust Hill Zone", due to some unfinished level select titles.<br />
Image:MCZ enemy.jpg|<br />
Image:MCZ plank.jpg|<br />
Image:MCZ rope.jpg|<br />
Image:MCZ boxes.jpg|<br />
</gallery><br />
<br />
===Oil Ocean Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:OOZ sun.png|Older Oil Ocean shots show a different sun which can be found in the Simon Wai prototype.<br />
Image:OOZ walk.png|More of the prototype walking animation and switch that causes a ridable ball to appear.<br />
Image:OOZ ball.jpg|A ridable ball. These are only accessable using debug in final.<br />
</gallery><br />
<br />
===Metropolis Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:MetZ crank.jpg|Early Metropolis screenshots show a more complicated background that relied more on rotating palettes.<br />
Image:MetZ bumpers.jpg|<br />
Image:MetZ gear.jpg|<br />
Image:MetZ tunnel.jpg|<br />
Image:MetZ bolt.jpg|<br />
Image:MetZ bolt2.jpg|<br />
</gallery><br />
<br />
===Hidden Palace Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:mag_compare1a.jpg|Here's a mockup screenshot of Hidden Palace Zone. Sonic is off center and there is a background not seen in any of the dumped prototypes or later screenshots.<br />
Image:HPZ diffBG.png|A different scan of the previous image.<br />
Image:HPZ Bat.jpg|Bat Badniks which were removed along with the zone.<br />
Image:HPZ Dino.jpg|Dino Badniks.<br />
Image:mag_compare2a.jpg|The shield glows through tube - something that would be later fixed in later versions.<br />
Image:mag_compare7a.gif|This screenshot has a green watermark (TV logo?) above lives icon - it isn't part of the background.<br />
Image:mag_compare13a.jpg|Sonic has his final walking animations, suggesting this zone lasted longer than the Simon Wai prototype.<br />
Image:HPZ Bridge.JPG|Another similar shot.<br />
</gallery><br />
<br />
===Wood Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:mag_compare11a.jpg|Sonic lying down in the scrapped Wood Zone, an animation not seen in the Simon Wai prototype.<br />
Image:S2 WoodZone.jpg|On the ramp.<br />
</gallery><br />
<br />
===Dust Hill Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:mag_compare3a.jpg|The only shot of Dust Hill Zone is this mockup. Like the Emerald Hill mockup above, it borrows graphics from Sonic 1. The crocodile badnik exists within early prototypes of the game. <br />
</gallery><br />
<br />
{{S2MDOmni}}<br />
<br />
[[Category:Game Development|Sonic the Hedgehog 2 (16-bit)]]</div>Shobizhttps://info.sonicretro.org/index.php?title=File:S1noname_v1.zip&diff=158634File:S1noname v1.zip2010-08-13T13:13:01Z<p>Shobiz: +cat</p>
<hr />
<div>Version 1 of ''[[Sonic 1 No-Name]]''. File includes padding to work on real hardware.<br />
<br />
[[Category:ROM Files|{{PAGENAME}}]]</div>Shobizhttps://info.sonicretro.org/index.php?title=User:Dandaman&diff=158633User:Dandaman2010-08-13T13:11:59Z<p>Shobiz: /* Contacts */ I suck</p>
<hr />
<div><forumuser name="Dandaman" type="game"/><br />
Nothing to see at the moment.<br />
<br />
==Hacking==<br />
Part of the ''[[Sonic 1 No-Name]]'' hacking team.<br />
<br />
==Contacts==<br />
If you need to contact me, go to one of these<br />
* http://www.youtube.com/user/Dandaman955<br />
* Skype: Dandaman955<br />
<br />
[[Category:User Pages|{{PAGENAME}}]]</div>Shobizhttps://info.sonicretro.org/index.php?title=User:Dandaman&diff=158632User:Dandaman2010-08-13T13:11:30Z<p>Shobiz: +cat</p>
<hr />
<div><forumuser name="Dandaman" type="game"/><br />
Nothing to see at the moment.<br />
<br />
==Hacking==<br />
Part of the ''[[Sonic 1 No-Name]]'' hacking team.<br />
<br />
==Contacts==<br />
If you need to contact me, go to one of these<br />
http://www.youtube.com/user/Dandaman955<br />
Skype: Dandaman955<br />
<br />
[[Category:User Pages|{{PAGENAME}}]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Sonic_Crackers/Hidden_content&diff=158631Sonic Crackers/Hidden content2010-08-13T13:09:11Z<p>Shobiz: /* Lost Sprites */ Spelling</p>
<hr />
<div>==Lost Sprites==<br />
{|class="prettytable"<br />
!Artwork||Name||Description<br />
|-<br />
|[[Image:Crax-iso-ball-sonic.gif|center]][[Image:Crax-iso-ball-tails.gif|center]]||Field Jumping Sprites|| Jumping animations for Sonic and Tails for use in the Field levels. Unused because Sonic and Tails can't jump in the Field levels.<br />
|-<br />
|[[Image:Crackershud.png]]||HUD Objects||Various HUD objects that are unused in this version of the game. "Combi" and "Limits" would appear in ''[[Knuckles' Chaotix]]'' later, though their existence here shows that these names were planned from the beginning.<br />
|}<br />
<br />
==Sonic Studium?==<br />
For the longest time, people have opened up the Crackers ROM in a hex editor and noticed one small detail: The ROM header says "Sonic Studium," compared to "[[Sonic Crackers]]," as the title screen of the game says. Which name is "correct" is yet to be identified; however, what does "Studium" mean? Is it a typo? Is it nonsensical? Is it a joke?<br />
<br />
[[SpinelSun]] pointed out on the forums that this was most likely a mere translation error. A common way things are mistranslated to and from Japanese is to use a romanization table letter-per-letter, which doesn't conform exactly to English or Japanese. Japanese has syllables with vowels after every consonant (barring a single letter 'n'). As such...<br />
<br />
Stadium would become スタジアム, literally "Sutajiamu" (Japanese has no 'di' syllable; 'ji' is in its place). This is where the error occurs: in Japanese, the vowel 'a' is pronounced as in the English word "father". As such, the スタジ would sound very much like the English word "stud". <br />
<br />
Thus, the name is in fact '''''Sonic Stadium'''''. "Studium" is a mere translation error by someone who does not understand both English and Japanese well enough to ascertain the original word. Other examples include [[Amy]] (エミー, ''Emī'') being referred to as "Emy" in the [[Sonic CD]] PC ''OMAKE'' directory, and [[Knuckles]] (ナックルズ, ''Nakkuruzu'') as "Knack[les]" in the [[Sonic & Knuckles Collection]] ''SONICSS\ICON'' directory.<br />
<br />
Interestingly, the translator knew to convert the 'ji' back to 'd' at least. The error would have been more apparent if the header said "Sonic Stujium". He/She most likely looked up both "stujium" and "studium" in a dictionary, where he/she would have learned that "studium" is in fact a word in Latin, meaning "zeal".<br />
<br />
If this wasn't compelling enough evidence, an [[:Image:Sonicmars49cropped.png|excerpt]] from the ''[[Sonic Mars]]'' script shows ''Sonic Stadium'' as a title under the "Future SEGA" products category, along with ''Sonic 3+'' (in reference to ''[[Sonic the Hedgehog 3 Limited Edition]]'').<br />
<br />
{{SonCrackers}}<br />
[[Category:Game Secrets|Sonic Crackers]]</div>Shobizhttps://info.sonicretro.org/index.php?title=User:Theocas&diff=158490User:Theocas2010-08-12T13:24:35Z<p>Shobiz: +cat and fixing external links</p>
<hr />
<div><forumuser name="theocas" /><br />
'''Theocas''' (or me as I will say for now) is owner of theocas.net, and I'm pretty good at ASM and art. I like working with other people and like writing guides and tutorials. I am very interested in ASM Programing, SMPS, and posting on forums. I also like porting art from different games, and I am trying to become more familiar with Z80 SMPS and porting in between the different versions of SMPS. <br />
==History==<br />
It started when in the december of 2009, my friend told me about Sonic 3. I did research, found it to be awesome, and got it and an emulator. We decided to open up a site about gaming. Wait, I'm getting ahead of myself here. Let's start right before the site.<br />
===The Site===<br />
So, what do you do during lunch break at school? Sit around? Do nothing? Nope, you take out your laptop and code. At least I do that. My friend and I gathered around my computer to play Sonic 3 at school and had lots of fun. He asked if I could make us a site, and that's how I got detention that day. I was so busy I was a bit late. Anyways, I got home, finished off, danced like an idiot and did a 6 hour phone call with my friend. We wrote like crazy goons, and then added web shows. Blah blah, I bought us a domain, did some more dancing, and then something bad happened. Really bad. The server we hosted on had a hard drive crash, and the backups were also lost. We got new hosting, restarted, and got better at it. If you're interested, you can check the site out at here.[[http://theocas.net]].<br />
<br />
===Hacking===<br />
So, I played and beat all games, and got bored of it. I put off Sonic for a while, until I learned I could change levels and sprites. I tried ESE 2, and signed up at Sonic Retro and SSRG. I posted regularly at SSRG, and hope to do the same at Sonic Retro. I eventually saw hacks such as MegaMix and found out about split disasemblies. I got one, went hacking, and made a horrible hack called Sonic 1 OE. I didn't do much in hacking for a while, until I was asked to be part of Team No-Name. We entered our hack into the hacking contest, and hope to release some more stuff soon. <br />
<br />
Well, that's about all about me. If you want to contact me, don't hesitate to PM me, email me, or add me on Skype.<br />
<br />
==External Links==<br />
* [http://theocas.net/ theocas's web site]<br />
* {{LinkRetro|topic=20656|title=Sonic 1 OE}}<br />
<br />
[[Category:User Pages|{{PAGENAME}}]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Talk:Level_select&diff=158458Talk:Level select2010-08-11T19:26:23Z<p>Shobiz: You're late</p>
<hr />
<div>Does Somari count as a game with a level select? [[User:Flygon|Flygon]] 09:26, 5 January 2010 (UTC)<br />
<br />
Don't Sonic 3D Blast and Sonic CD have level select? [[User:Vendettagainst|Vendettagainst]] 11:24, 9 August 2010 (UTC)<br />
:Yes they do, if the Sysops would like me to add them, I will. [[User:Ravenfreak|Ravenfreak]] 06:19, 10 August 2010 (UTC)<br />
::You don't need a sysop's approval to add stuff to the wiki you know. --[[User:Shobiz|Shobiz]] 13:00, 11 August 2010 (UTC)<br />
:::But for the record, please '''do''' add them. [[Frozen Nitrogen|<span style="color:steelblue">'''Frozen'''</span> <span style="color:springgreen">'''Nitrogen'''</span>]] <sup>([[User Talk:Frozen Nitrogen|Talk]])</sup> 14:05, 11 August 2010 (UTC)<br />
::::I've added them already :p --[[User:Shobiz|Shobiz]] 19:26, 11 August 2010 (UTC)</div>Shobizhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3C_(prototype_0517)&diff=158393Sonic the Hedgehog 3C (prototype 0517)2010-08-11T13:09:50Z<p>Shobiz: /* Lava Reef */ A bit of cleaning up</p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic3_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
| genre=2D Platform<br />
}}<br />
<br />
'''''Sonic the Hedgehog 3C''''' ''' Prototype 0517''' for the [[Sega Mega Drive/Genesis]] was released by [[drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]]. A earlier in development beta with a compilation number of [[Sonic the Hedgehog 3C (prototype 0408)|0408]] was also found. When this beta was obtained by drx the file was labeled 3C indicating this was an unreleased version of ''Sonic 3''. Due to the late development date (dating after ''Sonic 3'''s release) it's obvious this isn't ''Sonic 3'' before it was split into 2 games. <br />
<br />
This is a prototype for the canceled ''[[Sonic the Hedgehog 3|Sonic 3]]'' and ''[[Sonic & Knuckles]]'' compilation called ''[[Sonic the Hedgehog 3 Limited Edition]]''. <br />
<br />
{{Download|file=Sonic 3C (Prototype 0517 - May 17, 1994, 17.08) (hidden-palace.org).zip|filesize=2.3MB}}<br />
<br />
==Cheat Codes==<br />
*'''Level Select''': Enabled by default. Just scroll down on the start menu.<br />
*'''Debug Mode''': Debug is enabled by default. Just hold {{A}} while selecting a level on the Level Select screen. The ring counter will be replaced with a player sprite/frame counter. <br />
*'''All Chaos Emeralds''': At the sound test screen, play songs '''02''', '''04''', '''06''', '''08'''.<br />
<br />
==Various Differences==<br />
===General===<br />
*Knuckles is a selectable character in the one player mode.<br />
*All the explosions are black when debug mode is enabled.<br />
*In the sound test anything from D9 through FE has no sound. The final sound F is the "Sega" sound.<br />
*The music locations are ALMOST the same in ''Sonic 3K'' and this beta; The only differences are that all of the songs (except the first occurrence of the Act 1 Boss theme) use the ''Sonic 3'' versions, and that the original ''Sonic 3'' credits located at $26 is replaced with the new Credits medley.<br />
*The victory music usually played after beating the Launch Base boss before going to the credits in ''Sonic 3'' is more developed, but can only be heard by listening to the credits music.<br />
*The echo track of Flying Battery Zone's Act 1 music will go off sync after two loops, and slowly gain drag behind the lead melody.<br />
<div class="thumb tright" style="width:210px"><div><mp3>http://music.sonicretro.org/Production/Sonic 3C 0517 Ending Medley.mp3|download</mp3><div class="thumbcaption">Final credits medley in this prototype</div></div></div><br />
*The final credits medley is longer, different, and uses a few additional segments from additional zones.<br />
*If the game is beat all the way through on a save file, only ''Sonic 3'' levels can be selected. <br />
*The save data screen does not show the number of lives and continues. ''Sonic 3'' did not show this, either. ''Sonic 3 & Knuckles'' does show this. Also, there are only 6 save slots, while in ''Sonic 3&K'' there are 8. (''Sonic 3'' Final actually had 14 save images; 6 for S3 only, 8 for ''Sonic 3&K''.<br />
*The Emeralds seem to activate an incomplete version of Hyper mode. For Sonic, it uses the rainbow palette and gives him the dash attack, but doesn't give him the star effect or the flash and sparks when the dash attack is performed. For Tails, it neglects to give him his Flickies or the trailing sparks. For Knuckles, it adds the shockwave to latching onto walls, but doesn't replace the trailing sparks with afterimages. And for all of the incomplete Hyper forms, none can automatically breathe underwater.<br />
*The S monitor makes the characters take their Hyper form, rather than Super as in ''Sonic 3'' final.<br />
*Hyper Sonic's stars around his body are completely different than in the final.<br />
*Unlike in final versions, if the "S" monitor is used with Knuckles, Hyper Knuckles WILL cause an earthquake when gliding for a distance into a wall.<br />
*Interesting thing about this build is that there is a Tails transformation with only Chaos Emeralds. It's basically Super Tails without the birds. However using an S monitor and Super Tails will have the birds (perhaps there was a super and hyper version of Tails planned at one point).<br />
*If the game is beaten with the seven Chaos Emeralds, at the end of the staff credits, instead of the ''Sonic the Hedgehog 3'' logo appearing, the "TRY AGAIN" screen with Robotnik and Knuckles will still appear, but Knuckles will juggle no Chaos Emeralds.<br />
<br />
==Level==<br />
===Bonus Stages===<br />
*On the Glowing Spheres stage, aside from having a different layout and the items falling downward, there's a chance you'll get a green ball with an F on it. It only makes the bumper sound the black ones make. <br />
*Entering the Glowing Spheres level makes you lose all your rings.<br />
*The slots stage has a completely different layout and the background freezes when you spin the reels. <br />
*Entering the gumball bonus stage makes you lose your shield. Not sure about the other ones.<br />
*While all three bonus stages are implemented, you can access one randomly once you hit 50 rings.<br />
*The first time entering Special Stage 2 on the Sound Test leads to a unused Super Emerald Stage. Essentially it's just a giant maze, which has no rings, although for some reason you don't get a Perfect. It gives you a Super Emerald like normal. A different Special stage is chosen each time you enter it.<br />
===Angel Island===<br />
*In Angel Island zone (and maybe every other zone), when the miniboss is finished and the signpost twirls down to the ground, if a power-up monitor shows up, sometimes it lands behind the sign post. In the final, if the monitor land around the same spot as the sign post, it's in front.<br />
===Hydrocity===<br />
*When at the end of the first Hydrocity act, you can die by drowning while it's tallying your score.<br />
*When playing as Sonic in Hydrocity Act 1 the boss plays the ''Sonic 3'' Act 1 mini-boss theme instead of the Act 2 boss theme. (''Sonic 3'' final plays the Act 2 boss theme, but switches to the ''Sonic & Knuckles'' miniboss music if the drowning timer starts and you get out of the water, ''Sonic 3 & Knuckles'' final plays the ''Sonic & Knuckles'' Act 1 mini-boss theme).<br />
*When playing as Sonic in Hydrocity Act 2, the spring at the beginning has been replaced with a 1UP, which is the same as ''Sonic 3 & Knuckles'' final but not like ''Sonic 3'' final.<br />
<br />
===Marble Garden===<br />
*The Knuckles MGZ2 boss still plays the miniboss music and doesn't play the "wall breaking" sound when the spikes penetrate the floor or ceiling.<br />
===Carnival Night===<br />
*When playing as Sonic in Carnival Night Act 1 Tails randomly appeared after the boss, even though it was Sonic only. (This glitch randomly happens in the completed ''Sonic 3'' but with a different frequency in which it happens)<br />
<br />
===IceCap===<br />
*In Act 1, when Tails first comes down when playing as Sonic and Tails, the graphics are screwed up. The snowboard intro overwrites Tails' tiles with the snowboard's, and when the snowboard disappears, Tails' tiles should load. However, Tails' AI is doesn't allow this to happen fast enough, and thus proceeds to draw Tails with some of the snowboard's tiles still remaining. Only when Tails lands does the tile swap complete and Tails return to normal.<br />
<br />
===Launch Base===<br />
*When fighting the Act 1 minibosses as Super/Hyper Knuckles, defeating one of the bosses will cause you to revert to normal and play the regular LBZ1 music, as if the boss were defeated. However, you still have to defeat the other boss to continue.<br />
*In Act 2, the part between the boss on the level and the ones on the ship is not timed. The timer freezes upon entering the cutscene by stepping into the Eggmobile; it starts up again when you land on the ship. This behavior is exhibited by ''[[Sonic 3 & Knuckles]]'', but not by ''[[Sonic 3]]'' alone (the timer counts during the cutscene).<br />
*In Launch Base 2, as Knuckles, you don't fight the second boss like in ''S3&K'' final.<br />
<br />
===Mushroom Hill===<br />
*In Mushroom Hill zone act 1: You fall in from the sky just like in the previous beta.<br />
*One of the giant rings in Mushroom Hill Zone isn't put in yet, instead it is filled with a diamond pattern of rings. <br />
*The super ring before the transition to the boss (before the pully, guarded by that chicken enemy in MHZ2) is gone.<br />
*The exit from the highest super ring in MHZ2 is different.<br />
*The MHZ2 boss does not have fire effects when killed, and you must hit him 6 times AFTER he has zoomed off.<br />
*When playing as Sonic in Mushroom Hill Act 1 The Super Ring at the beginning of the level doesn't seem to flash if you enter here via Level Select with no emeralds. If you go to MH1 with emeralds, the Super Ring flashes, but entering it merely gives you 50 rings. Strangely, the rest of the Super Rings aren't flashing.<br />
<br />
===Flying Battery===<br />
*Defeating the Flying Battery Act 2 miniboss and dying causes the clouds to mess up.<br />
*When playing as Sonic in Flying Battery 2 After defeating the WFZ-style miniboss, the floor begins to move up. In addition, there's a horizontal wall that moves right. Dying here not only garbles the clouds (as mentioned by someone else), it garbles the horizontal wall. Also, Sonic doesn't roll out of the Flying Battery in the level transition - he simply runs out. He appears to be rolling in the Sandopolis intro, though.<br />
===Sandopolis===<br />
*You can move the moment you enter Sandopolis act 1 and no longer are forced to wait until you land in the sand and have to pop out.<br />
*When playing as Sonic in Sandopolis 1 Sonic doesn't get stuck in the sand after he falls into the level. Also, as MK said, you can move left and right during the intro.<br />
<br />
===Lava Reef===<br />
*Tails seems to have quite a few collision problems.<br />
*When you break the capsule at the end of the boss fight in Act 3, the platform on the screen floats towards the other platforms. You have to jump from platform to platform to get to Hidden Palace unlike in the final. This part is almost unchanged from the 0408 prototype except the transition to Hidden Palace does work.<br />
*The Act 3 boss area plays the Act 2 music until you reach Robotnik.<br />
*When you beat Robotnik, the lava is still there.<br />
*The giant hand miniboss has a few messed up textures.<br />
*The Act 3 boss area has a fire shield instead of a lightning shield. The ring pattern is also different.<br />
*The platforms in which it is necessary to Spin Dash to go down are '''much''' faster.<br />
*Act 2's palette is different from the final's, and stays similar to the Act 1 palette in that the rocks are red/brown. Because of this, after beating Act 1's miniboss, the lava doesn't change color, but you can still walk on it as if it was harmless.<br />
<br />
===Hidden Palace===<br />
*When Hidden Palace is entered through a Special Stage Ring, Death Egg music will play. When trying to leave through using the teleporter the game will loop and you will return to Hidden palace.<br />
*Hidden Palace (Mushroom Hill) has Death Egg music. <br />
*In Hidden Palace Zone, even though the controls are locked during the cutscene, Tails' controls aren't locked, and he will continue to use his AI if the second controller isn't used.<br />
*When playing as Sonic in Hidden Palace not only can Knuckles hurt you as Super/Hyper Sonic, Knuckles can hurt you if you're in Debug mode placing an object, at which point Sonic's graphics might be corrupted. (The corruption only seems to happen if you were Super/Hyper Sonic at the time). <br />
*Knuckles can punch out Hyper Sonic and Super Tails during the fight in Hidden Palace.<br />
*In this version Hidden Palace works exactly like the final, with a couple differences. The HUD is still present (It's green while playing as Knuckles). Death Egg Music is playing (This is due to it coming right after the Death Egg Final Boss level slot in the game). The intro plays every time you enter the chamber. The gray emerald locations don't save after you leave (They reappear after the intro). The laser zaps all the emerald alters even if you already have that emerald (Although it still shows that you have that emerald). There is no Super Emerald screen after you beat a special stage. Also, there are color differences in the beta, probably changed so they could correspond with the colors of the Chaos Emeralds.<br />
*Entering from LRZ2 as Knuckles causes Hidden Palace to read as Sky Sanctuary Zone Act 1, Other than this it is the same as the Final.<br />
<br />
===Sky Sanctuary===<br />
*Sky Sanctuary Zone act 2: The teleporter that usually teleports Knuckles is not present and there seems to be a few missing rings.<br />
*When entering Sky Sanctuary 2 with Sonic and Tails, Mecha Sonic has a glitch where there's an invisible wall in between the fighting area. When Mecha Sonic is defeated with Sonic and Tails, the game acts like Sky Sanctuary 1 was completed and doesn't continue to the next level.<br />
*The Knuckles-only Metal Sonic boss in Sky Sanctuary freaks out when Tails is used. Once defeated, there is no ending at all.<br />
*Pressing down in SSZ close to Knuckles doesn't make him wave yet.<br />
<br />
===Doomsday===<br />
*In Doomsday Zone act 2 there is no Doomsday music and Death Egg act 2's music continues playing.<br />
*Lots of rings are given at the start of Doomsday Zone because there are none around when chasing Robotnik.<br />
*That palette for Doomsday is the same as DEZ2<br />
*Also in the Doomsday Zone, when you hit chase Eggman and you hit him, you don't get knocked back like in the final.<br />
*When the Doomsday boss is destroyed with tails, the game goes to Level select.<br />
*In Doomsday Zone, during the first boss, if you move all the way to left, two missiles can actually be triggered from the end of the asteroid field segment.<br />
===Death Egg===<br />
*The midboss of Death Egg Zone still hits you and you will be knocked out of the Super Sonic form.<br />
*Death Egg's Doomsday act 2 boss doesn't play boss music, it just plays DEZ music. <br />
*When Robotnik flies away, everything is much slower than the final, and no buttons are pressed it is possible to get stuck in the bottom left unless Debug mode is activated.<br />
*If Death Egg's 3rd boss is defeated while it's firing the laser, the laser stays on screen while he dies.<br />
*When playing as Sonic in Death Egg 1 the objects that count down from 3 and then send you across some paths have a slightly different countdown tick. It's four low tones, instead of three low tones and one high tone.<br />
*When playing as Sonic in Death Egg 2 after the beat the boss was defeated the HUD turned green. This means that the game loaded Knuckles' 1P palette into the Knuckles CP palette slot.<br />
*When playing as Sonic at the credits. The ''Sonic 3'' final credits roll, but the an extended ''Sonic 3 & Knuckles'' medley is played. Also, the medley is longer than the credits, but the credits automatically restarts to the Sega screen a few seconds after "Try Again" appears.<br />
<br />
==External Links==<br />
{{LinkRetro|topic=9978|title=Sonic Retro discussion thread}}<br />
* [http://www.hidden-palace.org/?releases/1049 Hidden Palace Release Page]<br />
<br />
{{Sonic the Hedgehog 3 Betas}}<br />
[[Category:Sonic the Hedgehog 3 Prereleases]] [[Category:The Sonic 3 Beta Wiki]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Level_select&diff=158392Level select2010-08-11T13:02:52Z<p>Shobiz: /* Games which feature a Level Select menu */ h3 -> h2 and adding CD and 3D Blast</p>
<hr />
<div>[[Image:Ss.s2bls.png|frame|right|The level select screen from the [[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai prototype]] of Sonic 2.]]<br />
'''Level select''', also known as "Zone Select" for Sonic games since the levels aren't called levels, but zones, is a menu from which you are able to access any level in the game, as well as:<br />
<br />
*[[Special stage]]s<br />
*[[Bonus stage]] (in ''[[Sonic 3]]''/''[[Sonic & Knuckles]]'' only)<br />
*2-player levels (in ''[[Sonic 3]]'' only)<br />
*[[Sound test]]<br />
<br />
==Games which feature a Level Select menu==<br />
*''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''<br />
*''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
*''[[Sonic the Hedgehog CD]]''<br />
*''[[Sonic the Hedgehog 3]]''<br />
*''[[Sonic & Knuckles]]''<br />
*''[[Sonic 3D: Flickies' Island]]<br />
*''[[Sonic the Hedgehog 2 (8-bit)]]''<br />
*''[[Sonic Chaos]]''<br />
*''[[Sonic Triple Trouble]]''<br />
*''[[Knuckles' Chaotix]]'' (accessible through modifying colour bars in the 'colour test' screen)<br />
*''[[Sonic the Hedgehog Pocket Adventure]]''<br />
<br />
This option allows you to search through (usually) a menu with a listing of different levels in a game then lets you choose whichever level you wish to play. Another very useful feature for [[Debug mode|debugging]]/development.<br />
<br />
In ''[[Sonic the Hedgehog 2|Sonic 2]]'', ''[[Sonic 3]]'' and ''[[Sonic & Knuckles]]'', enabling the level select cheat will also enable the reset/slow-motion/frame advance cheat. It will not, however, enable object placement or (in ''Sonic & Knuckles''<nowiki>'</nowiki> case) gravity reversal, which require [[debug mode]] to be activated.<br />
<br />
[[Category:Game Information]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Talk:Level_select&diff=158391Talk:Level select2010-08-11T13:00:28Z<p>Shobiz: Uh</p>
<hr />
<div>Does Somari count as a game with a level select? [[User:Flygon|Flygon]] 09:26, 5 January 2010 (UTC)<br />
<br />
Don't Sonic 3D Blast and Sonic CD have level select? [[User:Vendettagainst|Vendettagainst]] 11:24, 9 August 2010 (UTC)<br />
:Yes they do, if the Sysops would like me to add them, I will. [[User:Ravenfreak|Ravenfreak]] 06:19, 10 August 2010 (UTC)<br />
::You don't need a sysop's approval to add stuff to the wiki you know. --[[User:Shobiz|Shobiz]] 13:00, 11 August 2010 (UTC)</div>Shobizhttps://info.sonicretro.org/index.php?title=User:Sik&diff=158028User:Sik2010-08-09T18:58:39Z<p>Shobiz: Minor English fixes</p>
<hr />
<div><forumuser name="sik" /><br />
'''Sik''' is a [[Tech Member]] on the [[Sonic Retro]] forum. He is interested in ''[[Sonic 3D Blast]]'' hacking: he made public a database of his own containing a lot of information (mainly about [[RAM]] contents), and has hacked the boss of [[Green Grove Zone]] Act 3, changing its behaviour completely. He's disassembling the game, and for a lot of time he tried to remove the [[flicky]] system from the game, meaning that Sonic would not need to collect flickies anymore. Having succeeded at that, he released a hack implementing these changes, named ''[[Sonic 3D: No Flickies]]''.<br />
<br />
However, his main pastime isn't hacking Sonic games, but making [[Mega Drive]] homebrew. His current project is ''Project MD'', a generic platforming game featuring a girl calling Stephany and set in a virtual world. While the gameplay isn't innovative at all and the level design is considered bland by himself, this game has been praised for several of the visual effects included in it, such as a pseudo-3D grid that also mirrors anything stepping on it.<br />
<br />
He gained notoriety in 2008 when he and [[Tweaker]] contacted [[Hirokazu Yasuhara]] through [[Chris Senn]], confirming that the lost desert level in ''[[Sonic the Hedgehog 2]]'' was called [[Dust Hill Zone]], a debate which had raged amongst the [[Sonic scene]] for years beforehand.<br />
<br />
Sik also does some activities unrelated to hacking or Mega Drive related projects in general. He occasionally sends articles to Opera Software's web development site.<br />
<br />
It must be noted that Sik is very reluctant to reveal any details about himself in real life.<br />
<br />
==Hacks made by Sik==<br />
<br />
*''[[Sonic 3D: No Flickies]]''<br />
*''[[Super Sonic in Sonic 3D]]''<br />
<br />
==External links==<br />
*{{LinkRetro|topic=21354|title=Project MD topic at Sonic Retro}}<br />
<br />
[[Category:Sceners]]</div>Shobizhttps://info.sonicretro.org/index.php?title=User:Hinchy&diff=158008User:Hinchy2010-08-09T07:58:38Z<p>Shobiz: Adding some links</p>
<hr />
<div><forumuser name="Hinchy" /><br />
'''Hinchy''' (formerly known by the name YesIAmAnIdiot) is a member that has been in the Sonic scene for years. He was very active in the stupid Sonic fancharacter fanfiction segment of the community even while simultaneously maintaining a [[Sonic CulT]] account that somehow never got banned (I guess they just never cared enough about him to look up his obvious fancharacter dumbassery). Eventually he hit puberty and stopped being dumb <sup><nowiki>[</nowiki>''[[Hinchy|citation needed]]''<nowiki>]</nowiki></sup> and left that part of the community and lurked on Sonic CulT and then X-CulT for a few years. Then he showed up on [[Sonic Retro|Retro]] one day and now rarely posts outside of the Oldbie Lounge. A true role model and hero.<br />
<br />
[[Category:User Pages|{{PAGENAME}}]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Super_Sonic_in_Sonic_3D&diff=158007Super Sonic in Sonic 3D2010-08-09T07:53:25Z<p>Shobiz: Things</p>
<hr />
<div>{{Hack<br />
|date=2010/8/9<br />
|system=[[Sega Mega Drive/Genesis]]<br />
|originalgame=Sonic 3D: Flickies' Island<br />
|screen=ssonic3d.png<br />
|version=1.0<br />
|credits=[[Sik]]<br />
|visualmods=<br />
|audiomods=<br />
|layoutmods=<br />
|basicenginemods=yes<br />
|advenginemods=yes}}<br />
'''''Super Sonic in Sonic 3D''''' is a hack of ''[[Sonic 3D: Flickies' Island]]'' made by [[Sik]]. This hack allows the player to turn into [[Super Sonic]] in that game after collecting all seven [[Chaos Emeralds]], mimicking its prequels ''[[Sonic 2]]'', ''[[Sonic 3]]'' and ''[[Sonic & Knuckles]]''. The rules are borrowed from the latter two games, so the player must double jump to transform and also must not have a shield in that moment, besides the basic requirements (having all emeralds and 50 rings).<br />
<br />
All of Super Sonic's behaviour is implemented: custom palette, a transformation pose with a fading palette, invincibility (with stars), speed shoes and the music changes when transformed. Rings drain while transformed as well. Super Sonic can still be killed by getting crushed by some falling platforms, however, so he isn't completely immune to death.<br />
<br />
This hack is based off ''[[Sonic 3D: No Flickies]]'', and as such it shares the same gameplay rules.<br />
<br />
==Implemented changes==<br />
* If you have 7 emeralds and 50 rings, you can double jump to become Super Sonic.<br />
* You can't transform as long as you have a shield. You can get a shield after being transformed though, allowing Super Sonic to get ''and keep'' the Blast Attack, the predecessor to the [[Homing Attack]] of the later games.<br />
* Being Super Sonic drains rings.<br />
* Super Sonic automatically detransforms when the level finishes.<br />
<br />
==Known issues==<br />
* The score tally doesn't mention that the player can transform into Super Sonic after getting all seven emeralds.<br />
* The water in Green Grove becomes yellow. Because a PAR code is needed to be able to transform in that zone, this isn't considered a serious bug. Some other graphics across the game are also affected, but aren't as noticeable.<br />
<br />
==Downloads==<br />
{{Download|version=1.0|file=Super_Sonic_in_Sonic_3D.zip|filesize=2.42MB}}<br />
<br />
==External Links==<br />
*{{LinkRetro|topic=22139|title=Sonic Retro topic}}<br />
<br />
[[Category:Hacks]]</div>Shobizhttps://info.sonicretro.org/index.php?title=User:Sik&diff=158006User:Sik2010-08-09T07:38:56Z<p>Shobiz: +italics</p>
<hr />
<div><forumuser name="sik" /><br />
'''Sik''' is a [[Tech Member]] on the [[Sonic Retro]] forum. He is interested in ''[[Sonic 3D Blast]]'' hacking: he made public a database of his own containing a lot of information (mainly about [[RAM]] contents), and has hacked the boss of [[Green Grove Zone]] Act 3, changing its behaviour completely. He's disassembling the game, and for a lot of time he tried to remove the [[flicky]] system from the game, meaning that Sonic would not need to collect flickies anymore. He succeeded at that, and has released a hack implementing these changes, named ''[[Sonic 3D: No Flickies]]''.<br />
<br />
He gained notoriety in 2008 when he and [[Tweaker]] contacted [[Hirokazu Yasuhara]] through [[Chris Senn]], confirming that the lost desert level in ''[[Sonic the Hedgehog 2]]'' was called [[Dust Hill Zone]], a debate which had raged amongst the [[Sonic scene]] for years beforehand.<br />
<br />
It must be noted that Sik is very reluctant to reveal any details about himself in real life.<br />
<br />
==Hacks made by Sik==<br />
<br />
*''[[Sonic 3D: No Flickies]]''<br />
*''[[Super Sonic in Sonic 3D]]''<br />
<br />
[[Category:Sceners]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_1_@_SAGE_2010&diff=157354Sonic the Hedgehog 1 @ SAGE 20102010-08-08T19:21:22Z<p>Shobiz: Fixing formatting of first phrase</p>
<hr />
<div><div style="text-align: justify;"><br />
{{Hack<br />
|screen=S1sage2010_title.png<br />
|version=1.0<br />
|date=8th August 2010<br />
|system=Sega Mega Drive/Genesis<br />
|originalgame=Sonic the Hedgehog (16-bit)<br />
|visualmods=yes<br />
|audiomods=yes<br />
|layoutmods=yes<br />
|basicenginemods=yes<br />
|advenginemods=yes}}<br />
'''''Sonic the Hedgehog 1 @ SAGE 2010''''' is a hack by [[Cinossu]] of the original [[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]] game for the [[Sega Mega Drive/Genesis]]. It is designed with scoring and time attack in mind, and is the first ROM hack to implement [[Retro Channel]] and [[SonMP3]]. It was released at the 2010 [[SAGE|Sonic Amateur Games Expo (SAGE)]], hence its name.<br />
<br />
==The Premise==<br />
The basic idea of this ROM hack is to take a basic Sonic 1 and make it record all of your results for comparison and competition. Every Zone Act and Special Stage is individually selectable for play, allowing you to record your results in '''Score''', '''Time''' and '''Rings''', with the addition of '''Monitors''', '''Badniks''' and '''Hits''' for Zone Acts only. <br />
<br />
In addition to this, there are two extra Challenges. They are the '''Full Game Playthrough''' challenge, and the '''Boss Attack''' challenge. '''Full Game Playthrough''' starts you at Green Hill Zone Act 1, and makes you play through the whole game from start to finish. '''Boss Attack''' takes you to a specific level designed to make you play through all 6 bosses of the game, one after the other.<br />
<br />
As well as these, there are 50 '''Achievements''' to get as well, some being easy to achieve and others more difficult.<br />
<br />
To tie everything together is the first use of [[Retro Channel]], allowing you to upload your results and achievements and compare them with other Sonic Retro users, producing leaderboards for each individual result per Zone Act/Special Stage/Challenge.<br />
<br />
==The Overworld==<br />
The first change you encounter after pressing Start on the title screen is the '''Overworld'''. This area is designed to let you choose which Zone Act, Special Stage or Challenge you want to play. When first entering, there are Zones and Special Stages to the right, and Challenges as well as [[Retro Channel]] to the left.<br />
<br />
Pressing Start on the '''Overworld''' will, instead of pausing the game, lead to the '''Achievements List'''. Pressing Start again on this list will return you to the '''Overworld''' in your previous position.<br />
<br />
When playing a Zone Act, a Special Stage or a Challenge, pausing the game and pressing the A button will return you straight to the '''Overworld''' without saving any results. Achievements earned, however, are kept.<br />
<br />
[[Image:s1sage2010_overworld.png|thumb|800px|center|<center>'''The Overworld''' Level Map</center>]]<br />
<br />
==Zones & Special Stages==<br />
[[Image:s1sage2010_results.png|right|thumb|160px|<center>Results Tally</center>]]<br />
To the right of the starting point are the individual Zones and Special Stages. In each Zone's section there are individual buttons per Act, and in the Special Stage section there are individual buttons per Stage. Jumping on to a button will make the HUD appear with the Zone Act's recorded results, as well as a Giant Ring above [[Sonic the Hedgehog|Sonic]]. Jumping into this Giant Ring will start the Zone Act or Special Stage.<br />
<br />
At the end of each Zone Act or Special Stage, your results are compared individually to your previously recorded result. If bettered, it will be replaced. Each result is recorded individually to allow you to focus a run through the level on a specific result. For example, you could do three runs of a Zone Act; the first for '''Rings''', the second for '''Time''' and the third for '''Badniks'''.<br />
<br />
If you end up dying in some form during your play through a Zone Act, you will be returned to the '''Overworld''' without any results tally occurring. However, if you hit a '''Goal''' in a Special Stage you will still recieve a results tally, but your Time result will be set to the maximum of 9'59"96.<br />
<br />
When a Zone Act or Special Stage is ended, either by completion or by death, when returning to the '''Overworld''' you will appear next to the last Zone Act button you pressed.<br />
<br />
==Challenges==<br />
[[Image:s1sage2010_bossAttack.png|thumb|right|160px|<center>Boss Attack</center>]]<br />
To the left of the starting point are the Challenges. The two challenges available are the '''Full Game Playthrough''' challenge and the '''Boss Attack''' challenge. Both of these are accessed the same way as Zone Acts and Special Stages. By jumping on to the button, you will make the HUD appear with the recorded result, as well as a Giant Ring you can jump into to begin the challenge.<br />
<br />
The '''Full Game Playthrough''' challenge starts you off at the very beginning of the game, at Green Hill Zone Act 1, and lets you play through the game (on 1 life) as normal. This includes the ability to enter the Special Stage at the end of most Zone Acts by collecting 50 rings and jumping into the Giant Ring by the end of Zone Act signpost. This adds the additional result of '''Emeralds''' to the results tally.<br />
<br />
Because you can play through multiple Zone Acts, the HUD can be set to two modes; Level mode and Global mode. Level mode shows the Score, Time, Rings, Monitors, Badniks and Hits from the specific level currently played, whereas Global mode shows the overall global counts for each result. This can be toggled in-game by pressing the Mode button.<br />
<br />
Due to the '''Full Game Playthrough''' challenge being so extensive in length, when you die you will recieve a results tally as if you had completed a Zone Act. However, it will also now record the Zone Act you died on, with a completion being marked as such also. Any results gained from a further on Zone Act, no matter what the other results are, will score higher on results than from Zone Acts earlier on.<br />
<br />
The '''Boss Attack''' challenge is a new level created to contain all 6 bosses of the game. You will have to challenge them, one after the other, in order to beat this challenge. They are in the order of appearance in the game, and you are given 0 rings in this challenge also, making it the hardest level in the game. Dying, like on normal Zone Acts, will result in a direct return to the '''Overworld'''.<br />
<br />
==SRAM and Retro Channel==<br />
This game has been specifically designed to work with [[Retro Channel]], giving it the ability to upload results and achievements on to the [[Retro Channel]] website using your Sonic Retro account. Due to this, when not connected using [[Retro Channel]] (such as in a different emulator, or when the plugin is disabled) achievements will be disabled and results will be saved differently. A message will appear after the title screen informing you of this before you go to the '''Overworld'''.<br />
<br />
If you wish to wipe your results and achievements, hold the A+B+C buttons on the SEGA screen. When you do so, a screen will appear letting you know that you are about to wipe your data. Hold the A+B+C buttons and press the Start button to wipe it, or just press Start to exit back to the game without wiping your data. Wiping your data will also wipe your uploaded [[Retro Channel]] results, ''including all your achievements'' from this game, when you re-log in to [[Retro Channel]], so be absolutely certain you wish to wipe everything before you do.<br />
<br />
==Achievements==<br />
There are 50 achievements available to get in this game, of the level bronze, silver and gold depending on difficulty. They will appear with a notice automatically in-game when you get them, and can be viewed on the Achievements List by pressing Start in the '''Overworld'''. <br />
<br />
It was decided to give out just the title and picture of achievements and not the method of getting them, as doing so would make the majority of them extremely easy. Try to guess from the titles and the pictures in the achievement icons. When recieveing an achievement in-game, looking at the Achievements List will reveal what you did to be awarded with it if you do not realise yourself straight away.<br />
<br />
<center><gallery perrow=5 heights=100px><br />
Image:S1sage2010_ach01.png|<center>'''Achievement 01'''<br>Nice Try</center><br />
Image:S1sage2010_ach02.png|<center>'''Achievement 02'''<br>Not This Time</center><br />
Image:S1sage2010_ach03.png|<center>'''Achievement 03'''<br>Get Blue Balls</center><br />
Image:S1sage2010_ach04.png|<center>'''Achievement 04'''<br>Enthusiastic Accumulator</center><br />
Image:S1sage2010_ach05.png|<center>'''Achievement 05'''<br>Committed Collector</center><br />
Image:S1sage2010_ach06.png|<center>'''Achievement 06'''<br>Dedicated Treasurer</center><br />
Image:S1sage2010_ach07.png|<center>'''Achievement 07'''<br>Riches Before Diamonds</center><br />
Image:S1sage2010_ach08.png|<center>'''Achievement 08'''<br>Getting Greedy</center><br />
Image:S1sage2010_ach09.png|<center>'''Achievement 09'''<br>Acquired Fortune</center><br />
Image:S1sage2010_ach10.png|<center>'''Achievement 10'''<br>Quick Offense</center><br />
Image:S1sage2010_ach11.png|<center>'''Achievement 11'''<br>Lightning Onslaught</center><br />
Image:S1sage2010_ach12.png|<center>'''Achievement 12'''<br>Badnik Genocide</center><br />
Image:S1sage2010_ach13.png|<center>'''Achievement 13'''<br>Flying Eliminator</center><br />
Image:S1sage2010_ach14.png|<center>'''Achievement 14'''<br>Aerial Executioner</center><br />
Image:S1sage2010_ach15.png|<center>'''Achievement 15'''<br>Airborne Assassin</center><br />
Image:S1sage2010_ach16.png|<center>'''Achievement 16'''<br>Quadruplets</center><br />
Image:S1sage2010_ach17.png|<center>'''Achievement 17'''<br>Sextuplets</center><br />
Image:S1sage2010_ach18.png|<center>'''Achievement 18'''<br>Full House</center><br />
Image:S1sage2010_ach19.png|<center>'''Achievement 19'''<br>Addicted to the Box</center><br />
Image:S1sage2010_ach20.png|<center>'''Achievement 20'''<br>TV Fanatic</center><br />
Image:S1sage2010_ach21.png|<center>'''Achievement 21'''<br>Couch Potato</center><br />
Image:S1sage2010_ach22.png|<center>'''Achievement 22'''<br>Empty Wallet</center><br />
Image:S1sage2010_ach23.png|<center>'''Achievement 23'''<br>Careful Elusion</center><br />
Image:S1sage2010_ach24.png|<center>'''Achievement 24'''<br>Artful Dodger</center><br />
Image:S1sage2010_ach25.png|<center>'''Achievement 25'''<br>Clumsy Hedgehog</center><br />
Image:S1sage2010_ach26.png|<center>'''Achievement 26'''<br>Bumbling Idiot</center><br />
Image:S1sage2010_ach27.png|<center>'''Achievement 27'''<br>Favourite Punching Bag</center><br />
Image:S1sage2010_ach28.png|<center>'''Achievement 28'''<br>Speed of Sound</center><br />
Image:S1sage2010_ach29.png|<center>'''Achievement 29'''<br>Mach 3</center><br />
Image:S1sage2010_ach30.png|<center>'''Achievement 30'''<br>Speed of Light</center><br />
Image:S1sage2010_ach31.png|<center>'''Achievement 31'''<br>Fashionably Late</center><br />
Image:S1sage2010_ach32.png|<center>'''Achievement 32'''<br>Marathon Winner</center><br />
Image:S1sage2010_ach33.png|<center>'''Achievement 33'''<br>Snail's Pace</center><br />
Image:S1sage2010_ach34.png|<center>'''Achievement 34'''<br>Completionist</center><br />
Image:S1sage2010_ach35.png|<center>'''Achievement 35'''<br>Emerald Expert</center><br />
Image:S1sage2010_ach36.png|<center>'''Achievement 36'''<br>So Close Yet So Far</center><br />
Image:S1sage2010_ach37.png|<center>'''Achievement 37'''<br>Air Walker</center><br />
Image:S1sage2010_ach38.png|<center>'''Achievement 38'''<br>Double Rebound</center><br />
Image:S1sage2010_ach39.png|<center>'''Achievement 39'''<br>Getting Dizzy</center><br />
Image:S1sage2010_ach40.png|<center>'''Achievement 40'''<br>At The Last Second</center><br />
Image:S1sage2010_ach41.png|<center>'''Achievement 41'''<br>Dead Ended</center><br />
Image:S1sage2010_ach42.png|<center>'''Achievement 42'''<br>Walking The Higher Path</center><br />
Image:S1sage2010_ach43.png|<center>'''Achievement 43'''<br>Skyscraping</center><br />
Image:S1sage2010_ach44.png|<center>'''Achievement 44'''<br>Completed Codex</center><br />
Image:S1sage2010_ach45.png|<center>'''Achievement 45'''<br>Never-ending Fun</center><br />
Image:S1sage2010_ach46.png|<center>'''Achievement 46'''<br>Aqua Lung</center><br />
Image:S1sage2010_ach47.png|<center>'''Achievement 47'''<br>Pinball Wizard</center><br />
Image:S1sage2010_ach48.png|<center>'''Achievement 48'''<br>Total Avoidance</center><br />
Image:S1sage2010_ach49.png|<center>'''Achievement 49'''<br>Scrambled Eggs</center><br />
Image:S1sage2010_ach50.png|<center>'''Achievement 50'''<br>And Then, It Got Even Hotter</center><br />
</gallery></center><br />
<br />
There is also an additional achievement, only given to those who helped to test the game early. It is known as '''Achievement 00''' and is not viewable in-game, just on the [[Retro Channel]] user profile.<br />
<br />
<center><gallery perrow=5 heights=100px><br />
Image:S1sage2010_ach00.png|<center>'''Achievement 00'''<br>Early Adopter</center><br />
</gallery></center><br />
<br />
==SonMP3 Support==<br />
As well as [[Retro Channel]], this game is the first to support [[SonMP3]], currently in an early alpha form, allowing an MP3 soundtrack to replace the FM in-game music. For this game, Sonic Adventure tracks are used (except the Title Screen, using a track from Sonic CD Jap/EU). The track listings are as follows:<br />
<br />
* '''The Overworld''' - Casinopolis: Main Foyer ''(Sonic Adventure)''<br />
* '''Green Hill Zone''' - Windy Valley: The Air ''(Sonic Adventure)''<br />
* '''Marble Zone''' - Red Mountain: Symbol of Thrill ''(Sonic Adventure)''<br />
* '''Spring Yard Zone''' - Casinopolis: Dilapidated Way ''(Sonic Adventure)''<br />
* '''Labyrinth Zone''' - Lost World: Leading Lights ''(Sonic Adventure)''<br />
* '''Star Light Zone''' - Speed Highway: At Dawn ''(Sonic Adventure)''<br />
* '''Scrap Brain Zone''' - Hot Shelter: Bad Taste Aquarium ''(Sonic Adventure)''<br />
* '''Special Stage''' - Twinkle Park: Twinkle Cart ''(Sonic Adventure)''<br />
* '''Boss''' - Boss: Egg Mobile ''(Sonic Adventure)''<br />
* '''Final Boss''' - Boss: Chaos 6 ''(Sonic Adventure)''<br />
* '''Boss Attack''' - Boss: E-101 Mk II ''(Sonic Adventure)''<br />
* '''Title Screen''' - Title Screen ''(Sonic CD Jap/EU)''<br />
* '''Invincibility''' - Invincibility ''(Sonic Adventure)''<br />
* '''Level Clear''' - Level Clear ''(Sonic Adventure)''<br />
* '''Drowning''' - Drowning ''(Sonic Adventure)''<br />
* '''Extra Life''' - Extend ''(Sonic Adventure)''<br />
* '''Retro Channel''' - Field: Egg Carrier ''(Sonic Adventure)''<br />
<br />
==Known Bugs==<br />
There are currently two known bugs in this game, but neither are game-breaking. They are as follows...<br />
<br />
* When on the '''Overworld''', if you run to the left and go to the Achievements List, and then return to the '''Overworld''', one 8x8 line of level tiles might be corrupted. It still has fully working collision, however, and will be restored when it goes off-screen.<br />
<br />
* If you exit any Zone Act of Labyrinth Zone early by pausing and pressing A, when entering a Zone Act next the title card may have corrupt art. It should not affect anything else.<br />
<br />
==Downloads==<br />
There are four download packs to choose from, depending on what you want available to you. Remember, in order to be able to upload your results and achievements, you need to be using [[Gens/GS]] release 7 with the [[Retro Channel]] MDP plugin.<br />
<br />
<center><table cellspacing=0 cellpadding=0 border=0 style="padding:12px 12px 12px 12px;margin:10px 0;-moz-box-shadow:0 0 10px rgba(0,0,0,.5); -webkit-box-shadow:0 0 10px rgba(0,0,0,.5); box-shadow:0 0 10px rgba(0,0,0,.5);" class="toc" width="500px"><tr><td><br />
<div style="font-size: 12pt; text-align: right;"><span style="font-weight: bold; word-spacing: 4px;">[[Image:s1sage2010_download4.png|left|link=http://rchan.sonicretro.org/_download/s1sage2010%20(Full%20Pack).rar]][http://rchan.sonicretro.org/_download/s1sage2010%20(Full%20Pack).rar Sonic the Hedgehog 1 @ SAGE 2010</span><br><span style="font-size: 10pt;">(ROM, Emulator, Full MDP Plugin Pack & SonMP3)</span>]</div><br />
<br><div style="text-align: justify;">As well as the ROM, the Emulator, and the Retro Channel MDP Plugin, this pack comes with additional rendering and misc plugins, along with the experimental <span class="bold">SonMP3</span> plugin for MP3 music support.</div><br />
</td></tr></table><br />
<br />
<table cellspacing=0 cellpadding=0 border=0 style="padding:12px 12px 12px 12px;margin:10px 0;-moz-box-shadow:0 0 10px rgba(0,0,0,.5); -webkit-box-shadow:0 0 10px rgba(0,0,0,.5); box-shadow:0 0 10px rgba(0,0,0,.5);" class="toc" width="500px"><tr><td><br />
<div style="font-size: 12pt; text-align: right;"><span style="font-weight: bold; word-spacing: 4px;">[[Image:s1sage2010_download3.png|left|link=http://rchan.sonicretro.org/_download/s1sage2010%20(Full%20Plugins).rar]][http://rchan.sonicretro.org/_download/s1sage2010%20(Full%20Plugins).rar Sonic the Hedgehog 1 @ SAGE 2010</span><br><span style="font-size: 10pt;">(ROM, Emulator & Full MDP Plugin Pack)</span>]</div><br />
<br><div style="text-align: justify;">Contains the ROM, the Emulator, and the Retro Channel MDP Plugin, and additional rendering and misc plugins.</div><br />
</td></tr></table><br />
<br />
<table cellspacing=0 cellpadding=0 border=0 style="padding:12px 12px 12px 12px;margin:10px 0;-moz-box-shadow:0 0 10px rgba(0,0,0,.5); -webkit-box-shadow:0 0 10px rgba(0,0,0,.5); box-shadow:0 0 10px rgba(0,0,0,.5);" class="toc" width="500px"><tr><td><br />
<div style="font-size: 12pt; text-align: right;"><span style="font-weight: bold; word-spacing: 4px;">[[Image:s1sage2010_download2.png|left|link=http://rchan.sonicretro.org/_download/s1sage2010%20(RChan%20Only).rar]][http://rchan.sonicretro.org/_download/s1sage2010%20(RChan%20Only).rar Sonic the Hedgehog 1 @ SAGE 2010</span><br><span style="font-size: 10pt;">(ROM, Emulator & Retro Channel MDP Plugin Only)</span>]</div><br />
<br><div style="text-align: justify;">Contains the ROM, the Emulator and just the Retro Channel MDP Plugin. Recommended for those who do not require additional rendering methods or features.</div><br />
</td></tr></table><br />
<br />
<table cellspacing=0 cellpadding=0 border=0 style="padding:12px 12px 12px 12px;margin:10px 0;-moz-box-shadow:0 0 10px rgba(0,0,0,.5); -webkit-box-shadow:0 0 10px rgba(0,0,0,.5); box-shadow:0 0 10px rgba(0,0,0,.5);" class="toc" width="500px"><tr><td><br />
<div style="font-size: 12pt; text-align: right;"><span style="font-weight: bold; word-spacing: 4px;">[[Image:s1sage2010_download1.png|left|link=http://rchan.sonicretro.org/_download/s1sage2010%20(ROM).rar]][http://rchan.sonicretro.org/_download/s1sage2010%20(ROM).rar Sonic the Hedgehog 1 @ SAGE 2010</span><br><span style="font-size: 10pt;">(ROM Only)</span>]</div><br />
<br><div style="text-align: justify;">Contains just the ROM. Can be run in any emulator, but requires [[Gens/GS]] release 7 with the [[Retro Channel]] MDP plugin to upload results.</div><br />
</td></tr></table></center><br />
<br />
==Further Links==<br />
* [http://rchan.sonicretro.org Retro Channel Website (http://rchan.sonicretro.org)]<br />
* [[Retro Channel]]<br />
* [[SonMP3]]<br />
</div><br />
[[Category:Hacks|@ SAGE 2010, Sonic the Hedgehog]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Akatento&diff=157350Akatento2010-08-08T19:14:18Z<p>Shobiz: Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah level 1 heading</p>
<hr />
<div>{{sub-stub}}<br />
[[File:Sonic_Advance_3_03.png|thumb|right|R99 Badnik 1]]<br />
This '''unnamed Route 99 badink''' is an [[:Category:Sonic Advance 3 Enemies|enemy]] [[Dr. Eggman|Eggman]] [[Eggman's robots|robot]] from [[Route 99]] in ''[[Sonic Advance 3]]''. This mechanical ladybird has no proactive attack or defence; it simply moves back and forwards for a set distance, posing a problem only if the player walks right into it.<br />
<br />
This [[badnik]] may have been based off of the [[Moto Bug]] from ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''.<br />
<br />
{{SAdv3Omni|2}}<br />
<br />
[[Category:Sonic Advance 3 Enemies]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_4&diff=157313Sonic the Hedgehog 42010-08-08T17:55:54Z<p>Shobiz: it's -> its</p>
<hr />
<div>:''For similarly-titled media, see [[Sonic the Hedgehog 4 (disambiguation)]].''<br />
{{Bob<br />
|bobscreen=S4 Development Title.JPG<br />
|screenwidth=320px<br />
|system=[[sega:Microsoft Xbox 360|Microsoft Xbox 360]] ([[sega:Xbox Live Arcade|Xbox Live Arcade]]), [[sega:Sony PlayStation 3|Sony PlayStation 3]] (Sony [[sega:PlayStation Network|PlayStation Network]]), [[sega:Nintendo Wii|Nintendo Wii]] ([[sega:WiiWare|WiiWare]]), Apple [[sega:iPhone|iPhone]] and [[sega:iPod Touch|iPod Touch]] ([[sega:App Store|App Store]])<br />
|publisher=[[sega:Sega|Sega]]<br />
|developer=[[sega:Sonic Team|Sonic Team]] / [[Sega:Dimps|Dimps]]<br />
|usa= Fall 2010<br />
|japan= Fall 2010<br />
|europe= Fall 2010<br />
|genre=2D platformer<br />
|esrb=e|pegi=3|usk=6}}<br />
<br />
'''''Sonic the Hedgehog 4''''' is an upcoming [[Sonic the Hedgehog]] episodic-styled game scheduled for its first episode's release in Fall 2010 (see "Leaking and delay" section below). It was originally codenamed ''Project Needlemouse'', after [[Mr. Needlemouse]], the name given to several early prototypes of Sonic.<br />
<br />
The game was first announced on the GameSpot website on 9 September 2009, and will be a 2D, download-only title on [[sega:Xbox Live Arcade|Xbox Live Arcade]], [[sega:Sony PlayStation 3|PlayStation Network]], [[sega:Nintendo Wii|WiiWare]], and Apple's iPhone and iPod Touch; and will feature HD graphics on the former two platforms. It is a direct sequel to ''[[Sonic & Knuckles]]'' and is set after the events of that game. It will be released in episodic format, with its storyline spread across the episodes. [[Takashi Iizuka]], who was involved in level design in [[Sonic 3 & Knuckles]] is overseeing the project, while [[Jun Senoue]] is the game's Sound Director.<br />
<br />
On March 22, NGamer revealed that the game will have 3 Episodes, each comprising 4 Zones. [http://www.sonicstadium.org/news/ngamer-magazine-preview-confirms-game-length-special-stage] Each Zone has 4 Acts, the last of which is a boss battle with Sonic's perpetual nemesis [[Dr. Eggman]].<br />
<br />
==Gameplay==<br />
The game intends to replicate the feel of 16-bit era Sonic games with elements such as momentum-based physics and classic-style badniks. Each zone will feature 3 acts, similar to [[Sonic 1]]'s gameplay, along with a boss act. Further details are yet to be revealed.<br />
<br />
==Marketing==<br />
===First announcement and teaser===<br />
[[File:Needlemouse Teaser emblem comparison.gif|thumb|The silhouetted emblem resembles that of the one from ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'']] On September 8, 2009, Sega revealed to GameSpot details about a new 2D Sonic game. Named Project Needlemouse after [[Mr. Needlemouse]], an early prototype of Sonic, it would be released in 2010 and feature HD graphics. GameSpot conducted [[Ken Ballough interview by Gamespot (September 8, 2009)|an interview]] with [[Sega]]'s associate brand manager, [[Ken Balough]]. Balough described the game as a response to "''old-school Sonic fans [who] have long asked to see Sonic return to a more 2D style of gameplay.''" <br />
<br />
A {{file|Project Needlemouse Teaser.flv|teaser video}} was also released. While the video didn't include any actual gameplay, it showed Sonic racing around collecting rings, with the words "Speed returns in an all new 2D adventure built from the ground up." It included sound effects from early Sonic games (like the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''). The video concludes with a silhouetted [[Sonic_the_Hedgehog_(16-bit)#The_Ribbon.2C_Ring.2C_and_Stars|"ribbon, ring, and stars"-style emblem]], which hides details such as the game's true name and main character (which would later be revealed as Sonic). The shape of the emblem closely resembled that of the one [[:File:Sonic1 title.png|on the original ''Sonic the Hedgehog'''s title screen]].<br />
<br />
===Character Countdown===<br />
On Monday, January 11, 2010, the "Project Needlemouse Character Countdown" began on the official [http://blogs.sega.com/ Sega Blogs]. This countdown would eventually reveal that Sonic is the only playable character in the game, after goals were met by the community. On Monday, a picture was released showing the names of potential playable characters. Each day that week until Friday, names would be crossed off that picture if enough fans answered Sonic-related trivia questions correctly. [[:File:Project Needlemouse Character Countdown.jpg|The list of possible characters]] included: [[Chip]], [[Charmy Bee|Charmy]], [[Shadow the Hedgehog|Shadow]], [[Sonic the Hedgehog|Sonic]], [[Vector the Crocodile|Vector]], Sonic's new friend Mr. Needlemouse, [[Shade]], [[Tikal]], [[Big the Cat]], [[Amy Rose|Amy]] and [[Froggy]].<br />
<br />
[[File:Needlemouse Shellcracker.jpg|thumb|300px|[[Shellcracker]] concept artwork from ''Project Needlemouse'']]A bonus point could also be earned each day. If at least three bonus points were earned by the community by Friday, "something special" would also be awarded. On Friday, this was revealed to be drawn concept artwork of a [[Shellcracker]] [[badnik]] from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
<br />
{|<br />
!style="padding:10px" valign="top" align="left" class="bottomtempalt"|'''Day 1 (Monday)'''<br />
[http://blogs.sega.com/usa/2010/01/11/project-needlemouse-character-countdown-day-1/ Sega Blog post]<br />
|style="padding-left:10px" |'''Trivia questions:'''<br />
#In Sonic 1, how many rings were needed at the end of an act to enter a special stage?<br />
#How many emeralds were in the original Sonic 1 for Genesis / Mega Drive?<br />
#What colors were these emeralds?<br />
<br />
'''Challenge:''' Get 100 replies on the Sega Blogs with three correct answers in 20 hours. Get over 250 correct replies for a bonus point.<br />
<br />
'''Outcome:''' Over 700 correct replies within the first 12 hours; challenge met with a bonus point awarded. Charmy and Chip were eliminated.<br />
|-<br />
!style="padding:10px" valign="top" align="left" class="bottomtempalt"|'''Day 2 (Tuesday)'''<br />
<br />
[http://blogs.sega.com/usa/2010/01/12/project-needlemouse-character-countdown-day-2/ Sega Blog post]<br />
|style="padding-left:10px" |'''Trivia questions:'''<br />
#What was the general name for the robot enemies in the early Sonic games?<br />
#50 Rings is always nice, but 100 is even nicer - why so?<br />
#In Sonic 2 for the Genesis / Mega Drive, how many lives was a 'continue' worth?<br />
<br />
'''Challenge:''' Get 500 replies on the [http://www.facebook.com/Sega?v=feed&story_fbid=281091230729&ref=mf Sega Facebook page] and [http://www.facebook.com/Sonic?v=feed&story_fbid=248659265138&ref=mf Sonic Facebook page] with three correct answers in 20 hours. Get over 750 correct replies for a bonus point.<br />
<br />
'''Outcome:''' Over 900 correct replies were posted; challenge met with a bonus point awarded. Vector and Tikal were eliminated.<br />
|-<br />
!style="padding:10px" valign="top" align="left" class="bottomtempalt"|'''Day 3 (Wednesday)'''<br />
<br />
[http://blogs.sega.com/usa/2010/01/13/project-needlemouse-character-countdown-day-3/ Sega Blog post]<br />
|style="padding-left:10px" |'''Trivia questions:'''<br />
#How many acts were in each zone of Sonic 1?<br />
#What was the first game to feature Super Sonic?<br />
#The original Sonic the Hedgehog featured special stages with morphing backgrounds - can you name two of the animals seen in that background?<br />
<br />
'''Challenge:''' Get 750 replies on the [http://forums.sega.com/showthread.php?t=309349 official Sonic forums] with three correct answers in 20 hours. Get over 1000 correct replies for a bonus point.<br />
<br />
'''Outcome:''' At least 750 correct replies were made, but the bonus point challenge was not met. Shade and Amy were eliminated.<br />
|-<br />
!style="padding:10px" valign="top" align="left" class="bottomtempalt"|'''Day 4 (Thursday)'''<br />
<br />
[http://blogs.sega.com/usa/2010/01/14/the-needlemouse-challenge-final-day/ Sega Blog post]<br />
|style="padding-left:10px" |'''Trivia questions:'''<br />
#If you locked Sonic 3 onto Sonic and Knuckles, what was the largest amount of emeralds you could collect from special stages?<br />
#Yuji Naka is credited with much of Sonic’s history, but who is the man that actually designed Sonic?<br />
#During his creation, what was the Japanese name originally given to Sonic?<br />
<br />
'''Challenge:''' Get 1000 tweets replying to [http://twitter.com/sega @sega on Twitter] with three correct answers in 24 hours. A bonus point would be awarded if over 1250 correct replies were made or if #SEGA or #Needlemouse became trending topics.<br />
<br />
'''Outcome:''' Over 1000 correct replies were made; challenge met with a bonus point awarded. Shadow, Sonic's new friend Mr. Needlemouse, Froggy, and Big the Cat were eliminated, leaving only Sonic.<br />
|}<br />
<br />
All of the trivia questions had to do with the gameplay or creation of early Sonic games. This strengthened the idea that Project Needlemouse would be a game that somehow was related to the first Sonic games. In revealing that Sonic is the only character, the Sega Blog acknowledged that this was in response to "thousands of [fans] out there asking for a game where Sonic is the only playable character." Project Needlemouse would focus only on Sonic. The Shellcracker concept artwork further suggests that this game is closely related to the original Sonic games like ''Sonic the Hedgehog'' and ''Sonic the Hedgehog 2''.<br />
<br />
===The Needlemouse Challenge: Part 2===<br />
[[File:ConceptMotobugNeedlemouse.jpg|thumb|300px|[[Motobug]] concept artwork from ''Project Needlemouse''.]]<br />
On January 27, 2010, the official Sega Blog announced the [http://blogs.sega.com/usa/2010/01/27/project-needlemouse-community-challenge-2-new-concept-art-and-a-very-special-reward/ second and final competition]. This competition was realized because of [[User:Trakker|Trakker]]'s magnificent artwork of [[Slicer]], which was in the same style as the official [[Shellcracker]] artwork released. Because of how impressed Sega was with it, they started the 2nd competition, which took a different path than the first one. It asked blog visitors to submit their own concept art of [[badnik]]s. Along with the competition, concept art of a [[Motobug]] was shown. <br />
<br />
{|<br />
!style="padding:10px" valign="top" align="left" class="bottomtempalt"|'''Part 2 (Thursday-Monday)'''<br />
[http://blogs.sega.com/usa/2010/01/27/project-needlemouse-community-challenge-2-new-concept-art-and-a-very-special-reward/ Sega Blog post]<br />
|style="padding-left:10px" |'''Task:'''<br />
#Submit concept art of your favorite old school Badniks. <br />
<br />
'''Challenge:''' Submit 100 total pieces of concept art by February 1st, 2010.<br />
<br />
'''Reward:''' The actual name of Project Needlemouse would be revealed, along with concept art from the first zone and an extra bonus.<br />
<br />
'''Outcome:''' According to Sega, well over 300 pieces of Artwork were submitted within the contest's '''first 48 hours'''.<br />
<br />
''"If our target had been a ship and your entries arrows, we wanted you to simply fire off one-hundred arrows and hit our ship. That would have been enough.''<br />
<br />
''Instead, you shot one hundred arrows, fired two hundred cannons, launched multiple air-to-land missiles, detonated at least three warheads, and sent the ship splintering into the air in a grand explosion of planks and pieces – of what used to be a target – as they fell, smoking, to the ground. (Note: The term ‘blew it out of the water’ just wasn’t accurate.)"''<br />
|}<br />
<br />
The challenge was completed, and Sega announced the next week would be Hedgehog Week, which would start on GroundHog Day, "Hedgehog Day," and would be a week full of big reveals and possibilities to earn prizes.<br />
<br />
===Hedgehog Week===<br />
<br />
Hedgehog Week started on Hedgehog Day. (Groundhog Day in US) The reason this day was chosen was because it was the original release date for [[Sonic 3]]. The 1st things revealed on Hedgehog Day were as promised, 2 new pieces of concept art: a palm tree and a sunflower, both reminiscent of [[Sonic 1]]. The bonus turned out to be a short clip of music from the new game, which accompanied the "Happy Hedgehog Day" banner on Sega's official website.<br />
<br />
This particular blog post was also where the prizes would be decided by post numbers. The big prize was a copy of [[Sonic 3]] that was signed by one of its original developers, [[Takashi Iizuka]], with post #333. Other prizes included ''"a Sonic & Metal Sonic Wall Scroll (Featuring classic Sonic – who has black eyes), a brand new Sonic the Hedgehog Clock, a Sonic Towel and more!"'' Most winners were in 50 post increments. (50,100,150,etc)<br />
<br />
Sega said not to confuse the music as the big surprise, and stated that the surprise would be revealed on Thursday, February 4th, 2010.<br />
<gallery><br />
File:Needlemouse sunflower.jpg|First zone sunflower concept art<br />
File:Needlemouse palmtree.jpg|First zone palmtree concept art<br />
</gallery><br />
<br />
===Official unveiling===<br />
<br />
On February 4, 2010 at midnight PST, the official title of Project Needlemouse, ''Sonic the Hedgehog 4'', was revealed on the Gamespot website. It was accompanied by an interview with Sega's Ken Balough and a trailer containing a few seconds of gameplay footage.<br />
<br />
==Leaking and delay==<br />
<br />
[[File:S4 Development Level Select.JPG|thumb|250px|right|The level select in this [[:Category: Sonic the Hedgehog 4 Game Development Images|leaked image]] displays the 4 zones featured in Episode 1. [[Splash Hill Zone]] is currently highlighted.]]<br />
<br />
In February, a build of Episode 1 was submitted to Xbox Live Arcade's PartnerNET service, where developers are given access to upcoming downloadable titles for testing purposes. Soon after, screenshots, music and progressively more gameplay footage were leaked to the Internet. Eventually a playthrough of the entire game had been leaked, and [[Sonic Retro]], who had already banned leaked material when more than they approved of had been released, responded by banning ''Sonic 4'' discussion for several days. As well as this, PartnerNET shut down for a night. Other websites also made efforts to crack down on leaks, such as banning posting of leaked content. The build was controversial, due to it containing "floaty" physics speculated to be due to its using the ''[[Sonic Rush]]'' engine, poor animations, and criticized level design such as gimmick-based Acts that were disliked by most fans.<br />
<br />
On May 20, 2010, SEGA announced that, due to fan input, the game would be delayed until later in 2010, in order to extend the development of the game. They have stated in game magazines and on GameSpot's ''On The Spot'' that this was specifically done to allow various fan requests (since the game was leaked) to be implemented, including more momentum-based level designs and improved physics closer to the [[Mega Drive]] titles.<br />
<br />
Releases for the iPhone and iPod Touch were also announced, finally ending speculation of the 4th unknown platform, although it was leaked months before when images were found in the website's source code. It was also revealed that the iPhone platform will receive two extra levels, which will most likely be the Mine Cart and Pinball gimmicks in [[Lost Labyrinth Zone]] Act 2 and [[Casino Street Zone]] Act 2, which were heavily criticized in the leaked gameplay footage. This is thought to have been done because such levels fit the iPhone controls more. Fans have speculated (and many hope) that the console versions will receive new non-gimmick levels to replace them.<br />
<br />
A video on YouTube from E3 dated June 11 has led some fans to believe that physics changes have already been made to the game, although Sega staff have stated that the build at E3 was not the most recent one.<br />
<br />
==Birthday Contest==<br />
In June, SEGA [http://blogs.sega.com/usa/2010/06/23/win-a-free-trip-to-tokyo-the-sonic-4-birthday-contest-has-begun/ announced] a contest to celebrate Sonic's 19th anniversary where people would create videos with the winner going to Tokyo to see the finished version of Episode 1. Running only in the United States and United Kingdom, 10 videos from each country were put up for voting, two UK entries included Sonic Stadium staff members [[Dreadknux]] and [[T-Bird]]. The voting system was intended to allow one vote per day, however people found workarounds to allow multiple voting by clearing their browser's cookies and cache due to poor site coding. On July 16th, SEGA suspended the voting. On August 2nd, the winners were chosen by input of SEGA staff and Sonic Team.<br />
<br />
==Criticism==<br />
Sonic the Hedgehog 4 has been criticised due to the design and content of the game. Some people believe that it is not a true sequel to the classic games, due to Episode I's content being largely based on that of previous games with minor changes, and level design that features speed boosters in every level ''(a staple of Dimps' level design with their previous Sonic games)'' and object placement that forces the use of the [[Homing Attack]]. The latter is a move that some fans do not feel belongs in a 2D game, particularly not one based on the classics and set before its debut in ''[[Sonic Adventure]]''. The music has also been criticised, due to it featuring low-quality synths and drum samples (the latter from ''Sonic 2'', not the more advanced ones from ''Sonic 3'') that vary little between songs.<br />
<br />
A highly controversal item is Sonic's design, which is the modern style model that debuted in ''[[Sonic Adventure]]'' and has since received refinements until its most recent state in ''[[Sonic Unleashed]]''. Many fans believe that the classic Sonic design should have been used, and a [http://www.gopetition.co.uk/petitions/bring-the-classic-sonic-to-sonic-the-hedgehog-4.html petition] was set up for SEGA to include the different version. However, in a magazine [[Takashi Iizuka]] said that the classic style wasn't returning, as all games since ''Sonic Adventure'' have featured Sonic in his modern design.<br />
<br />
==Resources==<br />
===Artwork===<br />
<gallery><br />
File:Sonic4ep1.png|Title Screen Logo<br />
File:Sonic4Episode1-box.PNG|Leaked Box Artwork<br />
File:Sonic4_render.png|Title Screen Pose<br />
File:Sonic_run.png|Sonic Running<br />
File:Sonic_down.png|Sonic Falling Down<br />
File:CG_eggman_03.png|Eggman Artwork<br />
</gallery><br />
<br />
===Concept art===<br />
<gallery><br />
File:Needlemouse Shellcracker.jpg|Shellcracker<br />
File:ConceptMotobugNeedlemouse.jpg|Motobug<br />
File:S4 enemy 07.jpg|Chopper<br />
File:S4 enemy 09.jpg|Newtron <br />
File:S4 enemy 10.jpg|Bubbles<br />
File:Buzzbomber4.jpg|Buzzer<br />
File:Needlemouse sunflower.jpg|Sunflower<br />
File:Needlemouse palmtree.jpg|Palmtree<br />
File:S4 bushes.jpg|Bush <br />
File:Needlemaus Rot Plat.jpg|Rotating platform<br />
</gallery><br />
<br />
===Prerelease Splash Hill Zone screenshots===<br />
<gallery><br />
File:S4 Development Splash Hill.JPG<br />
File:Sonic4shz.PNG<br />
File:S4 Screenshot 1.jpg<br />
File:S4 Screenshot 2.jpg<br />
File:S4 Screenshot 3.jpg<br />
File:S4 Screenshot 4.jpg<br />
File:S4 Screenshot 5.jpg<br />
File:S4 Screenshot 6.jpg<br />
File:S4 Screenshot 7.jpg<br />
File:S4 Screenshot 8.jpg<br />
File:S4 Screenshot 9.jpg<br />
File:S4 Screenshot 10.jpg<br />
</gallery><br />
<br />
==External links==<br />
*[http://www.sonicthehedgehog4.com Official Website]<br />
*[http://sonic.sega.jp/SonicTheHedgehog4/ Japanese Official Website]<br />
*[http://uk.gamespot.com/news/6216991.html Initial announcement (and teaser trailer) on Gamespot]<br />
* [http://www.youtube.com/watch?v=gMwKBg-VcpA Project Needlemouse Music from Hedgehog Day on YouTube]<br />
*[http://www.gamespot.com/xbox360/action/projectneedlemouse/news.html?sid=6249445&tag=topslot;img;1&mode=previews Sonic 4 announcement and trailer on Gamespot]<br />
*[http://uk.gamespot.com/pc/action/projectneedlemouse/news.html?sid=6216990&mode=previews The interview with Ken Balough on Gamespot]<br />
*[http://blogs.sega.com/usa/2010/01/15/project-needlemouse-character-countdown-finale-and-concept-art/ Sega America Blog: Project Needlemouse Character Countdown – Finale and Concept Art!]<br />
{{S4Omni}}<br />
{{SonicXBLAgames}}<br />
{{SonicPS3games}}<br />
{{SonicWiigames}}<br />
[[Category:Prereleases]]<br />
[[Category:Xbox 360 Games]]<br />
[[Category:PS3 Games]]<br />
[[Category:Wii Games]]<br />
[[Category:Mobile Phone Games]]</div>Shobizhttps://info.sonicretro.org/index.php?title=User:Final_light&diff=157312User:Final light2010-08-08T17:54:40Z<p>Shobiz: Cleanup</p>
<hr />
<div>{{sub-stub}}<br />
<forumuser name="Final light" /><br />
'''Final light''' is a [[Trial Member]] on [[Sonic Retro]]. As a graphic artist he originally joined Retro to help with ''[[Sonic the Hedgehog 2 HD]]'' on August 1st 2010. He can also be found on GameSpot and GameFAQs under the title of pug13111111.<br />
<br />
==External links==<br />
* [http://www.gamespot.com/users/pug13111111/ GameSpot account]<br />
<br />
[[Category:User Pages|{{PAGENAME}}]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Special_Stage_(Sonic_Blast)&diff=157081Special Stage (Sonic Blast)2010-08-07T18:54:13Z<p>Shobiz: rm extra newline, +italics</p>
<hr />
<div>{{sub-stub}}<br />
{{LevelBob<br />
| levelscreen=Sonblastspecialstage.png<br />
| screenwidth=<br />
| name=Special Stage<br />
| levelno=<br />
| game=Sonic Blast<br />
| acts=5<br />
| boss=<br />
| subboss=<br />
| osv=<br />
| map=<br />
| underwater=<br />
}}<br />
'''Special Stages''' in [[Sonic Blast]] are a hybrid of those from ''[[Sonic 2]]'' and ''[[Sonic 3]]''. [[Sonic]] or [[Knuckles]] must walk down a checkered path collecting rings, using springs and speed boosts while avoiding spikes. After one round of collecting the required amount of rings, the player will obtain a [[Chaos Emerald]]. The player cannot change directions like in ''Sonic 3''<nowiki>'</nowiki>s special stages, but he/she can jump.<br />
<br />
In [[Tec Toy]]'s [[Master System]] port of the game, the special stages are the only levels that do not benefit from the increased screen dimensions. Users are "treated" to massive borders instead.<br />
<br />
{{SonicBlastOmni}}<br />
[[Category:Sonic Blast Levels]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Silver_Castle_Zone&diff=157080Silver Castle Zone2010-08-07T18:52:42Z<p>Shobiz: rm extra newline</p>
<hr />
<div>{{sub-stub}}<br />
{{LevelBob<br />
| levelscreen=Silver_Castle.png<br />
| screenwidth=<br />
| levelno=Fifth<br />
| game=Sonic Blast<br />
| acts=3<br />
| boss=<br />
| subboss=<br />
| osv=<br />
| map=<br />
| underwater=<br />
|cliche=Factory/City<br />
}}<br />
'''Silver Castle Zone''' is the fifth and final zone in ''[[Sonic Blast]]''. It resembles [[Scrap Brain Zone]] from ''[[Sonic 1]]'' and features numerous teleporters and an advancing spiked wall.<br />
<br />
<br />
{{SonicBlastOmni}}<br />
[[Category:Sonic Blast Levels]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Blue_Marine_Zone&diff=157079Blue Marine Zone2010-08-07T18:52:13Z<p>Shobiz: rm extra newline</p>
<hr />
<div>{{sub-stub}}<br />
{{LevelBob<br />
| levelscreen=Blue_Marine.png<br />
| screenwidth=<br />
| levelno=Forth<br />
| game=Sonic Blast<br />
| acts=3<br />
| boss=<br />
| subboss=<br />
| osv=<br />
| map=<br />
| underwater=Yes<br />
|cliche=Ancient Ruins<br />
}}<br />
'''Blue Marine Zone''' is the fourth zone in ''[[Sonic Blast]]'', and is a typical [[Ancient Ruins cliché]].<br />
<br />
{{SonicBlastOmni}}<br />
[[Category:Sonic Blast Levels]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Yellow_Desert_Zone&diff=157078Yellow Desert Zone2010-08-07T18:51:53Z<p>Shobiz: rm extra newline</p>
<hr />
<div>{{sub-stub}}<br />
{{LevelBob<br />
| levelscreen=Yellow_Desert.png<br />
| screenwidth=<br />
| levelno=Second<br />
| game=Sonic Blast<br />
| acts=3<br />
| boss=<br />
| subboss=<br />
| osv=<br />
| map=<br />
| underwater=<br />
|cliche=Desert<br />
}}<br />
'''Yellow Desert Zone''' is the second zone of ''[[Sonic Blast]]''. It has an enemy similar to Batbot in [[Carnival Night Zone]] in ''[[Sonic 3]]''. The first act takes place outside in the desert, and its background looks very similar to the background in ''[[Sonic 3]]''<nowiki>'</nowiki>s [[Desert Palace Zone]]. The second act takes place inside a pyramid, much like ''[[Sonic & Knuckles]]''<nowiki>'</nowiki> [[Sandopolis Zone]], minus the darkness part.<br />
<br />
{{SonicBlastOmni}}<br />
[[Category:Sonic Blast Levels]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Template:SonicBlastOmni&diff=157077Template:SonicBlastOmni2010-08-07T18:50:50Z<p>Shobiz: You forgot one</p>
<hr />
<div><span class="morphMaster" id="SBlastMaster">{{{1|1}}}</span><br />
{| class="bottomtemplate" align="center"<br />
|-<br />
! class="bottomtemphead" align="center" colspan="2"| ''Sonic Blast''<br />
|-<br />
|class="bottomtempalt"|<br />
<center>'''''Sonic Blast'''''</center><br />
[[Image:G_Sonic_title.png|120px|center]]<br />
<br />
[[Sonic Blast|Main Article]]<br/><br />
<span id="SBlastLink1">Levels</span><br/><br />
<span id="SBlastLink2">Badniks</span><br/><br />
[[Sonic Blast bug list|Bugs]]<br/><br />
[[Cheat Codes:Sonic Blast|Cheat Codes]]<br/><br />
[[Game Development:Sonic Blast|Game Development]]<br/><br />
[[Game Secrets:Sonic Blast|Game Secrets]]<br/><br />
[[Sonic Blast OSV|Music]]<br/><br />
[[SCHG:Sonic Blast|SCHG]]<br />
|class="bottomtemptext" align="center" width="400" | <br />
<div id="SBlastContent1" {{#ifeq: {{{1|1}}} | 1 | | style="display: none;"}}>'''Levels''':<br />
{| style="text-align:center"<br />
|-<br />
|[[Image:Green_Hill_Blast.png|100px|link=Green Hill Zone (Sonic Blast)|Green Hill]] <br />
[[Green Hill Zone (Sonic Blast)|Green Hill]]<br />
|[[Image:Yellow_Desert.png|100px|link=Yellow Desert Zone|Yellow Desert]]<br />
[[Yellow Desert Zone|Yellow Desert]]<br />
|[[Image:Red_Volcano.png|100px|link=Red Volcano Zone|Red Volcano]]<br />
[[Red Volcano Zone|Red Volcano]] <br />
|-<br />
|[[Image:Blue_Marine.png|100px|link=Blue Marine Zone|Blue Marine]]<br />
[[Blue Marine Zone|Blue Marine]]<br />
|[[Image:Silver_Castle.png|100px|link=Silver Castle Zone|Silver Castle]]<br />
[[Silver Castle Zone|Silver Castle]]<br />
|[[Image:Sonblastspecialstage.png|100px|link=Special Stage (Sonic Blast)|Special Stage]]<br />
[[Special Stage (Sonic Blast)|Special Stage]]<br />
|}<br />
</div><br />
<div id="SBlastContent2" {{#ifeq: {{{1|1}}} | 2 | | style="display: none;"}}>'''Enemies and Obstacles''':<br />
{| style="text-align:center"<br />
|-<br />
|style="vertical-align:bottom; width:75px"|[[Image:Ai-ai-spr.png|link=Coconuts]] <br />
[[Coconuts|Ai-ai]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Eggsaucer-spr.png|link=Egg Saucer (Sonic Blast)]]<br />
[[Egg Saucer (Sonic Blast)|Egg Saucer]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Sbgola-spr.png|link=Sol]]<br />
[[Sol|Gola]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Halogen-spr.png|link=Batbot]]<br />
[[Batbot|Halogen]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Octopus-spr.png|link=Octopus]] <br />
[[Octopus]]<br />
|-<br />
|style="vertical-align:bottom; width:75px"|[[Image:Ghzbadnik1-spr.png|link=GHZ Badnik 1]]<br />
[[GHZ Badnik 1]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Ghzbadnik2-spr.png|link=GHZ Badnik 2]] <br />
[[GHZ Badnik 2]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Ydzbadnik-spr.png|link=YDZ Badnik]]<br />
[[YDZ Badnik]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Rvzbadnik-spr.gif|link=RVZ Badnik]]<br />
[[RVZ Badnik]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Bmzbadnik1-spr.png|link=BMZ Badnik 1]]<br />
[[BMZ Badnik 1]]<br />
|-<br />
|<br />
|style="vertical-align:bottom; width:75px"|[[Image:Bmzbadnik2-spr.png|link=BMZ Badnik 2]] <br />
[[BMZ Badnik 2]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Sczbadnik1-spr.png|link=SCZ Badnik 1]] <br />
[[SCZ Badnik 1]]<br />
|style="vertical-align:bottom; width:75px"|[[Image:Sczbadnik2-spr.png|link=SCZ Badnik 2]] <br />
[[SCZ Badnik 2]]<br />
|<br />
|}</div><br />
|}<br />
<noinclude><br />
==Usage==<br />
<nowiki>{{</nowiki>{{PAGENAME}}|{{red|#}}<nowiki>}}</nowiki><br />
<br />
<br />
Substitute {{red|#}} with one of the following numbers depending on which type of article you want to use the template:<br />
<br />
# Levels (this is used by default and can be left blank)<br />
# Badniks<br />
<br />
[[Category:Navigational Templates|{{PAGENAME}}]]</noinclude></div>Shobizhttps://info.sonicretro.org/index.php?title=Red_Volcano_Zone&diff=157076Red Volcano Zone2010-08-07T18:49:26Z<p>Shobiz: Rephrasing</p>
<hr />
<div>{{sub-stub}}<br />
{{LevelBob<br />
| levelscreen=Red_Volcano.png<br />
| screenwidth=<br />
| levelno=Third<br />
| game=Sonic Blast<br />
| acts=3<br />
| boss=<br />
| subboss=<br />
| osv=<br />
| map=<br />
| underwater=<br />
|cliche=Lava/Volcano<br />
}}<br />
'''Red Volcano Zone''' is the third zone of ''[[Sonic Blast]]''. It features two enemies very similar to [[Rexon|enemies]] from [[Hill Top Zone]] in ''[[Sonic 2]]''. It also has many cool gadgets, including spin dash powered elevators similar to the ones in [[Lava Reef Zone]] in ''[[Sonic & Knuckles]]'', and bears a visual resemblance to that level.<br />
<br />
==Level references==<br />
There was a zone named Red Volcano in ''[[Sonic Robo Blast 2]]''.<br />
<br />
{{SonicBlastOmni}}<br />
[[Category:Sonic Blast Levels]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Green_Hill_Zone_(Sonic_Blast)&diff=157075Green Hill Zone (Sonic Blast)2010-08-07T18:48:01Z<p>Shobiz: rm extra newline</p>
<hr />
<div>{{sub-stub}}<br />
{{LevelBob<br />
| levelscreen=Green_Hill_Blast.png<br />
| screenwidth=<br />
| name=Green Hill Zone<br />
| levelno=First<br />
| game=Sonic Blast<br />
| acts=3<br />
| boss=<br />
| subboss=<br />
| osv=<br />
| map=<br />
| underwater=Yes<br />
|cliche=tropical island<br />
}}<br />
'''Green Hill Zone''' is the first zone of ''[[Sonic Blast]]''. It is a tropical zone with trees, green grass and waterfalls. The enemies are similar to those of [[Emerald Hill Zone]] in ''[[Sonic 2]]''.<br />
<br />
{{SonicBlastOmni}}<br />
[[Category:Sonic Blast Levels]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Cyclone_(Sonic_Adventure_2)&diff=157073Cyclone (Sonic Adventure 2)2010-08-07T18:39:10Z<p>Shobiz: Adding some links</p>
<hr />
<div>[[File:Sa2b tails walker.png|thumb|right|200px|Tails piloting the Cyclone in walker mode.]]<br />
{{stub}}<br />
:''Not to be confused with [[Cyclone|the other vehicles called "Cyclone"]].''<br />
<br />
In ''[[Sonic Adventure 2]]'', the '''Cyclone''' is [[Tails]]' multi-transforming mecha. It can take the form of a walker (the standard configuration, used during the majority of Tails' levels), a jet called the [[Tornado|Tornado III]], and an automobile (used on [[Route 101]]).<br />
<br />
The walker form features a guided laser mode (alike to that of [[E-102]] in ''[[Sonic Adventure]]'') and a single shot cannon. This cannon gains an upgrade to allow it to destroy metal crates as well as wooden ones. It is never featured as playable in the Tornado III setting; however, it is driven in automobile mode in one level, where it is shown to possess a boost function once a multiple of 20 rings has been collected.<br />
<br />
In ''[[Sonic Adventure 2: Battle]]'', it is possible to get a secondary "costume" for the walker allowing you to use one that looks like the Tornado I; however, this is only available in multiplayer versus.<br />
<br />
[[Category:Items]]<br />
[[Category:Vehicles]]</div>Shobizhttps://info.sonicretro.org/index.php?title=User_talk:PicklePower&diff=156782User talk:PicklePower2010-08-06T10:56:24Z<p>Shobiz: /* Levels with a Tropical Island cliché */ The ONE time I don't use preview that happens</p>
<hr />
<div>==DPL and Sorting==<br />
I was looking at what you set up for the Archie Comics covers and noticed that the numbering order was a little off (i.e., Issue 1, 11, 12, 123, 20) and tried to fix this by padding out the number value on the pages. I guess, however, you can't sort by template variables or something, unless you know how. Should I just start moving the pages so they have padded numbers in their title, then? - [[User:Scarred Sun|Scarred Sun]] 16:11, 4 November 2009 (UTC)<br />
:You can't, and that's the one big thing that bugs me about DPL. They suggest outputting everything in a table and then using javascript to sort afterwards. So yeah, the only way to sort a gallery the way we want is by title. --[[User:PicklePower|PicklePower]] 16:24, 4 November 2009 (UTC)<br />
<br />
== Hacks ==<br />
*Visual (pallete, art)<br />
*Audio (music, sound effects)<br />
*Level layout<br />
*Basic engine changes (physics, spin dash)<br />
*Advanced engine changes (new menus, characters, advanced moves)<br />
<br />
<br />
<br />
==AOSTH==<br />
Where did you get your info for the episode list on the main page of AOSTH. I got the complete series on DVD, bought in the mail, and it don't give release dates and does not have the episodes in the same order as you have.--[[User:MathUser|MUser]] 16:38, 13 June 2010 (UTC)<br />
:I got it from [http://www.imdb.com/title/tt0222518/episodes here] and [http://epguides.com/SonictheHedgehog_synd/ here]. There were some differences between the two lists, and I'm not sure what (it may have been just that the second has some strange fourth season listed). --[[User:PicklePower|PicklePower]] 04:38, 14 June 2010 (UTC)<br />
::Maybe we shouldn't rely on any of them. Look at how the only season 2 episode on IMDB is episode 16. If you got the time try to rearrange the episodes to the order on the episode template, that is correct according to the US series DVD.--[[User:MathUser|MUser]] 15:51, 14 June 2010 (UTC)<br />
:::I will do that. --[[User:PicklePower|PicklePower]] 03:58, 15 June 2010 (UTC)<br />
<br />
==Sandbox==<br />
Too bad this won't work because positon:absolute and position:relative are caught by the spam filter. :( --[[User:PicklePower|PicklePower]] 01:27, 6 August 2010 (UTC)<br />
: That can always be fixed. What are you trying? - [[User:Scarred Sun|Scarred Sun]] 02:56, 6 August 2010 (UTC)<br />
::Only to achieve the following. It's only working now because I'm using some position declarations already present in the current skin (which can't work on all skins, because I'm using an ID style as if it's a class..yuck). From a security standpoint, though, I understand why they're in the blacklist. --[[User:PicklePower|PicklePower]] 03:32, 6 August 2010 (UTC)<br />
:::In that case, I can always throw some unique classes into common.css if you'd like. - [[User:Scarred Sun|Scarred Sun]] 03:51, 6 August 2010 (UTC)<br />
::::I would really appreciate that. position:relative and position:absolute are the two things I'd love to have at the moment. If you're willing to add it too, I have also always secretly wanted a .shadow class (this one is cross-browser)...<br />
::::<pre>-moz-box-shadow:0 0 5px rgba(0,0,0,.7);-webkit-box-shadow:0 0 5px rgba(0,0,0,.7);box-shadow:0 0 5px rgba(0,0,0,.7);</pre><br />
::::--[[User:PicklePower|PicklePower]] 04:01, 6 August 2010 (UTC)<br />
::::: Added posrel, posabs and shadow classes. - [[User:Scarred Sun|Scarred Sun]] 04:13, 6 August 2010 (UTC)<br />
::::::Thanks! I really appreciate it. I refreshed my cache and don't see any changes in the stylesheets yet, though. --[[User:PicklePower|PicklePower]] 04:53, 6 August 2010 (UTC)<br />
:::::::Helps if I edit the right CSS file. Derp. Should work now. - [[User:Scarred Sun|Scarred Sun]] 04:56, 6 August 2010 (UTC)<br />
::::::::Thanks again. --[[User:PicklePower|PicklePower]] 04:59, 6 August 2010 (UTC)<br />
===Levels with a Carnival/Casino cliché===<br />
<DPL><br />
category=Levels with a Factory/City cliché<br />
include={LevelBob}:levelscreen,{LevelBob}:levelscreen,{LevelBob}:game,{LevelBob}:game<br />
ordermethod=title<br />
order=ascending<br />
mode = userformat<br />
secseparators = <div class="posrel shadow" style="float:left;margin:10px">{{#ifexist:File:,,|[[Image:,,{{!}}x144px{{!}}link=%PAGE%]]|[[Image:Image upload.svg{{!}}x144px{{!}}link=%PAGE%]]}}<br><span class="posabs" style="background:#000;-ms-filter:'progid:DXImageTransform.Microsoft.Alpha(Opacity=80)';filter: alpha(opacity=80);opacity: 0.8;left:0;bottom:0;right:0;padding:5px;text-align:left;"><span style="font-size:110%">'''[[%PAGE%|<font color=#fff>%PAGE%</font>]]'''</span><br />''[[,,|<font color=#fff>,</font>]]''</span></div> \n <br />
</DPL><br />
{{clear}}<br />
<br />
===Levels with a Tropical Island cliché===<br />
<DPL><br />
category=Levels with a Tropical island cliché<br />
include={LevelBob}:levelscreen,{LevelBob}:levelscreen,{LevelBob}:game,{LevelBob}:game<br />
ordermethod=title<br />
order=ascending<br />
mode = userformat<br />
secseparators = <div class="floatleft" style="float:left;clear:none;margin:5px;-moz-box-shadow:0 0 5px #000;-webkit-box-shadow:0 0 5px #000;box-shadow:0 0 5px #000">{{#ifexist:File:,,|[[Image:,,{{!}}x144px{{!}}link=%PAGE%]]|[[Image:Image upload.svg{{!}}x144px{{!}}link=%PAGE%]]}}<br><span id="gumax-p-search" <!-- yes it's a horrible hack. if someone wants to allow positio_n:absolut_e on wiki pages or make a class we can use then things can look pretty on the wiki. I like pretty things. --> style="background:#000;-ms-filter:'progid:DXImageTransform.Microsoft.Alpha(Opacity=80)';filter: alpha(opacity=80);opacity: 0.8;top:auto;left:0;bottom:0;padding:5px;text-align:left"><span style="font-size:110%">'''[[%PAGE%|<font color=#fff>%PAGE%</font>]]'''</span><br />''[[,,|<font color=#fff>,</font>]]''</span></div> \n <br />
</DPL><br />
{{clear}}<br />
<br />
Looks quite awesome. --[[User:Shobiz|Shobiz]] 10:55, 6 August 2010 (UTC)</div>Shobizhttps://info.sonicretro.org/index.php?title=User_talk:PicklePower&diff=156781User talk:PicklePower2010-08-06T10:55:13Z<p>Shobiz: Oops, added after the wrong heading</p>
<hr />
<div>==DPL and Sorting==<br />
I was looking at what you set up for the Archie Comics covers and noticed that the numbering order was a little off (i.e., Issue 1, 11, 12, 123, 20) and tried to fix this by padding out the number value on the pages. I guess, however, you can't sort by template variables or something, unless you know how. Should I just start moving the pages so they have padded numbers in their title, then? - [[User:Scarred Sun|Scarred Sun]] 16:11, 4 November 2009 (UTC)<br />
:You can't, and that's the one big thing that bugs me about DPL. They suggest outputting everything in a table and then using javascript to sort afterwards. So yeah, the only way to sort a gallery the way we want is by title. --[[User:PicklePower|PicklePower]] 16:24, 4 November 2009 (UTC)<br />
<br />
== Hacks ==<br />
*Visual (pallete, art)<br />
*Audio (music, sound effects)<br />
*Level layout<br />
*Basic engine changes (physics, spin dash)<br />
*Advanced engine changes (new menus, characters, advanced moves)<br />
<br />
<br />
<br />
==AOSTH==<br />
Where did you get your info for the episode list on the main page of AOSTH. I got the complete series on DVD, bought in the mail, and it don't give release dates and does not have the episodes in the same order as you have.--[[User:MathUser|MUser]] 16:38, 13 June 2010 (UTC)<br />
:I got it from [http://www.imdb.com/title/tt0222518/episodes here] and [http://epguides.com/SonictheHedgehog_synd/ here]. There were some differences between the two lists, and I'm not sure what (it may have been just that the second has some strange fourth season listed). --[[User:PicklePower|PicklePower]] 04:38, 14 June 2010 (UTC)<br />
::Maybe we shouldn't rely on any of them. Look at how the only season 2 episode on IMDB is episode 16. If you got the time try to rearrange the episodes to the order on the episode template, that is correct according to the US series DVD.--[[User:MathUser|MUser]] 15:51, 14 June 2010 (UTC)<br />
:::I will do that. --[[User:PicklePower|PicklePower]] 03:58, 15 June 2010 (UTC)<br />
<br />
==Sandbox==<br />
Too bad this won't work because positon:absolute and position:relative are caught by the spam filter. :( --[[User:PicklePower|PicklePower]] 01:27, 6 August 2010 (UTC)<br />
: That can always be fixed. What are you trying? - [[User:Scarred Sun|Scarred Sun]] 02:56, 6 August 2010 (UTC)<br />
::Only to achieve the following. It's only working now because I'm using some position declarations already present in the current skin (which can't work on all skins, because I'm using an ID style as if it's a class..yuck). From a security standpoint, though, I understand why they're in the blacklist. --[[User:PicklePower|PicklePower]] 03:32, 6 August 2010 (UTC)<br />
:::In that case, I can always throw some unique classes into common.css if you'd like. - [[User:Scarred Sun|Scarred Sun]] 03:51, 6 August 2010 (UTC)<br />
::::I would really appreciate that. position:relative and position:absolute are the two things I'd love to have at the moment. If you're willing to add it too, I have also always secretly wanted a .shadow class (this one is cross-browser)...<br />
::::<pre>-moz-box-shadow:0 0 5px rgba(0,0,0,.7);-webkit-box-shadow:0 0 5px rgba(0,0,0,.7);box-shadow:0 0 5px rgba(0,0,0,.7);</pre><br />
::::--[[User:PicklePower|PicklePower]] 04:01, 6 August 2010 (UTC)<br />
::::: Added posrel, posabs and shadow classes. - [[User:Scarred Sun|Scarred Sun]] 04:13, 6 August 2010 (UTC)<br />
::::::Thanks! I really appreciate it. I refreshed my cache and don't see any changes in the stylesheets yet, though. --[[User:PicklePower|PicklePower]] 04:53, 6 August 2010 (UTC)<br />
:::::::Helps if I edit the right CSS file. Derp. Should work now. - [[User:Scarred Sun|Scarred Sun]] 04:56, 6 August 2010 (UTC)<br />
::::::::Thanks again. --[[User:PicklePower|PicklePower]] 04:59, 6 August 2010 (UTC)<br />
===Levels with a Carnival/Casino cliché===<br />
<DPL><br />
category=Levels with a Factory/City cliché<br />
include={LevelBob}:levelscreen,{LevelBob}:levelscreen,{LevelBob}:game,{LevelBob}:game<br />
ordermethod=title<br />
order=ascending<br />
mode = userformat<br />
secseparators = <div class="posrel shadow" style="float:left;margin:10px">{{#ifexist:File:,,|[[Image:,,{{!}}x144px{{!}}link=%PAGE%]]|[[Image:Image upload.svg{{!}}x144px{{!}}link=%PAGE%]]}}<br><span class="posabs" style="background:#000;-ms-filter:'progid:DXImageTransform.Microsoft.Alpha(Opacity=80)';filter: alpha(opacity=80);opacity: 0.8;left:0;bottom:0;right:0;padding:5px;text-align:left;"><span style="font-size:110%">'''[[%PAGE%|<font color=#fff>%PAGE%</font>]]'''</span><br />''[[,,|<font color=#fff>,</font>]]''</span></div> \n <br />
</DPL><br />
{{clear}}<br />
<br />
===Levels with a Tropical Island cliché===<br />
<DPL><br />
category=Levels with a Tropical island cliché<br />
include={LevelBob}:levelscreen,{LevelBob}:levelscreen,{LevelBob}:game,{LevelBob}:game<br />
ordermethod=title<br />
order=ascending<br />
mode = userformat<br />
secseparators = <div class="floatleft" style="float:left;clear:none;margin:5px;-moz-box-shadow:0 0 5px #000;-webkit-box-shadow:0 0 5px #000;box-shadow:0 0 5px #000">{{#ifexist:File:,,|[[Image:,,{{!}}x144px{{!}}link=%PAGE%]]|[[Image:Image upload.svg{{!}}x144px{{!}}link=%PAGE%]]}}<br><span id="gumax-p-search" <!-- yes it's a horrible hack. if someone wants to allow positio_n:absolut_e on wiki pages or make a class we can use then things can look pretty on the wiki. I like pretty things. --> style="background:#000;-ms-filter:'progid:DXImageTransform.Microsoft.Alpha(Opacity=80)';filter: alpha(opacity=80);opacity: 0.8;top:auto;left:0;bottom:0;padding:5px;text-align:left"><span style="font-size:110%">'''[[%PAGE%|<font color=#fff>%PAGE%</font>]]'''</span><br />''[[,,|<font color=#fff>,</font>]]''</span></div> \n <br />
</DPL><br />
<br />
Looks quite awesome. --[[User:Shobiz|Shobiz]] 10:55, 6 August 2010 (UTC)</div>Shobizhttps://info.sonicretro.org/index.php?title=User_talk:PicklePower&diff=156780User talk:PicklePower2010-08-06T10:53:43Z<p>Shobiz: /* Levels with a Carnival/Casino cliché */ Awesome</p>
<hr />
<div>==DPL and Sorting==<br />
I was looking at what you set up for the Archie Comics covers and noticed that the numbering order was a little off (i.e., Issue 1, 11, 12, 123, 20) and tried to fix this by padding out the number value on the pages. I guess, however, you can't sort by template variables or something, unless you know how. Should I just start moving the pages so they have padded numbers in their title, then? - [[User:Scarred Sun|Scarred Sun]] 16:11, 4 November 2009 (UTC)<br />
:You can't, and that's the one big thing that bugs me about DPL. They suggest outputting everything in a table and then using javascript to sort afterwards. So yeah, the only way to sort a gallery the way we want is by title. --[[User:PicklePower|PicklePower]] 16:24, 4 November 2009 (UTC)<br />
<br />
== Hacks ==<br />
*Visual (pallete, art)<br />
*Audio (music, sound effects)<br />
*Level layout<br />
*Basic engine changes (physics, spin dash)<br />
*Advanced engine changes (new menus, characters, advanced moves)<br />
<br />
<br />
<br />
==AOSTH==<br />
Where did you get your info for the episode list on the main page of AOSTH. I got the complete series on DVD, bought in the mail, and it don't give release dates and does not have the episodes in the same order as you have.--[[User:MathUser|MUser]] 16:38, 13 June 2010 (UTC)<br />
:I got it from [http://www.imdb.com/title/tt0222518/episodes here] and [http://epguides.com/SonictheHedgehog_synd/ here]. There were some differences between the two lists, and I'm not sure what (it may have been just that the second has some strange fourth season listed). --[[User:PicklePower|PicklePower]] 04:38, 14 June 2010 (UTC)<br />
::Maybe we shouldn't rely on any of them. Look at how the only season 2 episode on IMDB is episode 16. If you got the time try to rearrange the episodes to the order on the episode template, that is correct according to the US series DVD.--[[User:MathUser|MUser]] 15:51, 14 June 2010 (UTC)<br />
:::I will do that. --[[User:PicklePower|PicklePower]] 03:58, 15 June 2010 (UTC)<br />
<br />
==Sandbox==<br />
Too bad this won't work because positon:absolute and position:relative are caught by the spam filter. :( --[[User:PicklePower|PicklePower]] 01:27, 6 August 2010 (UTC)<br />
: That can always be fixed. What are you trying? - [[User:Scarred Sun|Scarred Sun]] 02:56, 6 August 2010 (UTC)<br />
::Only to achieve the following. It's only working now because I'm using some position declarations already present in the current skin (which can't work on all skins, because I'm using an ID style as if it's a class..yuck). From a security standpoint, though, I understand why they're in the blacklist. --[[User:PicklePower|PicklePower]] 03:32, 6 August 2010 (UTC)<br />
:::In that case, I can always throw some unique classes into common.css if you'd like. - [[User:Scarred Sun|Scarred Sun]] 03:51, 6 August 2010 (UTC)<br />
::::I would really appreciate that. position:relative and position:absolute are the two things I'd love to have at the moment. If you're willing to add it too, I have also always secretly wanted a .shadow class (this one is cross-browser)...<br />
::::<pre>-moz-box-shadow:0 0 5px rgba(0,0,0,.7);-webkit-box-shadow:0 0 5px rgba(0,0,0,.7);box-shadow:0 0 5px rgba(0,0,0,.7);</pre><br />
::::--[[User:PicklePower|PicklePower]] 04:01, 6 August 2010 (UTC)<br />
::::: Added posrel, posabs and shadow classes. - [[User:Scarred Sun|Scarred Sun]] 04:13, 6 August 2010 (UTC)<br />
::::::Thanks! I really appreciate it. I refreshed my cache and don't see any changes in the stylesheets yet, though. --[[User:PicklePower|PicklePower]] 04:53, 6 August 2010 (UTC)<br />
:::::::Helps if I edit the right CSS file. Derp. Should work now. - [[User:Scarred Sun|Scarred Sun]] 04:56, 6 August 2010 (UTC)<br />
::::::::Thanks again. --[[User:PicklePower|PicklePower]] 04:59, 6 August 2010 (UTC)<br />
===Levels with a Carnival/Casino cliché===<br />
<DPL><br />
category=Levels with a Factory/City cliché<br />
include={LevelBob}:levelscreen,{LevelBob}:levelscreen,{LevelBob}:game,{LevelBob}:game<br />
ordermethod=title<br />
order=ascending<br />
mode = userformat<br />
secseparators = <div class="posrel shadow" style="float:left;margin:10px">{{#ifexist:File:,,|[[Image:,,{{!}}x144px{{!}}link=%PAGE%]]|[[Image:Image upload.svg{{!}}x144px{{!}}link=%PAGE%]]}}<br><span class="posabs" style="background:#000;-ms-filter:'progid:DXImageTransform.Microsoft.Alpha(Opacity=80)';filter: alpha(opacity=80);opacity: 0.8;left:0;bottom:0;right:0;padding:5px;text-align:left;"><span style="font-size:110%">'''[[%PAGE%|<font color=#fff>%PAGE%</font>]]'''</span><br />''[[,,|<font color=#fff>,</font>]]''</span></div> \n <br />
</DPL><br />
{{clear}}<br />
<br />
Looks quite awesome. --[[User:Shobiz|Shobiz]] 10:53, 6 August 2010 (UTC)<br />
<br />
===Levels with a Tropical Island cliché===<br />
<DPL><br />
category=Levels with a Tropical island cliché<br />
include={LevelBob}:levelscreen,{LevelBob}:levelscreen,{LevelBob}:game,{LevelBob}:game<br />
ordermethod=title<br />
order=ascending<br />
mode = userformat<br />
secseparators = <div class="floatleft" style="float:left;clear:none;margin:5px;-moz-box-shadow:0 0 5px #000;-webkit-box-shadow:0 0 5px #000;box-shadow:0 0 5px #000">{{#ifexist:File:,,|[[Image:,,{{!}}x144px{{!}}link=%PAGE%]]|[[Image:Image upload.svg{{!}}x144px{{!}}link=%PAGE%]]}}<br><span id="gumax-p-search" <!-- yes it's a horrible hack. if someone wants to allow positio_n:absolut_e on wiki pages or make a class we can use then things can look pretty on the wiki. I like pretty things. --> style="background:#000;-ms-filter:'progid:DXImageTransform.Microsoft.Alpha(Opacity=80)';filter: alpha(opacity=80);opacity: 0.8;top:auto;left:0;bottom:0;padding:5px;text-align:left"><span style="font-size:110%">'''[[%PAGE%|<font color=#fff>%PAGE%</font>]]'''</span><br />''[[,,|<font color=#fff>,</font>]]''</span></div> \n <br />
</DPL></div>Shobizhttps://info.sonicretro.org/index.php?title=Category_talk:Hacks&diff=156710Category talk:Hacks2010-08-05T18:22:03Z<p>Shobiz: /* Categorization query */ Since no one said anything the first time around ...</p>
<hr />
<div>==Testing...==<br />
<DPL><br />
category=Hacks<br />
include={Hack}:visualmods:audiomods:layoutmods:basicenginemods:advenginemods<br />
ordermethod=title<br />
table = class="sortable wikitable",Name,Visual mods?,Audio mods?,Layout mods?,Basic engine mods?,Advanced engine mods?<br />
tablerow = style="text-align:center;font-size:200%"|{{#if:%%|&bull;|}},style="text-align:center;font-size:200%"|{{#if:%%|&bull;|}},style="text-align:center;font-size:200%"|{{#if:%%|&bull;|}},style="text-align:center;font-size:200%"|{{#if:%%|&bull;|}},style="text-align:center;font-size:200%"|{{#if:%%|&bull;|}}<br />
</DPl><br />
<br />
== Categorization query ==<br />
<br />
Why are most hacks placed in the main Hacks category as well as their respective game's subcategory? Is it intentional or simply a left-over from the time when the [[Template:Hack|Hack]] template didn't automatically categorize hacks and so each page had to be manually categorized? --[[User:Shobiz|Shobiz]] 14:25, 22 June 2010 (UTC)<br />
<br />
Okay so if no one voices any objections within 48 hours I'll be removing all hacks which are in any game's subcategory from the main category, because I think having hacks in both the main category and the game's subcategory is plain dumb. --[[User:Shobiz|Shobiz]] 18:22, 5 August 2010 (UTC)<br />
<br />
==Issue with Template?==<br />
I have something to add here as well. Why is there 2 "Games" links on the bottom of every hack page that has Category:Hacks in it? --[[User:RGamer2009|RGamer2009]] 11 July 2010<br />
:It was because [[:Category:Hacks]] was categorized in [[:Category:Games]]. --[[User:PicklePower|PicklePower]] 17:34, 14 July 2010 (UTC)</div>Shobizhttps://info.sonicretro.org/index.php?title=User_talk:Selbi&diff=156700User talk:Selbi2010-08-05T13:57:29Z<p>Shobiz: moved Talk:Selbi to User talk:Selbi:&#32;Proper namespace - User talk: is for discussing stuff about the user, Talk: is for discussing stuff about the article.</p>
<hr />
<div>==In regards to [[Sonic Masters]]==<br />
Sorry, your English must suck, because either way is proper. :P<br />
--[[User:PicklePower|PicklePower]] 04:36, 29 October 2009 (UTC)<br />
<br />
== If you want to move a page... ==<br />
<br />
<big><big>'''PLEASE INFORM A SYSOP, A MODERATOR, OR AN ADMINISTRATOR, FFS, IS IT THAT HARD TO UNDERSTAND?'''</big></big><br>I thought Tweaker already warned you once, if you "move" a page by blanking its content you lose all the revisions, do it again and I'll block you for ONE MONTH. Minimum. [[User:Nineko|Nineko]] 21:10, 24 February 2010 (UTC)<br />
: Also, user pages stay in the User namespace unless they're particularly noteworthy. - [[User:Hivebrain|Hivebrain]] 21:12, 24 February 2010 (UTC)<br />
::Speaking of, your definition of "noteworthy" is becoming increasingly arbitrary. I don't see the point in not making a scener article for people unless they haven't written their article in the first person or something. --[[User:Tweaker|Tweaker]] 22:23, 24 February 2010 (UTC)<br />
:::Hijacking this because I'm simply curious. What's the real difference between a Scener and a User? There seems to be a few pages in the namespace that have been moved to User Pages for some reason, maybe due to inactivity or lack of contributions to the community in general? [[User:SOTI|SOTI]] 22:28, 24 February 2010 (UTC)<br />
::::The main criterion I've been using to move a page is whether or not it's an orphan (apart from a redirect from a User: page). My definition of noteworthy is that a person must be site staff (for any popular site), created a hack or program, made a significant discovery, or done virtually anything of merit. The problem with creating articles on everyone who comes here is that we have a huge number of pages that describe random people and their relationships with other random people, when in fact this is a Sonic wiki. - [[User:Hivebrain|Hivebrain]] 23:28, 24 February 2010 (UTC)</div>Shobizhttps://info.sonicretro.org/index.php?title=Template_talk:Sonic2006Omni&diff=156699Template talk:Sonic2006Omni2010-08-05T12:56:56Z<p>Shobiz: /* Adventure Fields */</p>
<hr />
<div>==Adventure Fields==<br />
I have been contemplating this and want your opinions on this...should the Adventure Fields be in their own section, or be a sub part under the Levels section? -[[User:RGamer2009|RGamer2009]] 21:59, 4 August 2010 (UTC)<br />
:Well, SA1Omni has them seperate... but I'd actually opt for lumping them in with Levels - because just having 3 entries on a template subsection would look empty. It's no biggie, though. Whichever's easiest to syntax ;) [[Frozen Nitrogen|<span style="color:steelblue">'''Frozen'''</span> <span style="color:springgreen">'''Nitrogen'''</span>]] <sup>([[User Talk:Frozen Nitrogen|Talk]])</sup> 22:08, 4 August 2010 (UTC)<br />
::Well I also want to merge them, but that means I will have to merge the Sonic Adventure levels too. Are we all in agreement that they should be on the same page? Any objections? --[[User:RGamer2009|RGamer2009]] 22:37, 4 August 2010 (UTC)<br />
:::No objections? Ok, moving forward with changes. --[[User:RGamer2009|RGamer2009]] 03:01, 5 August 2010 (UTC)<br />
::::That's some fine unilateralism there RGamer. XD [[Frozen Nitrogen|<span style="color:steelblue">'''Frozen'''</span> <span style="color:springgreen">'''Nitrogen'''</span>]] <sup>([[User Talk:Frozen Nitrogen|Talk]])</sup> 04:23, 5 August 2010 (UTC)<br />
:::::What? I gave you guys some time...:P But if you guys really don't like it, by all means change it back. But me? I really like it.--[[User:RGamer2009|RGamer2009]] 04:46, 5 August 2010 (UTC)<br />
::::::I wasn't being sarcastic. Seriously, good job. [[Frozen Nitrogen|<span style="color:steelblue">'''Frozen'''</span> <span style="color:springgreen">'''Nitrogen'''</span>]] <sup>([[User Talk:Frozen Nitrogen|Talk]])</sup> 11:53, 5 August 2010 (UTC)<br />
<br />
::::::5 hours isn't a lot of time when it comes to wiki talk pages man. I consider myself lucky if I get a reply within 5 days :p --[[User:Shobiz|Shobiz]] 12:56, 5 August 2010 (UTC)</div>Shobizhttps://info.sonicretro.org/index.php?title=User:Provisional&diff=156698User:Provisional2010-08-05T12:56:05Z<p>Shobiz: External link -> Sega Retro link</p>
<hr />
<div>placeholded<br />
<br />
[[sega:User:Provisional1313|SegaRetro UserPage]]<br />
<br />
== Subpage Navigation ==<br />
<br />
* [[/Project_Script]]<br />
* [[/Template:SAOmni]], editing ground, who ever originally made these awesome Omni templates is not me<br />
<br />
<br />
* [[/musicsamplelist]], will document different samples, remixes, and versions of music<br />
<br />
[[Category:User Pages|{{PAGENAME}}]]<br />
<br />
=== Sandbox Frenzy===<br />
<br />
* [[/Sandbox]] son npc<br />
* [[/Sandbox2]] tail npc<br />
* [[/Sandbox3]] k<br />
* [[/Sandbox4]] a<br />
* [[/Sandbox5]] b<br />
* [[/Sandbox6]] e102<br />
* [[/Sandbox7]] ss<br />
* [[/Sandbox8]] hint upgrade boss<br />
* [[/Sandbox9]] statue<br />
* [[/Sandbox10]] prettytable<br />
* [[/Sandbox11]] newstyle<br />
* [[/Sandbox12]] newstyle, no game format<br />
* [[/Sandbox13]]<br />
* [[/Sandbox14]]<br />
* [[/Sandbox15]]<br />
* [[/Sandbox16]]<br />
<br />
Monitors / Hint Boxes, i haz it in a spreadsheet file, will be transcribed to wiki text someday.</div>Shobizhttps://info.sonicretro.org/index.php?title=Bee_Fly&diff=156687Bee Fly2010-08-05T08:09:03Z<p>Shobiz: +italics and English</p>
<hr />
<div>{{stub}}<br />
[[Image:Beefly-sprite.gif|30px|right]]<br />
<br />
The '''Bee Fly''' is an enemy that appears in ''[[Tails' Skypatrol]]''. Bee flies are fly bots that hover around in erratic patterns and are worth 700 points upon being destroyed. They are visually based on the [[Whisp]] enemy from ''[[Sonic 2]]''.<br />
<br />
{{TailsSkyPatrolOmni|3}}<br />
[[Category:Tails' Sky Patrol Enemies]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Wall_Running&diff=156372Wall Running2010-08-03T20:13:58Z<p>Shobiz: </p>
<hr />
<div>[[Wall Running]] is a technique [[Sonic]] characters use to get to places they can't reach otherwise. They must be at full speed to do it though, and usually can't hold it for long.<br />
<br />
Sonic, [[Tails]] and [[Knuckles]] in technical terms have had this move all the way since the [[Mega Drive]] titles, being able to run up straight inclines, and even ''upside-down'' at top speed.<br />
<br />
Sonic's first real-world use of the move was in ''[[Sonic Adventure]]''<nowiki>'</nowiki>s [[Speed Highway]], where he ran down a building, but since then has used it numerous times in the same manner, even repeating the same stunt for ''[[Sonic Adventure 2]]'' in [[City Escape]].<br />
<br />
In ''[[Sonic Unleashed]]'', he can ''control'' this technique and use it to run on waterfalls, along caverns and up skyscrapers. The [[Sonic Boost]] helps him stay at top speed to keep running on the wall, and even allows him to change direction.<br />
<br />
[[Category:Moves]]</div>Shobizhttps://info.sonicretro.org/index.php?title=User:Mainman/Sonic_the_Comic:_Cliff_Notes&diff=156355User:Mainman/Sonic the Comic: Cliff Notes2010-08-03T15:57:11Z<p>Shobiz: /* A */ Adding sortkey to category</p>
<hr />
<div>: ''These notes are shared publicly so that others may make helpful contributions and corrections, which will make the creation of future StC articles a much smoother process. Refer to priority list and/or fill in the blanks where possible.<br />
<br />
<br />
{{WIP}}<br />
==Current Research Priorities==<br />
* What was the first issue to have 32 pages? (Issues were 36 pages long until some point in 1997)<br />
* Who provided the cover artwork for early issues? (This information isn't stated in the Control Zone until #016 onwards)<br />
* Which issues featured <character>? (Chart every appearance made by a named minor character, specifically saying what issue and story they were in)<br />
* '''What were the reprinted stories included in <issue>?''' (This is impossible to determine in later issues (after the Control Zone is scrapped) if you only have access to StC Archive's scans, so someone who has invested in physical copies will have to find this out)<br />
<br />
<br />
: ''Notes section begins here.''<br />
<br />
==Eras ==<br />
*Early days (One Sonic story, three SEGA stories): #001 - #024<br />
*Welcome to Sonic's World (Two Sonic stories, two SEGA stories): #025 - #046<br />
*Guests in the Minority (Three Sonic stories): #047 - #078<br />
*Decap Attack's last stand (Only non-Sonic series left, appearing occasionally): #079 - #132<br />
*Magnificent Three (Purely Sonic stories, one reprinted): #133 - #154<br />
*Two's a Crowd (Two reprints & 2 new stories per issue): #155 & #156<br />
*Down to One (Three reprints & 1 new story per issue): #157 - #184<br />
*GET ALL CHAOS EMERALDS (Entirely reprints): #185 - #223<br />
<br />
===Logo===<br />
*Initial logo design: #001 - #049 (Red/dark blue letters, golden letter outlines, light blue background, dark blue and yellow border)<br />
*Second logo design: #050 - #057 (Varies, but mostly white/gold letters on red background)<br />
*Third logo design: #058 - #097 (Black-to-white gradient and white letters, black outline/shading, red background)<br />
*Fourth logo design: #098 - #119 (As before, with gradient-coloured letters changed to solid white and letter outlines removed)<br />
*Fifth logo design: #120 - #175 (As before, except now letters and background are 3d objects with appropriate shadows)<br />
*Final logo design: #176 - #223 (As before, but 3d objects perspective/font changed, black letter outlines added)<br />
<br />
===Birthdays===<br />
*1st Birthday: #027 (28th May - 10th June 1994)<br />
*2nd Birthday: #053 (26th May - 9th June 1995)<br />
*3rd Birthday: #079 (24th May - 7th June 1996)<br />
*4th Birthday: #105 (28th May - 10th June 1997) ^ Not noted in issue<br />
*5th Birthday: #130 (20th May - 2nd June 1998)<br />
*6th Birthday: #157 (2nd June - 15th June 1999)<br />
*7th Birthday: #182 (31st May - 13th June 2000) ^ Not noted in issue<br />
*8th Birthday: #208 (30th May - 12th June 2001) ^ Not noted in issue<br />
<br />
===Misc. Trivia===<br />
*Megadroid's departure: #140<br />
*Nigel Kitching's abridged farewell: #223<br />
<br />
<br />
<br />
==Staff==<br />
: '''A list of all contributing staff, taken from issue #223.'''<br />
*'''Editors:''' Richard Burton, Deborah Tate, Audrey Wong.<br />
*'''Designers:''' Clair Gilmour, Gary Knight, Charles Wrigley, Jason McEvoy, Paul Shubrook, Steve Cook.<br />
*'''Writers:''' Nigel Kitching, Lew Stringer, Alan McKenzie, Mark Millar, Mark Eyles.<br />
*'''Artists:''' Richard Elson, Nigel Dobbyn, Anthony Williams, Dermot Power, Mike McMahon, Mike White, Jon Haward, John M. Burns, M. DJ Boyann, Casanovas, Carl Flint, Bob Corona.<br />
*'''Leterers:''' Tom Frame, Steve Potter, Ellie De Ville, Elitta Fell, Gordon Robson, "others too numerous to mention".<br />
*'''Special Thanks:''' Jane Ballard, Chris Power.<br />
<br />
===Mick McMahon===<br />
*Final Issue: #169<br />
<br />
<br />
<br />
==Zones==<br />
<br />
===Control Zone===<br />
: ''The introduction page, hosted by Megadroid, which contains info on current and upcoming stories, a brief sales chart for SEGA formats, key staff/contact information and other pieces of news.''<br />
*Debut issues for its redesigns: #001,<br />
*Megadroid leaves (discontinued from): #140 onwards<br />
<br />
===Data Zone===<br />
: ''A feature added late in the run which explained the key heroes and villains, and characters appearing in the issue.''<br />
*Ran from: #176 - #223<br />
<br />
===Review Zone===<br />
''Functions exactly as it sounds.''<br />
*Debut issues for its redesigns: #001,<br />
*Absent from:<br />
*Discontinued after: #096<br />
<br />
===News Zone===<br />
''No explanation needed (hopefully).''<br />
*Debut issues for its redesigns: #001,<br />
*Absent from:<br />
*Discontinued after:<br />
<br />
===Q Zone===<br />
''Codes and strategies for current and classic games on all SEGA formats.''<br />
*Debut issues for its redesigns: #001,<br />
*Absent from:<br />
*Discontinued after: #095<br />
<br />
===Graphic Zone===<br />
: ''Reader-submitted artwork, in a section separated from Speedlines.''<br />
*Apperances in: #176 - #185, #187, #188, #192, #196, #198, #200, #205, #207, #208, #210, #211, #212, #215 - #218<br />
*Final design: #176 - #223<br />
<br />
===Speedlines===<br />
''Printed letters, pictures and e-mails from the readers, with replies from Megadroid.''<br />
*Absent during: #141 - #184<br />
*Final design (Sonic answers letters 'himself'): #185, #187, #196, #197, #200, #201, #204, #205<br />
<br />
<br />
<br />
==Stories==<br />
<br />
===Sonic===<br />
*Wasn't the first comic in:<br />
*Special issues (Where most/all stories were dedicated to the new main Sonic story): #130 (Showdown)<br />
*'''''GREEN EYES''''': #175 onwards<br />
*Final story: #184<br />
<br />
===Sonic's World===<br />
: ''General stories where someone besides Sonic was the story's main character.''<br />
*Debut issue: #025<br />
<br />
===Double Sonic===<br />
: ''This heading was used if there were two stories in one issue with Sonic as the main character.''<br />
*Appeared in: #106<br />
<br />
===Tails===<br />
*Issues featured:<br />
*Nameless Zone arcs:<br />
<br />
===Knuckles===<br />
*Final Issue: #138<br />
<br />
===Amy===<br />
*Issues Featured:<br />
*The infamous 'Secret Past' story: #127<br />
*Final story arc (Eternity Ring Adventures): #134 - #156<br />
<br />
<br />
===Blast From The Past===<br />
: ''Reprints of stories from earlier issues.''<br />
*Once per issue: #133 - #154<br />
*Twice per issue: #155 & #156<br />
*Three per issue: #157 - #184<br />
*Entire issue: #185 - #223<br />
<br />
====Once per Issue====<br />
*Issue #133: 'The Sentinel' from #029<br />
<br />
====Twice per Issue====<br />
*Issue #000: <br />
<br />
====Thrice per Issue====<br />
*Issue #000:<br />
<br />
===='All Reprints' Issues====<br />
*Issue #223: 'The Evil Empire' from #108 - #111 (4 parts)<br />
<br />
<br />
<br />
===Decap Attack===<br />
*Issues featured: #007 - #012, #126, #130, #132<br />
<br />
===Chaotix Crew===<br />
*Issues featured:<br />
<br />
===Captain Plunder===<br />
*Issues featured:<br />
<br />
===Shinobi===<br />
*The Fear Pavilion: #001 - #006<br />
*Power of the Elements: #047 - #053<br />
<br />
===Golden Axe===<br />
*Citadel of Dead Souls: #001 - #006<br />
*Plague of Serpents: #013 - #018<br />
<br />
===Wonder Boy===<br />
*Demon World: #002 - #009<br />
*Ghost World: #022 - #027<br />
<br />
===Streets of Rage===<br />
*First series: #007 - #012<br />
*Skate's Story: #025 - #030<br />
*The Only Game In Town: #041 - #046<br />
<br />
===Kid Chameleon===<br />
*First series: #007 - #012<br />
*Back to Unreality: #054<br />
<br />
===Sparkster===<br />
*Last of the Rocket Knights: #053 - #058<br />
<br />
===Ecco the Dolphin===<br />
*First series: #013 - #018<br />
*Return of Ecco: #060 - #065<br />
<br />
===Eternal Champions===<br />
*First series: #019 - #024<br />
*Larson's Revenge: #037 - #040<br />
<br />
===Megadroid===<br />
*Behind the Scenes: #041<br />
*Summer Holiday: <br />
<br />
===Pirate StC===<br />
*Issues featured: #028 - #033<br />
<br />
===Shining Force===<br />
*The Curse of Zeon: #073 - #078<br />
<br />
===Marko's Magic Football===<br />
*Issues featured: #041 - #046<br />
<br />
===Mutant League Football===<br />
*Bring Me the Head of Coach Brikka: #031 - #036<br />
<br />
<br />
<br />
==Character Appearances==<br />
===A===<br />
*B<br />
<br />
<br />
: ''Notes section ends here.''<br />
<br />
[[Category:User Pages|{{PAGENAME}}]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Template:Pad&diff=156344Template:Pad2010-08-03T14:30:26Z<p>Shobiz: Added description</p>
<hr />
<div><includeonly><span style="padding-left: {{{1|1em}}};">&nbsp;</span></includeonly><noinclude><br />
Inserts a horizontally padding span inline. It takes one unnamed parameter: a width value specified in px, em or ex. The default is 1 em. For example, the following code:<br />
<br />
<tt>This is a <nowiki>{{pad|6em}}</nowiki> padded sentence.</tt><br />
<br />
produces<br />
<br />
This is a {{pad|6em}} padded sentence.<br />
<br />
[[Category:Sonic Retro Templates|{{PAGENAME}}]]<br />
</noinclude></div>Shobizhttps://info.sonicretro.org/index.php?title=Template:Pad&diff=156342Template:Pad2010-08-03T14:22:35Z<p>Shobiz: This should fix it</p>
<hr />
<div><includeonly><span style="padding-left: {{{1|1em}}};">&nbsp;</span></includeonly><noinclude><br />
<!-- For some reason, adding anything to this page out of the scope of these tags (noinclude & invisible text) will make the desired function of the template to go piss on itself / not work. To see what the template is for, go to http://en.wikipedia.org/wiki/Template:Pad --><br />
Test<br />
</noinclude></div>Shobizhttps://info.sonicretro.org/index.php?title=PVMEdit&diff=156340PVMEdit2010-08-03T14:16:06Z<p>Shobiz: /* See Also */ +bullet</p>
<hr />
<div>[[Image:PVMEditScreenshot.PNG|thumb|right|320px|SADX's system folder and the PVMEdit program.]]<br />
'''PVMEdit''' is a simple utility for viewing, importing, and exporting to .bmp format (replacing and saving) textures and its masks for various Dreamcast games and ports, most often used for the PC version of ''[[Sonic Adventure DX]]'', written by Smidge Industries Ltd. The program opens PVM archives and allows you to browse the list of PVR files contained within.<br />
<br />
{{Download<br />
| title=PVMEdit<br />
| version=1.00.0002<br />
| file=Pvmedit!.zip<br />
| filesize=25KB<br />
}}<br />
<br />
==See Also==<br />
<br />
* [[SCHG:Sonic_Adventure_DX:_PC/Lists#PVM_Files|SADX PC PVM Files List]]<br />
<br />
[[Category:Programs]]</div>Shobizhttps://info.sonicretro.org/index.php?title=PVMEdit&diff=156328PVMEdit2010-08-03T11:26:50Z<p>Shobiz: +italics</p>
<hr />
<div>[[Image:PVMEditScreenshot.PNG|thumb|right|320px|Game's system folder and the PVMEdit program.]]<br />
'''PVMEdit''' is a simple utility for viewing, importing, and exporting (replacing and saving) textures and its masks for ''[[Sonic Adventure DX]]''<nowiki>'</nowiki>s PC version, written by Smidge Industries Ltd. The program opens the game's archive-esque PVM files which is accessible by going to the game's system folder to view its textures.<br />
<br />
{{Download<br />
| title=PVMEdit<br />
| version=1.00.0002<br />
| file=Pvmedit!.zip<br />
| filesize=25KB<br />
}}<br />
<br />
==See Also==<br />
<br />
[[SCHG:Sonic_Adventure_DX:_PC/Lists#PVM_Files|PVM Files List]]<br />
<br />
[[Category:Programs]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Talk:Sonic_2_Retro_Remix&diff=156198Talk:Sonic 2 Retro Remix2010-08-02T17:24:47Z<p>Shobiz: Fixed</p>
<hr />
<div>==LevelBob not shrinking?==<br />
<br />
I have tried to make the LevelBob shrink to 300px...but it refuses to change! --[[User:RGamer2009|RGamer2009]] 17:17, 2 August 2010 (UTC)<br />
:Why do you want it to be 300px anyway? The picture looks really blurry. --[[User:Shobiz|Shobiz]] 17:19, 2 August 2010 (UTC)<br />
::Well...the LevelBob box just looks wider than it needs to be is all...--[[User:RGamer2009|RGamer2009]] 17:20, 2 August 2010 (UTC)<br />
:::Fixed. --[[User:Shobiz|Shobiz]] 17:24, 2 August 2010 (UTC)</div>Shobizhttps://info.sonicretro.org/index.php?title=Sonic_2_Retro_Remix&diff=156196Sonic 2 Retro Remix2010-08-02T17:23:44Z<p>Shobiz: Fixed</p>
<hr />
<div>{{Hack<br />
|screen=S2built006.png<br />
|version=[[Sonic the Hedgehog Hacking Contest]] /<br/ >[[SAGE]] 2010 release (bugfix 1)<br />
|date=30 July 2010<br />
|system=[[sega:Sega Mega Drive|Sega Mega Drive / Genesis]]<br />
|credits=[[DNXDelta]], [[Thorn]]<br />
|originalgame=Sonic the Hedgehog 2 (16-bit)<br />
|visualmods=yes<br />
|audiomods=yes<br />
|layoutmods=yes<br />
|advenginemods=yes<br />
}}<br />
'''''Sonic 2 Retro Remix''''' is a large-scale hack of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' by [[DNXDelta]] and [[Thorn]]. The game is based around a mission system akin to that of ''Super Mario 64'', with each level containing time attack, score attack, and scavenger hunting missions that award [[Chaos Emeralds]], which in turn allow the player to progress through barricades in the overworld. The hack has been praised for its mission system, layouts, art and new moves, but criticized for its difficulty.<br />
<br />
==Controls==<br />
While the {{A}} button no longer functions as a jump button, because it has been given new functions, all other controls from ''Sonic the Hedgehog 2'' are available, as well as:<br />
* Curl into a [[Spin Attack]]: Press {{A}} in midair to enter a Spin Attack.<br />
* Jump Dash: Press {{B}} or {{C}} in midair while in a Spin Attack to dash forward.<br />
* Wall Kick: In midair, press {{Left}} or {{Right}} in the direction of a wall while pressing or holding {{A}} to stick to the wall for a second, then jump to kick off of it. You can chain wall kicks together provided that you do not stick to a wall too long and fall off.<br />
* Mid-air Action: After being catapulted by a [[spring]], seesaw, or similar device, press {{A}} plus a direction to greatly adjust your trajectory.<br />
* Exit level: Pause the game and press {{A}} to exit an act and return to the overworld.<br />
<br />
==Levels==<br />
As of Hacking Contest 2009, the game features the following levels and missions:<br />
*Cascade Valley Zone<br />
**Act 1: 6 emeralds<br />
**Act 2: 6 emeralds<br />
**Overworld: 1 emerald<br />
**???: 2 emeralds<br />
*Chemical Plant Zone<br />
**Act 1: 6 emeralds<br />
**Act 2: 6 emeralds<br />
**Overworld: 1 emerald<br />
**???: 1 emerald<br />
*Hill Top Zone<br />
**Act: 6 emeralds<br />
**Overworld: 1 emerald<br />
*Casino Night Zone<br />
**Act: 6 emeralds<br />
**Overworld: 1 emerald<br />
*Metropolis: 6 emeralds<br />
*???: 1 emerald<br />
<br />
==Downloads==<br />
{{Download|version=[[Sonic the Hedgehog Hacking Contest]] / [[SAGE]] 2010 release (bugfix 1)|file=Sonic 2 retro remix -- sage 2010.zip|filesize=955 kB}}<br />
<br />
==External links==<br />
{{LinkRetro|topic=10884|title=Main thread}} at [[Sonic Retro]]<br />
*[http://www.youtube.com/watch?v=qToEHhmLapM&feature=PlayList&p=3A46B62D61C0F8C6&index=0 Video walkthrough] on YouTube (outdated)<br />
<br />
[[Category:Hacks|Retro Remix, Sonic 2]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Talk:Sonic_2_Retro_Remix&diff=156194Talk:Sonic 2 Retro Remix2010-08-02T17:19:12Z<p>Shobiz: Why?</p>
<hr />
<div>==LevelBob not shrinking?==<br />
<br />
I have tried to make the LevelBob shrink to 300px...but it refuses to change! --[[User:RGamer2009|RGamer2009]] 17:17, 2 August 2010 (UTC)<br />
:Why do you want it to be 300px anyway? The picture looks really blurry. --[[User:Shobiz|Shobiz]] 17:19, 2 August 2010 (UTC)</div>Shobizhttps://info.sonicretro.org/index.php?title=File:Sonic_2_retro_remix_--_sage_2010.zip&diff=156189File:Sonic 2 retro remix -- sage 2010.zip2010-08-02T17:09:30Z<p>Shobiz: +cat</p>
<hr />
<div>Bugfix 1 of the HC/SAGE 2010 release of ''[[Sonic 2 Retro Remix]]''<br />
<br />
[[Category:ROM Files|{{PAGENAME}}]]</div>Shobizhttps://info.sonicretro.org/index.php?title=The_Final_Fight&diff=156183The Final Fight2010-08-02T16:25:05Z<p>Shobiz: Integrating Saturn screenshot into LevelBob</p>
<hr />
<div>{{LevelBob<br />
| levelscreen=Finalfight_md.png<br />
| levelscreen2=Sonic3DFinalFightSaturn.PNG<br />
| levelscreentitle=Mega Drive<br />
| levelscreen2title=Saturn<br />
| screenwidth=<br />
| levelno=Seventh<br />
| game=Sonic 3D: Flickies' Island<br />
| acts=1<br />
| rings=6<br />
| prereq=Obtain 7 Chaos Emeralds<br />
| musicgen=<flashmp3>3DMD/27 - Final Boss.mp3</flashmp3><br />
| musicsat=<flashmp3>3DSW/19 - Final Boss.mp3</flashmp3><br />
}}<br />
The true last level of ''[[Sonic 3D: Flickies' Island]]'', the whole level of '''Final Fight''' is just a boss battle and there is a single act. The Robotnik confrontation is with a multi-capable robot which has many ways to attack Sonic. This boss requires 10 hits to kill, making it the most challenging boss in the game. This level is only accessible if you finish the game with all seven emeralds.<br />
<br />
The level itself is simple in layout as the player is only given a limited space to move around in. As the battle goes on more land is opened up to be travelled on.<br />
<br />
==Boss Strategy==<br />
This boss fight is split into 2 rounds consisting of 5 phases. In each phase, you must first avoid Robotnik's assault, then jump on his head as he briefly moves into the platform. If you land a hit, Robotnik will retreat, and you can continue to the next phase. If you miss this window to attack, the phase will repeat.<br />
<br />
'''PHASE 1:''' Lasers<br />
<br />
Start by obtaining 3 of the 6 rings on the SE edge. These are the only rings available in this level. <br />
<br />
Robotnik will make his entrance from the bottom of the screen, and park at the NW edge of the grid, just out of reach. His first method of attack will be lasers fired from his fingertips. He will slide his hands along the NW edge for a couple of seconds, adjusting to Sonic's position, and then open fire. The SW hand will fire first, followed by the NE hand, and continue to alternate until six lasers have been fired. Robotnik will then adjust his hands and fire a second time. After this, Robotnik will move into the grid, exposing himself to attack. Attack him to move on to the next phase.<br />
<br />
'''PHASE 2:''' Flamethrower<br />
<br />
Robotnik will appear on the NW edge and spew a trail of flames which chases Sonic. He will then leave and reappear on the NE edge to send out a second trail of flames. Luckily, the previous trail of flames disappears when he deploys a new one. Robotnik will appear once more on the NE edge and send out a third trail of flames. Immediately after, he will move into the grid. Attack him to move to the next phase.<br />
<br />
'''PHASE 3:''' Armored Hands<br />
<br />
Sonic must battle on a 2x8 grid for this phase. Robotnik will deploy two autonomous hands and fly away. One hand will hover over the NW half of the grid, and the other will take to the SE half. They will attempt to move directly above Sonic in order to crush him. After a "charging up" sound effect plays, the hand closest to Sonic will slam down. After three attempts to crush Sonic, the hands will move to the ends of the grid and quickly sweep across. Dodge this final attack, and Robotnik will reappear and move into the grid. Attack him to move to the next phase.<br />
<br />
'''PHASE 4:''' Aerial Bombs<br />
<br />
Robotnik will shoot 6 missiles into the air. Just keep moving, and avoid the shadows which appear. When all six missiles have fallen, Robotnik will move into the grid. Attack him to move to the next phase.<br />
<br />
'''PHASE 5:''' Ball Bearings<br />
<br />
This is the most intimidating phase, but it's also the easiest. Just stay in the west corner while Robotnik deploys a large quantity of bouncing projectiles. After firing three rounds, Robotnik will move into the grid. Attack him.<br />
<br />
If this is the first time through the phases, Robotnik will flee, and all five phases must be played through a second time. But if this is the second time through, then Robotnik will be defeated.<br />
<br clear="all"><br />
{{S3DOmni|4}}<br />
[[Category:Sonic 3D Levels]]<br />
[[Category: Sonic 3D: Flickies' Island Bosses]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Panic_Puppet_Zone&diff=156182Panic Puppet Zone2010-08-02T16:23:12Z<p>Shobiz: Integrating Saturn screenshot into LevelBob</p>
<hr />
<div>{{stub}}<br />
{{LevelBob<br />
| levelscreen=PanicPuppet.png<br />
| levelscreen2=S3D8.PNG<br />
| levelscreentitle=Mega Drive<br />
| levelscreen2title=Saturn<br />
| levelno=Seventh<br />
| game=Sonic 3D: Flickies' Island<br />
| acts=3<br />
| cliche=Factory/City <br />
| boss=Panic Puppet Zone boss<br />
| map=Sonic 3D: Flickies' Island maps<br />
| rings1= 102<br />
| rings2= 68<br />
| rings3= 18<br />
| flickies1={{blue|█}} 2 {{magenta|█}} 1 {{red|█}} 1 {{green|█}} 1<br />
| osv=[[Sonic 3D: Flickies' Island OSV (Mega Drive/Genesis)|Mega Drive Version]] / [[Sonic 3D: Flickies' Island OST (Windows/Saturn)|Saturn Version]]<br />
| musicgen1 =<flashmp3>3DMD/25 - Panic Puppet Zone - Act 1.mp3</flashmp3><br />
| musicgen2 = <flashmp3>3DMD/26 - Panic Puppet Zone - Act 2.mp3</flashmp3><br />
| musicsat1 = <flashmp3>3DSW/16 - Panic Puppet Zone - Act 1.mp3</flashmp3><br />
| musicsat2 = <flashmp3>3DSW/17 - Panic Puppet Zone - Act 2.mp3</flashmp3><br />
}}<br />
'''Panic Puppet Zone''', considered the "last level" of ''[[Sonic 3D: Flickies' Island]]'', featured the only stage without any [[Flicky|Flickies]], as well as one of the only real challenges in the entire game. As Robotnik was in a hurry to prepare his final weapon, he had no time to trap the Flickies in robots, so he put them in cans which can be found in the corners of Act 1. Unusually, Act 2 breaks free from the ordinary routine of using the giant Ring to end the level. Instead, Sonic must make his way to a giant statue of Robotnik's body. Sonic must then enter the pipe that sticks out of "Robotnik's" nose. This will transport Sonic to the Boss stage. The boss was a multi-layered showdown against Robotnik's head, which used various tactics to take Sonic down. When defeated, Sonic flies away from the exploding ruin and to the final battle, depending on whether all the Chaos Emeralds were obtained or not.<br />
<br />
There are several different obstacles in this level. There are badniks that act similar to ones in earlier levels, however no flickies are present when they are broken. In Act 1, there are obstacles similar to the ones found in Gene Gadget Zone, shooters that activate when Sonic gets close to them, electric zappers that will hurt Sonic if he walks on them, fans that blow Sonic upwards, and elevators that bring Sonic to another part of the act. Also, Act 1 also has conveyor belts. Pulling a nearby lever will change the direction of the conveyor belt. And like most levels, there are flickies that must be found to go onto the next act. Act 2 is very different. There are similar obstacles, with the addition of trapdoors that will kill Sonic if he was to fall through, and as stated above, there are no flickies to collect.<br />
Also unlike the other levels, Tails and Knuckles are not present in this level. You cannot try for the chaos emeralds, and no bonuses can be collected from Knuckles and Tails, and those bonuses are not even present at the end of act tally. <br />
<br />
The music of Act 1 of the Genesis version is the same as the music used in the opening cutscene which outlines the story (not the one shown when first turning the Genesis on), with the exceptions of an early end and two "Sonic beat an enemy" sounds added to align with the story shown on screen. The Saturn version has no such cutscene; choosing Start at the main menu goes right to the game. The Saturn version also features a number of visual upgrades including a metal grate pattern on the floor.<br />
<br clear="all"><br />
{{S3DOmni}}<br />
[[Category:Sonic 3D Levels]]</div>Shobizhttps://info.sonicretro.org/index.php?title=Volcano_Valley_Zone&diff=156181Volcano Valley Zone2010-08-02T16:18:42Z<p>Shobiz: Integrating Saturn screenshot into LevelBob</p>
<hr />
<div>{{LevelBob<br />
| levelscreen=VolcanoValley.png<br />
| levelscreen2=S3D6.PNG<br />
| levelscreentitle=Mega Drive<br />
| levelscreen2title=Saturn<br />
| levelno=Fifth<br />
| game=Sonic 3D: Flickies' Island<br />
| acts=3<br />
| cliche=Lava/Volcano<br />
| boss=Volcano Valley Zone boss<br />
| map=Sonic 3D: Flickies' Island maps<br />
| rings1= 82 (MD), 80 (SAT) + 44 + 58<br />
| rings2= 135 + 95<br />
| rings3= 9<br />
| flickies1= {{blue|█}} 1 + 1 + 1 {{magenta|█}} 1 + 1 + 1 {{red|█}} 1 + 1 + 1 {{green|█}} 2 + 2 + 2<br />
| flickies2= {{blue|█}} 1 + 1 {{magenta|█}} 1 + 1 {{red|█}} 1 + 1 {{green|█}} 2 + 2<br />
| osv=[[Sonic 3D: Flickies' Island OSV (Mega Drive/Genesis)|Mega Drive Version]] / [[Sonic 3D: Flickies' Island OST (Windows/Saturn)|Saturn Version]]<br />
| musicgen1 =<flashmp3>3DMD/17 - Volcano Valley Zone - Act 1.mp3</flashmp3><br />
| musicgen2 = <flashmp3>3DMD/18 - Volcano Valley Zone - Act 2.mp3</flashmp3><br />
| musicsat1 = <flashmp3>3DSW/10 - Volcano Valley Zone - Act 1.mp3</flashmp3><br />
| musicsat2 = <flashmp3>3DSW/11 - Volcano Valley Zone - Act 2.mp3</flashmp3><br />
}}<br />
<br />
'''Volcano Valley Zone''' is the fifth level of ''[[Sonic 3D: Flickies' Island]]'' for the [[Sega Mega Drive]] and [[Sega Saturn]], coming after [[Diamond Dust Zone|Diamond Dust]] and before [[Gene Gadget Zone]]. As with other stages in this game, Volcano Valley consists of two standard Acts followed by a third Act containing only the boss fight. In Acts 1 and 2, [[Sonic]] must free captured [[Flicky|Flickies]] from inside [[badnik]]s, depositing five of the birds into a [[Goal Ring]] to progress between sections of the level (usually three per Act).<br />
<br />
If Diamond Dust = cold, Volcano Valley = ''hot''. Molten lava pulses through the zone like scorching blood, and the fat man's flamethrower cannons don't help lower the temperature much. Semi-solidified magma, still glowing a dull crimson, coats the craggy bluffs on the interior of this volcano, with giant quartz crystals and petrified remnants of trees jutting crudely out the blistering rocks. The heat is such that a heat haze is visible in the Saturn version of the level, and [[Eggman|Robotnik]]'s made the place even less hospitable by throwing in spiked orbs and robotic terrors to boot.<br />
<br />
Keep your eyes peeled for the square slabs of beige-brown rock that litter the floor. Hidden beneath a formation of these you can almost invariably find secret passageways down solidified lava tubes, leading to power-up TVs like the very, very, ''very'' useful [[Fire Shield]].<br />
<br />
Geographically, the Zone is located on the volcano of [[Flickies' Island]].<br />
<br clear="all"><br />
{{S3DOmni}}<br />
[[Category:Sonic 3D Levels]]</div>Shobiz