Under the Surface of Classic Sonic

Under the Surface of Classic Sonic

@classicsoniccode.bsky.social

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

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Due to the demo programs in the Japanese and PAL versions (not USA) of Sonic CD being built off of a prototype, they retain the logic for enabling debug mode by pressing start on player 2's controller. You can do this so that you don't need to enter the code in the sound test.

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There are 4 collision modes while airborne, 1 for each cardinal direction. When he hits the rock, his Y speed is cancelled out while still moving right. Since he's technically colliding with the floor and the check isn't done, he clips on top of the surface, right into the rock.

Here's a silly difference between the 510 and 0.28A (512) prototypes of Sonic CD. Special stage rings always appear in 510, but never in 0.28A. 0.28A added a ring count check, but only checked the top byte. As a result, they can only appear if the player has at least 12800 rings.

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Under the Surface of Classic Sonic reposted

Replying to @classicsoniccode.bsky.social

The Tidal Tempest act 3 demo was also rerecorded. What I find peculiar is how whoever recorded the USA demo slowly walked to the boss while the Japanese demo caught up. Were they trying to eyeball the Japanese demo? I dunno... Left: Japan/Europe, Right: USA

A few ways to play and see it: 1. Modify the disc image to set the byte at 0x2A75353 from 1 to 0 (712 prototype only) 2. Modify RAM in an emulator to set address 0xFF1581 to 0 (works in final) 3. Use PAR code FF1581:00 or Game Genie code AAL9-8AEB in an emulator (works in final)

Under the Surface of Classic Sonic@classicsoniccode.bsky.social

Thanks to c4/seafour4 on the Hidden Palace Discord server, a new prototype signpost sprite was discovered in the Palmtree Panic act 1 demo (DEMO11A.MMD) in the 712 prototype of Sonic CD, which was previously only seen in a magazine.