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Under the Surface of Classic Sonic Profile
Under the Surface of Classic Sonic

@SCDDeconstruct

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3
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426
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1,177
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All about programming, unused content, and more in the Classic Sonic games!

Joined October 2022
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
I have been learning Godot and I have managed to successfully recreate Sonic's physics from the Genesis games while using the actual engine functionality. Would anyone be interested in a video series about recreating Sonic 1 or something in Godot with this stuff?
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
To trigger Knuckles' obscure "shooing" animation in Sky Sanctuary, Sonic's center position must be within the highlighted area, he must be facing left towards Knuckles, and he must be ducking.
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
If your Backup RAM (used for storing save data) data is corrupted, in English, it will display this error message, implying that "Robotonic" messed with it.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Unused special stage animations for Sonic (thread) 07
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
Here is a better look at the physics in action, which was ported over from the original Genesis code, and verified via the Sonic Physics Guide.
@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
I have been learning Godot and I have managed to successfully recreate Sonic's physics from the Genesis games while using the actual engine functionality. Would anyone be interested in a video series about recreating Sonic 1 or something in Godot with this stuff?
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
There are some sprites that can be found in the 1996 PC version, but NOT the Sega CD version. These rolling sprites do exist in the v0.02 prototype, albeit unused. The shrinking sprites only exist via leftover mappings data in Tidal Tempest since 510; no tile data can be found.
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
Issue 20 of the French gaming magazine Mega Force features a build of Sonic CD between the v0.51 and 712 prototypes that interestingly has a signpost sprite that isn't seen in any of the dumped prototypes.
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@SCDDeconstruct
Under the Surface of Classic Sonic
6 months
In Sonic 1, the lives counter icon in the HUD and the 1UP icon in the monitors use separate graphics. Interestingly, there's a 2 pixel difference between the two.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
So, a developer for the PC port of Sonic CD (Dino version) had joined Retro and mentioned they had an archive of a *late beta* for the PC port (v0.992). I reached out to them and have been given permission to share it for preservation!
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
The following thread is a repost of a post by Clownacy on Sonic Retro: the ring sound bug. In the other games, every time the player collects a ring, the ring sound plays on a different speaker, alternating between left and right, which is why is sounds as smooth as it does.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
In v0.02, a pre-v0.02 FM sound driver can be found in the stage files, and they contain an even earlier version of the time warp sound.
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Ever wanted to know why Green Hill Zone in the Nick Arcade prototype is so broken? Well, when we take a peek at the collision map... oh dear. [Technical explanation in replies]
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
This account is full of them. But, here's a new one: The title screen is programmed to run at 30 FPS, but due to the process of rendering the clouds, copying them to VRAM, and also updating the everything else at once, it drops to 20. Here's what it looks like at 30 FPS.
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
There are instances where Sonic's palette uses a more saturated blue compared to his in-game palette. This particular palette comes from a potential prototype palette from Sonic 1's development found in some digitizer files.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
How Sonic's physics work on the 3D ramp/loop in the original version.
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
Additional fun fact: the sprite here was repurposed for the Backup RAM manager.
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
Issue 20 of the French gaming magazine Mega Force features a build of Sonic CD between the v0.51 and 712 prototypes that interestingly has a signpost sprite that isn't seen in any of the dumped prototypes.
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
The background's Y position in Green Hill Zone was slightly altered between REV00 and REV01.
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
If you have an astute eye, you can see that the drowning countdown numbers are actually bubbles that come out of Sonic's mouth. (Yes this is in all the Genesis titles, but it's also in CD, so...) Also, the colors are a bit messed up here in Sonic CD for when the number forms.
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@SCDDeconstruct
Under the Surface of Classic Sonic
7 months
In the remake of Sonic 3 & Knuckles, there's a couple of leftover parts of Sonic Mania. One of them is actually Encore Mode itself!
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
In Green Hill Zone Act 1, with a well timed jump on the loop, you can go into the S-tunnel really quickly, and end up outrunning the bottom boundary of the stage that's gradually shifting downwards upon entering the area. On the bottom is an expanded view to show that boundary.
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
In the port of Sonic 1 found in Sonic Jam, the spindash setting also controls whether or not the spike bug is fixed or not.
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
Looks like a lot of you want to see this come to fruition. Well, fear not, as I shall deliver... eventually. With me also having a job and other real life stuff, it may take a while. But, once the videos start coming out, I hope you will enjoy them!
@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
I have been learning Godot and I have managed to successfully recreate Sonic's physics from the Genesis games while using the actual engine functionality. Would anyone be interested in a video series about recreating Sonic 1 or something in Godot with this stuff?
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
If anyone is interested, a while ago, LuigiXHero and I made a hack of Sonic 1 for the Sega Genesis that brings in the changes made in Sonic Jam. (Link below)
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
2D visualization of the Special Stage 6 demo (After Effects Test)
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Sonic 2's camera is known for lagging behind Sonic when he's moving too quickly. The reason that happens is due to the stage renderer only being able to draw directly where the camera is at, regardless of how far it has moved. Areas that should have been drawn to get skipped.
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 days
It seems there is some misinformation regarding how to access this screen on only the Sega CD version of Sonic CD. Probably a mix-up with how to access it on the 1996 PC version. You can only access it from Visual Mode. Technical breakdown in the replies.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
With this in mind, here is a quick hack of Chaotix that makes the sound speed fluctuate.
@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
The way Chaotix handles changing the speed of music for things like speed shoes involves changing the rate in which sound is updated Twice every frame, it uses self modifying code to increment a counter by a certain amount, and if that counter overflows, a sound update is called
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
Hidden Palace Zone in Sonic 2 seems to have been developed so early on that it retains data that is more compatible with Sonic 1 than Sonic 2. **This is just speculation**, but the monitor types look to be set before the IDs were updated, and thus still use the Sonic 1 IDs.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
0F (corrupted in game)
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
08, goes with 07 above, looks like an unused idle animation
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
0F (fixed), some kind of slipping animation. Maybe for those oil slicks?
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
0C, some kind of hanging animation
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Sonic's "I'm outta here" animation when shrunk down.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
So, some of you may recognize this hit sample from Collision Chaos' past music as the "James Brown Is Dead" hit.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
21, Sonic looks down, shrugs, and starts sinking?
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
In Japanese, it's the same message, but "Robotonic" is referred to as Eggman instead.
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Green Hill Zone Act 2's "Normal" layout in Sonic Jam modifies the section with the pits and large platforms to block off the pits. They added barriers, spikes, and platforms, the last 2 which have new subtypes to extend their hitboxes, so that Sonic can't fall through any cracks.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
The original 1993 version of Sonic CD has a hidden tag object for propelling Sonic into a ball (typically used for tunnels) placed right on a spring in Stardust Speedway Act 2. This tag object is missing in the 2011 remake.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
This is what it looks like restored.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
There is an unreferenced bridge object in the v0.02 prototype that was originally assigned to ID 0x25. By adding it back to the object list, you can see that they were actually placed in the level, and were just hidden via being removed from the object list.
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
In the remake of Sonic 3 & Knuckles, finishing an act shows a score tally which gets your total score for the level. What's interesting is that a part of it is actually using code that's unchanged from Sonic Mania! [Explanation in replies]
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Worth noting is that Sonic Jam fixes this by directly setting the bottom boundary value instead of making it gradually shift down. Here's that fix applied to a regular Sonic 1 ROM + expanded view.
@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
In Green Hill Zone Act 1, with a well timed jump on the loop, you can go into the S-tunnel really quickly, and end up outrunning the bottom boundary of the stage that's gradually shifting downwards upon entering the area. On the bottom is an expanded view to show that boundary.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
1F and 20, some kind of jumping animation?
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
The 1207 prototype of Knuckles Chaotix has a super early time attack menu that can only be accessed in a peculiar way. You must do 2 full rotations of the player selection screen, select your character, your NPC partner character, and then you'll get access to it.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
22, goes with 21 above. Sonic is partially sunk in.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
There is an unused animation of Sonic sneezing, which is well documented already. Did you know that there was actually some code that was implemented for it that never got used?
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
23, landing animation. Perhaps goes with 1F and 20 above?
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
Hidden Palace Zone in Sonic 2 seems to have been developed so early on that it retains data that is more compatible with Sonic 1 than Sonic 2. The 2nd palette line closely resembles Sonic 1's Green Hill Zone's, just modified to be able to display Sonic 2's ring sprite properly.
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
Example of a Special Stage frame render on the Sega CD (After Effects Test)
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Explosions and flowers are flipped depending on the direction of the badnik in the original version of Sonic CD.
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@SCDDeconstruct
Under the Surface of Classic Sonic
5 months
In the remake of Sonic 3 & Knuckles, when you interact with the bonus stage warp from a Starpost, the game fades to white with a warp sound effect. This is actually not accurate to the original game.
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@SCDDeconstruct
Under the Surface of Classic Sonic
6 months
The reason for this is kind of an interesting one. I'd like to elaborate on it a bit. 🧡
@SonicPhysics
Classic Sonic Deconstructed
6 months
In the remake of Sonic 1 (Mobile and Origins) the walk animation is always floating 1 pixel above the ground. However, the incorrect horizontal shifting in the walk from the original game was fixed. #SonicTheHedgehog
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@SCDDeconstruct
Under the Surface of Classic Sonic
5 months
Deep inside the remake of Sonic 3 & Knuckles, there's a variable in the Player object that can turn on a hitbox visualizer. It is barebones, as it only shows the Player's main hitbox. It does not show anything like Amy's hammer hitbox, or the Instashield hitbox.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
There is a bit of a misconception regarding the Time Attack screen in CD93 ver0.02, where you can edit RAM to bypass the limited imposed selection to select "lost zones". There's not actually much remnant zone data in 0.02, but the reason this happens is interesting... 🧡
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
Another interesting tidbit is that the 1995 PC port has a different layout for this screen. While the sprite was reused, it was downscaled.
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
Additional fun fact: the sprite here was repurposed for the Backup RAM manager.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
New batch! Thanks again to PixelTheCat for these! Sonic CD PC Beta v0.994: Intel Realistic Display Mixer (RDX, formerly Dino) Developer’s Kit 2.1:
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
So, a developer for the PC port of Sonic CD (Dino version) had joined Retro and mentioned they had an archive of a *late beta* for the PC port (v0.992). I reached out to them and have been given permission to share it for preservation!
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Introducing: a quick and easy tool for combining Sonic & Knuckles with another Genesis ROM to simulate a lock-on, which you can then easily thrown into an emulator to play. Extra information is on the page itself.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
Here is a table of monitor types from Sonic 1, Sonic 2 Simon Wai, and Sonic 2 Final.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
Hidden Palace Zone in Sonic 2 seems to have been developed so early on that it retains data that is more compatible with Sonic 1 than Sonic 2. **This is just speculation**, but the monitor types look to be set before the IDs were updated, and thus still use the Sonic 1 IDs.
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
In the remake of Sonic 3 in Sonic Origins, there exists an unused secret dubbed "Barrel Hotline" / "Hotline". the sound test code does not exist, but general code for the secret does. When active, it changes the barrel behavior to the original Sonic 3 behavior!
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
In prototype builds, instead of spotlights, it would scroll a lit up palette up and down (v0.51 shown here).
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
The other error messages aren't as amusing. I will note that the game will only be playable in the event that the Backup RAM is full. The other errors just freeze at the message.
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@SCDDeconstruct
Under the Surface of Classic Sonic
7 months
In the quoted tweet, the reason the sprite looks bugged is because another object's graphics overwrite it in VRAM. However, this is not the case in act 3. However, due to a bug, this object in the 510 prototype uses the wrong tile ID for the sprite. Here it is fixed.
@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
This object exists in the 510 prototype and can be placed with debug mode. It's a set of 3 teleporters that move in a circular motion.
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
In the remake of Sonic 3 and Knuckles, there exists an unused feature in the game code that enables bubble shield behavior from Sonic Mania.
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Starting from Sonic 1, when you jump after rolling, you cannot move left or right? Turns out, it might be because of the fact that when you press left or right when in the air, a speed cap kicks in, which destroys your momentum if you were rolling down a hill and then jumping.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
There is an unused swing object (0x29) in v0.02. While not placed in a stage, its graphics do get loaded in act 2 around the area where a swing is placed in the final.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
For those Chaotix and 32X nerds out there, I have released a disassembly of Chaotix. Unfortunately, it is very incomplete, because I don't have the time to finish it, but it does build bit perfect, and the 68000 code can be modified without issue.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
According to symbol data found in the Gems Collection version, the name of the function that removes animals when there's a bad future from the source code is called "friend_suicide", and the function that removes badniks when there's a good future is called "enemy_suicide".
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
In the 510 and v0.51 prototypes, there is an unused object that looks like beam. Touching it in 510 does nothing, but touching it in v0.51 deactivates it.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
So, jumps like this are possible in the original version, but not in the remake. What gives? Turns out, it's due to a subtle difference in the order of which movement and collision handling is done that affects how jumping works.
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Sonic 1 also features this same speed cap for the camera... except that they forgot to put in the check for when the camera moves left, which means you can cause these same graphical corruptions in stock Sonic 1 if you move fast enough. This was fixed in Sonic 2.
@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Sonic 2's camera is known for lagging behind Sonic when he's moving too quickly. The reason that happens is due to the stage renderer only being able to draw directly where the camera is at, regardless of how far it has moved. Areas that should have been drawn to get skipped.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
In CD93 prototype 0.02, there is an unused object in TITLE_.MMD that flashes "PRESS START", which would have presumably taken the temporary menu's place in an earlier build.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 months
Every time you duck, Knuckles' animation will reset. This seems to actually be an oversight stemming from a half-implemented check. Before checking those conditions, it checks if a flag is set, and if it is, then it skips the other checks. However, that flag never gets set.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
A prototype palette is leftover in the final for the past version of Palmtree Panic. It doesn't fit the final graphics 100%, but it fits v0.02's.
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@SCDDeconstruct
Under the Surface of Classic Sonic
7 months
In the original Sonic CD, the Stardust Speedway lights have 2 settings: dim and bright. Dim lights display their sprite for 1 frame every 4 frames, and bright lights do the same, but every 2 frames. [1/2]
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
The points chaining system in the 2011 remake of Sonic CD is bugged. This is due to the fact that the chain doesn't get updated until a points object disappears, causing an inconsistent points chain if you rack them up too quickly.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Like in Sonic 1, loops make use of 2 chunks, and switches between them as Sonic runs through one.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
The 1996 PC version of Sonic CD adds additional code in the floor collision function that fixes a slight visual and physics bug for when you're on a flat surface, but the left sensor is detecting a block with a steep enough angle [thread]
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
This object exists in the 510 prototype and can be placed with debug mode. It's a set of 3 teleporters that move in a circular motion.
@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Unused slot looking object from Collision Chaos. Looks like it could be an early version or some unused variant of the points slot object.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Special stage UFO designs in the original vs the 2011 remake
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
links: Sonic CD PC (Beta v0.992): Intel Dino 2.0 (Beta):
@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
So, a developer for the PC port of Sonic CD (Dino version) had joined Retro and mentioned they had an archive of a *late beta* for the PC port (v0.992). I reached out to them and have been given permission to share it for preservation!
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
So, in most of the stage files of the Sega CD version, there are 2 unused sets of stage layout data. They are layouts for Green Hill Act 2 and 3 from Sonic 1.
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
Bonus fun fact: if you look closely at the time warp image, you can see that the parts of Sonic that are supposed to be black are set to *green* for whatever reason.
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
There are instances where Sonic's palette uses a more saturated blue compared to his in-game palette. This particular palette comes from a potential prototype palette from Sonic 1's development found in some digitizer files.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
I just saw a supposed screenshot of a DM with Naoto Ohshima stating that the name of R2 is "Dubious Depths". Is it legit?
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Unused platforms from Tidal Tempest.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Original (left) vs 2011 (right) hitboxes: Palmtree Panic boss
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
The special stage ring's hitbox in the original version of Sonic CD is larger than the one in Sonic 1 and the 2011 remake.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Unused slot looking object from Collision Chaos. Looks like it could be an early version or some unused variant of the points slot object.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Learning video editing. Made this quick video that shows off the bugged ducking hitbox.
@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Sonic CD still retains the code from Sonic 1 that shrinks Sonic's object collision hitbox if he's ducking... except that they forgot to update the sprite frame ID. As a result, it doesn't work as intended, and the hitbox will shrink when an angled walking sprite is displayed.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
In between v0.02 and 510, before the background was changed to the final one, the palette was slightly altered to make the sky a little less saturated. This palette data can be found leftover in the final game. (Left = v0.02, Right = Alteration before 510)
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
However, James Brown is Dead is actually sampling the ending synth from "So Fine" by Electric Light Orchestra, particularly at the point where it starts pitching down.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
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@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
@SCDDeconstruct
Under the Surface of Classic Sonic
4 months
Additional fun fact: the sprite here was repurposed for the Backup RAM manager.
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@SCDDeconstruct
Under the Surface of Classic Sonic
7 months
Within the various Sonic Mania leftovers in the remake of Sonic 3 & Knuckles, parts of code for Chibi Players still exist. The Player does not visually change, but certain aspects do, such as the player getting chibi physics upon spawning in with the "chibi flag" being enabled.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
As in
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Masato Nishimura (Mazin) also believes that R2 was called "Dubious Depths", but also believes that it was originally called "Ridicule Root".
@Mazin__
まげん
2 years
@AlexyCd My memory is a bit hazy, but I think what Mr. Oshima said is true. However, I think the initial idea for the name of rd2 was Riddical Root.
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
They also shared the library, documentation, and sample files for Dino, found in this earlier archive they shared (that had an incomplete rip of the Sonic CD disc).
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@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Bonus fact: the speed cap of 16px/frame for rolling only applies horizontally, NOT vertically. This is why this particular example only has problems when the camera moves up or down.
@SCDDeconstruct
Under the Surface of Classic Sonic
8 months
Sonic 2's camera is known for lagging behind Sonic when he's moving too quickly. The reason that happens is due to the stage renderer only being able to draw directly where the camera is at, regardless of how far it has moved. Areas that should have been drawn to get skipped.
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@SCDDeconstruct
Under the Surface of Classic Sonic
1 year
(The same messages in Japanese, plus a bonus alternate message in the European version)
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@SCDDeconstruct
Under the Surface of Classic Sonic
2 years
Unused trapdoor from Metallic Madness. It was used in prototype builds, but was removed in the final.
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