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> 2 player mode in sonic 2, how it ruled
Master Tails
post Aug 29 2005, 01:59 AM
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You're forgetting the fact that ARZ has water and water levels aren't supported in 2p mode. LocalH did the test to see what 2p mode with water would be like and the game went to slowly which is one reason why it doesen't work. I have no idea about Oil Ocean.
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LocalH
post Aug 29 2005, 12:02 PM
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No, I didn't. drx did. I just theorized, he actually tried it.


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Master Tails
post Aug 29 2005, 12:49 PM
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Heh sorry. Were the results slow when he did it?
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LocalH
post Aug 29 2005, 01:33 PM
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QUOTE(drx @ Aug 11 2005, 05:00 AM) *

LocalH: I made some tests with the method Sonic Team has made the water and split screen in Sonic games and... this is slow. The more 'screens' you have, the slower the program runs. After putting 3-4 screens on the screen, the program went so slow, that I can imagine why Sega didn't want water in 2p.


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Overlord
post Aug 29 2005, 02:17 PM
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QUOTE(Dark Sonic @ Aug 29 2005, 02:05 AM) *

well, this is just a therory, but Some levels wouldn't work in two player. Hill Top zone wouldn't work because the platforms that carry players down would collapse before the second played got there. in Chemical plant zone, the water would rise before the other player got there. Sky chase wouldn't work (obiously). Winged fortress wouldn't work (obviously). Although aquatic ruin and oil ocean would work.


Platforms respawn. Sky Chase could in theory work, but you'd have to have 2 planes on auto-pilot or something. =P WFZ I see no issues with if you remove the boss and replace it with a act complete sign, like the Act 2 2P zones do. ARZ, OOZ, no real barriers like you said.

CPZ is the only real issue I can see, but maybe the water movement would make the level more fun. =P ("HOLY CRAP THE WATER'S MOVED GOTTA RUN RUN RUN-fuck, died")


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Kiko
post Aug 29 2005, 04:12 PM
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QUOTE(Overlord @ Aug 29 2005, 11:17 AM) *

QUOTE(Dark Sonic @ Aug 29 2005, 02:05 AM) *

well, this is just a therory, but Some levels wouldn't work in two player. Hill Top zone wouldn't work because the platforms that carry players down would collapse before the second played got there. in Chemical plant zone, the water would rise before the other player got there. Sky chase wouldn't work (obiously). Winged fortress wouldn't work (obviously). Although aquatic ruin and oil ocean would work.


CPZ is the only real issue I can see, but maybe the water movement would make the level more fun. =P ("HOLY CRAP THE WATER'S MOVED GOTTA RUN RUN RUN-fuck, died")


Actually I've done that before, get to the end part where the water fills up, debug mode warp thingy back tot he beginning and then do the level like normal. It totally screws the other person because of the water slowing them down, but it's doable, wasn't really that hard to complete like that.


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Ultima
post Aug 29 2005, 04:37 PM
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Kiko, you're still alive?


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PsychoSk8r
post Sep 29 2005, 05:13 AM
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QUOTE(Overlord)
CPZ is the only real issue I can see, but maybe the water movement would make the level more fun. =P ("HOLY CRAP THE WATER'S MOVED GOTTA RUN RUN RUN-fuck, died")

lmao. This sound like a fun idea to try =P
*finds level select modifier*


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Tweaker
post Sep 29 2005, 08:45 AM
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QUOTE(PsychoSk8r @ Sep 29 2005, 06:13 AM) *

QUOTE(Overlord)
CPZ is the only real issue I can see, but maybe the water movement would make the level more fun. =P ("HOLY CRAP THE WATER'S MOVED GOTTA RUN RUN RUN-fuck, died")

lmao. This sound like a fun idea to try =P
*finds level select modifier*

RAM address FE10. First byte is level slot ID, second is act (00 for act 1, 01 for act 2). Have fun.

Patch code for convinience: FFFFFE10: 0D01 (This should work... I haven't tested.)


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Kiko
post Oct 22 2005, 03:41 AM
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QUOTE(Ultima @ Aug 29 2005, 01:37 PM) *

Kiko, you're still alive?


Latest reply ever, but the topic got bumped anywho =P

Yes, still alive and breathing. More of an lurker though now, obviously ^^;

EDIT: .. okay.. on the first page + within the first ten topics = not bumped..sorry x_x


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Hez
post Oct 23 2005, 12:44 AM
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yay for bumpyness....since its been bumped someone go hack playable two player levels


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Tweaker
post Oct 23 2005, 12:48 AM
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Well Hez, me and Quick Man did a bit of research. There's a byte in RAM that defines whether split screen is activated in a level or not. If we can track this code to how it handles the split screen, we can do something about that.

I'll keep you updated if we get anywhere with that. The main problem is adding support for 16x8 mappings, but when that's taken care of it won't be a problem.


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StephenUK
post Oct 23 2005, 03:59 AM
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QUOTE(Tweaker @ Oct 23 2005, 06:48 AM) *

Well Hez, me and Quick Man did a bit of research. There's a byte in RAM that defines whether split screen is activated in a level or not. If we can track this code to how it handles the split screen, we can do something about that.

I'll keep you updated if we get anywhere with that. The main problem is adding support for 16x8 mappings, but when that's taken care of it won't be a problem.


If you'd have asked I could have told you that RAM byte a long time ago and saved you the trouble of looking into it. Anyway, at least you've got it now.


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Ultima
post Oct 23 2005, 09:44 AM
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It'll be in the Hblank ISR, no?


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Hez
post Oct 23 2005, 02:51 PM
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QUOTE(Tweaker @ Oct 22 2005, 09:48 PM) *

Well Hez, me and Quick Man did a bit of research. There's a byte in RAM that defines whether split screen is activated in a level or not. If we can track this code to how it handles the split screen, we can do something about that.

I'll keep you updated if we get anywhere with that. The main problem is adding support for 16x8 mappings, but when that's taken care of it won't be a problem.

awsome, two player levels in sonic 1 or 3 could be near!


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LocalH
post Oct 23 2005, 07:46 PM
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The hardware format of the 8x16 patterns is simply a direct extension of the standard 8x8 format - 64 bytes with each successive nybble representing pixels across, then down. So two 8x8 patterns right next to each other in VRAM equal one 8x16 pattern.


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Tweaker
post Oct 24 2005, 04:58 PM
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Hmm... What in the format of mappings defines how it's supported by 8x16 mode? I always imagined before that they would use seperate mappings, but Hivebrain said otherwise.


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