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디버그 기능들#

레벨 셀렉트#

Sonic_The_Hedgehog_2_Genesis_Level_Select.png

초대작과 같이, 소닉 2 또한 유명한 스테이지 셀렉트 코드가 있는데, 아래와 같다.

  • 옵션메뉴로 진입한다.
  • 사운드 테스트에서, 순서대로 19, 65, 09, 17 (1965년 9월 17일은 나카 유지의 생일이다.)를 입력한다. 제대로 입력되었다면 레벨 셀렉트를 할 수 있다.
  • Start 버튼을 누르면 타이틀 화면으로 돌아간다. 타이틀 화면이 나왔을때 A와 Start 를 같이 누르면 레벨 셀렉트 화면이 나온다.

디버그 모드#

디버그 모드를 활성화 하기 전에 먼저 레벨 셀렉트를 활성화 해놓아야 한다.

  • 레벨 셀렉트의 사운드 테스트에서 순서대로 01, 09, 09, 02, 01, 01, 02, 04 (북미 출시일인 1992년 11월 24일)를 재생한다.
  • 원하는 레벨을 고르고, A와 Start. 를 누른다. 이때 A버튼은 화면이 뜰때까지 계속 누른다.

또는 Pro Action Replay 코드 FFFFFA:0001로 액세스하는 방법도 있다.

이 상태에서는 아래의 것들이 적용된다.

  • 무적
  • 제한시간(10분) 삭제
  • 디버그 좌표 (점수가 있는 자리에 표시)
  • 스프라이트 갯수 표시기 (시간이 있는 자리에 표시)
  • 설치 모드: B를 눌러 발동하며 아래의 것이 가능하다.
    • A를 눌러 앞으로 보내기
    • A와 C를 동시에 눌러 뒤로 보내기
    • C를 눌러서 오브젝트를 설치하기
  • 일시정지를 했을때 아래의 기능이 가능해진다.
    • A를 눌러 타이틀 화면으로 돌아가기
    • B를 꾹 눌러서 게임 속도를 50%로 줄이기
    • C를 눌러 1프레임 진행하기

추가로, 어떤 경우던 소닉이 죽을때 설치 모드로 진입한 뒤 안전한 구역으로 이동하면 죽지않고 살아날 수 있다. 다만 낙사 같은경우 낙사판정이 나는 위치에 오브젝트를 설치하면 충돌이 일어나며, 테일즈로는 설치 모드 자체에 진입할 수 없다.

"나이트 비전" 모드#

Sonic2_Black_Layers.png

레벨 셀렉트에서 디버그 모드를 활성화 한 뒤, 원하는 레벨을 C와 Start를 동시에 눌러서 시작한다. 제대로 입력되었다면, 콘솔의 VDP가 디버그 기능을 활성화하여 스프라이트 레이어 뒤에 그려진 배경 그래픽을 반투명란 검은색 오버레이로 덮는다.

Moving Background Debug#

Use PAR code 00EBEC:4E71 (Rev. 00), 00EBC0:4E71 (Rev. 01), or 00EBC2:4E71 (Rev. 02) to enable a special debugging feature: Hold 2P Up or 2P Down to move the rising floor / lava in Hill Top and the moving clouds in the background of Wing Fortress.

(Source: Sonic 2 Disassembly)

치트#

  • 에메랄드 전부 획득 레벨 셀렉트 스크린으로 들어가서 사운드 테스트 04, 01, 02, 06를 입력라거나 프로 액션 리플레이 FFFFB1:0007를 입력한다.
  • 재도전 추가 14개의 재도전 횟수를 추가하려면, 옵션에 있는 사운드 테스트에서 01, 01, 02, 04 를 재생한다. 다만 잘못된 사운드 명령으로 인해 Oil Ocean Zone 음악을 항상 재생한다.

미사용 그래픽#

소닉#

To do:
"밸런스 턴" 스프라이트에 더 나은 이미지와 프레임 ID를 추가하기

The palette cycle from Sonic 1's title, as well as the Sonic 1 Sega screen can be found at 0x1E5A, 0x26D6 and 0x26E2; the code for the Sega screen palette can also be found just above, entirely unreferenced. |}

Sonic#

그래픽

프레임 ID

설면

52-53

윙 포트리스 존에서 소닉이 우주선에 매달린 것과 매우 비슷한 스프라이트. 하지만 수직 방향이다.

5E

애니메이션 16에 정의된 사망 스프라이트 변종. (똑같이 짤렸지만)소닉 1에서도 등장했다.

??

둘 다 사용되지는 않았지만, "패닉" 밸런스 애니메이션에서 회전할 때 한 프레임 동안 나타난다.

Dr. Eggman#

Graphic

Name

Description

Unused CPZ Animation

There's an unused animation for Eggman's Egg Poison mech accidentally dropping the Mega Mack on his head. This animation has been around since the Nick Arcade prototype, but it was never implemented. The boss is programmed to play this animation whenever byte 0x2D (Obj5D_status) of its object RAM has its second lowest bit set, although it appears misaligned in the actual game. There's a fix to implement the lost animation here.

Eggman laugh

In Death Egg Zone, Eggman is programmed to laugh when Sonic takes damage during the Mecha Sonic battle. However, as there are no Rings in this Zone, and animation freezes after Sonic dies, this can never normally be seen without debug mode. In the 2013 mobile remake, animation is not frozen when the player dies. You can also view the animation in the Sonic Jam port by playing in Easy mode, as well as the 3DS and Sega Ages versions by playing in Ring Keeper mode.

Other#

Graphic

Name

Description

Debug Font

The data for the previous game's level select font still remains in the game. Only the numbers and letters A - F are used within debug mode. A majority of this is used in the prototypes for its own level select and error handler.

HPZ Icon

A Level Select icon for Hidden Palace Zone. It is not normally used in any version of the game, but Pro Action Replay code 0096D8:0303 will cause it to replace the Emerald Hill icon in the Stage Select. It also appears in Sonic the Hedgehog 3's stage select, which recycles icons from the Sonic 2 Zones. The final game's stage select wasn't implemented until Beta 7, while Hidden Palace itself was removed around the time of the Pre-Beta. It's likely the art was already drawn, and thus implemented, even if still ultimately unused.

CPZ Decorative object

Unused decorative objects for Chemical Plant Zone, stored at 0x0383-0x0393 in VRAM. These can be placed in the iOS/Android 2013 version's debug mode.

OOZ spring holder

A holder for the Oil Ocean Zone ball launcher (see below). This appeared in the Simon Wai prototype, and is still loaded into VRAM in the final game.

Sonic2AquisAngry.gif
Sonic2AquisSpray.png

Unused Aquis graphics

An unused animation for Aquis spitting up oil, along with an oil spray.

Unused Balkiry frame

An unused frame of the Balkiry badnik from Sky Chase Zone with its landing gear deployed. It's possible that they were originally intended to take off from the Wing Fortress as it passed by. If a Balkiry is selected in debug mode, this sprite will be seen instead of its flying one.

Walking Tocky

A walking animation for the Tockys in Sky Chase Zone. The only ways to see this sprite is by using debug mode to create and destroy a Badnik while the Wing Fortress passes by, or by waiting to destroy a Badnik until it passes by. This would later on make an appearance in Sonic Mania, shortly before the Metal Sonic boss battle at Stardust Speedway Zone.

Picky

Picky, a returning animal from Sonic 1, is present in Death Egg Zone. However, there are no Badniks or animal capsules, so he's never seen.

(Source: Sonic Retro)

미사용 오브젝트#

CPZ 공중 플랫폼#

Sonic2CPZFloatPlat.png
오브젝트 ID: 0C

As can be seen in this mockup screenshot, the colour, shape, and shading of the "laser" matches the thrusters on the underside of the Zone, meaning that this may have been its intended use. There isn't really any opportunity for this setup to be used anywhere in WFZ, as the thrusters are only found on the bottom of the ship, meaning there are no walls below them, and the spinning platforms are only ever found attached to walls. |- |align=center|BF||Sonic2-wfz-spinnything2.gif||WFZ Destructible Pole||An odd, spinning pole, which can be placed in Wing Fortress Zone via debug mode. It acts like a Badnik: you can destroy it, and it can damage you, but it doesn't move. However, its sprites aren't grouped with the other WFZ Badnik graphics. Instead, they're placed alongside the other Wing Fortress level objects - specifically, right before the sprites for the spinning propeller blades.

Based on this, it's possible the pole was meant for a destructible spinning propellers obstacle, as seen above. There are even slots on the sprite where the blades' ends could fit.

(Source: "Wing Fortress's Unused "Badnik" Finally Solved?" on Sonic Retro)

|}

Unused Subtypes#

Graphic

Name

Description

Monitors

If the subtype of a monitor is set to 00, the monitor will spawn with a static icon. Breaking the monitor will harm the player.

N/A

CPZ Tipping Platform

The amount of time that the platforms in Chemical Plant Zone remain flipped can vary -- it's equal to 10+(upper four bits of the subtype) frames -- but in the final game, the upper four bits are always set to 70.

ARZ Door

An unused, closing door from Aquatic Ruin Zone. This door was implemented between the Simon Wai and August 21st prototypes, but doesn't seem to fit anywhere. These can be placed in debug mode.

CPZ Bubble Snakes

The blue bubble snakes in Chemical Plant Zone have many subtypes that define their movement pattern, (00-0F for jumping back and forth, 10-1F for jumping between the floor and ceiling), and their length, which can be any number of segments between 1 and 16. However, only those that are 6 segments long are used (subtypes 05 and 15), leaving all other subtypes unused.

In addition, above the code to initialize the object is a table for varying vertical speeds, however it goes unused with the game instead using -$480; the unused values are -$500, -$600, and -$700. Attempting to use them in-game causes it to go beyond its limit, likely explaining why it went unused.

OOZ Pressure Stopper

The used pressure stopper in Oil Ocean Zone launches the player upwards. If the object subtype is set to 00, like it is in debug mode, it will launch the player to the right. This would have been used in the Simon Wai layout of the stage, but has no purpose in the final layout.

Unreferenced Objects#

The code for Giant Rings from Sonic 1, and their accompanying code and flash, are still present in the ROM.

Similarly, the code that allowed the player to interact with sloped platforms in Marble Zone still exists, and was even rewritten so its compatible with two players. However, there's an error that makes it non-functional. It seems to have been abandoned before the Nick Arcade prototype.

미사용 점수 집계 화면#

This configuration for the score tally, replacing "ACT #" with "ZONE", is meant to be used in levels with only one act, such as Sky Chase Zone, Wing Fortress Zone, and Death Egg Zone. However, none of those levels have a score tally, so this text never appears unless a capsule is placed via debug mode and destroyed. This was later used in Hidden Palace Zone in the 2013 remake.

미사용 오디오#

음악#

The song at entry #10 in the Sound Test is unused in normal gameplay; however, it will play if the corrupted remains of Hidden Palace are accessed in the final build through the use of cheating devices or otherwise hacking the game. It does not exist in the Simon Wai prototype, where instead the functional version of Hidden Palace uses the music that was later used for the 2-player version of Mystic Cave.

(Source: Sonic Retro)

Disc 2, Track 37 of the Sonic the Hedgehog 1&2 Soundtrack contains Masato Nakamura's original demo, but unlike other tracks, the music speeds up and reaches a finale, without looping. This suggests the music was intended for an event, like a cutscene, perhaps one in Hidden Palace. It's only named "STH2 Unused Song ~ Masa's Demo version ~", obscuring its use, though the track titles only indicate where or how each song is used in the final game.

Popular speculation says this song was set to be Hidden Palace's music, but the 2013 remaster of Sonic the Hedgehog 2 uses the Mystic Cave 2 Player song, like prototypes past. The developers felt it better suited the level. However, Song #10 is used in Proto Palace Zone.

Sounds#

A few unused leftovers from Sonic the Hedgehog, and other unused sounds, can be heard in the Sound Test.

Sound ID

Sound

Description

Sonic the Hedgehog Leftovers

$29

The sound used when hitting the R, UP, and DOWN blocks in the Special Stage.

$31

Electricity humming from Scrap Brain Zone.

$38

Sounds similar to the spikes popping up sound effect. This is also unused in Sonic 1.

$3A

The sound made while hitting the colored diamonds in the Special Stage.

$43

The warp noise made when entering a Giant Ring at the end of an Act. This sound was later reused in Sonic the Hedgehog 3.

$47

Chain pulling sound from Marble Zone.

$49

Bonus point tag appearing at the end of an act.

Other Unused Sounds

$51

Unknown. Sounds like something popping or skidding on the ground.

$52

A low siren, similar to $53 which is used in the 2-Player mode.

$68

Sounds like a shorter version of Mystic Cave Zone's bridges stopping in place ($69).

남아있는 폐기된 존들#

존 ID 01#

What contained the remains of Labyrinth Zone in the Nick Arcade prototype, and is now an empty level slot. It's accessed via the Pro Action Replay code FFFE10:0100 or Game Genie code ACLA-ACD8, if locked onto a Sonic & Knuckles cartridge (AB6X-ACBR and either selecting Sound Test with Sonic 2 only, or Special Stage if the cartridge is locked on.)

초기 컨셉 아트를 보면 레벨 순서가 원래 어땠을지 대략적으로 알 수 있고 순서도 매우 비슷하다. 원래 예정대로라면 "오션 윈드 존" 이 되었을 레벨.

우드 존 (ID 02)#

This level slot, that once contained Wood Zone, has a few remnants in the final build: Palette, palette cycling data, its start position, rasterized layer deformation data, background scrolling data, object data, and its music ID.

In the Nick Arcade prototype, this slot originally belonged to Chemical Plant (Marble) before it was rearranged in the Simon Wai prototype.

It can be accessed via the Pro Action Replay code FFFE10:0200 or Game Genie code ACLA-AECY, if locked onto a Sonic & Knuckles cartridge (AB6X-AEBR and either starting the game with the codes active, or selecting Emerald Hill Act 1 in the level select. If locked on, instead choose Special Stage.)

Again, the stage references where it's data once was, but in the final, this means glitched graphics, no objects, and Metropolis Zone's music. It's also able to load some of Metropolis Zone's objects. But because of the age of the stage, like other early Zones, it also uses Tails' life counter and glitchy collision, as its expecting Sonic 2's smaller collision tiles. Revision 02, and all versions based on Revision 02, will also have a scrolling glitch due to those versions removing its scrolling code.

If you add an Animal Capsule, which uses Emerald Hill Zone's animals, the stage will take you to Metropolis Zone.

존 ID 03#

Another empty stage. It can be accessed with Pro Action Replay code FFFE10:0300 or Game Genie code ACLA-AGD8, or (AB6X-AGBR if locked onto Sonic & Knuckles, then selecting Sound Test in the level select, or Special Stage when locked on.

It's almost identical to ID 01, Ocean Wind Zone, save some intact background data, and that it references Oil Ocean's music. Badnik sprites from both Metropolis and Emerald Hill Zone are loaded.

In the Nick Arcade prototype, this level slot belonged to Emerald Hill Zone, before being cleared out by the time of the Simon Wai prototype. Finishing Act 1 will send you to Emerald Hill Zone Act 1, and uses that stage's animals.

초기 컨셉 아트를 보면 레벨 순서가 원래 어땠을지 대략적으로 알 수 있으며 내부 순서와도 상당히 일치한다. 원래대로라면 "샌드 샤워 존" 이 되었을 레벨.

히든 팰리스 존 (ID 08)#

The level slot containing Hidden Palace Zone in older builds. It retains a fair amount of the level's data, including its object layout, palettes and palette cycling, and ring layout, but nearly everything else points to Oil Ocean's data, including its art, 16x16 level mapping, and collision. The exception is the music, with points to Sound Test Track 10. The code for Badniks was also excised.

It can be accessed with Pro Action Replay code FFFE10:0800, or (30702E:0800 when locked onto Sonic 2. It can also be accessed, in Revision 00, with the Game Genie code ACLA-ATD4 (ACLA-ATDR, and AB6X-ATBR when locked on. Either choose Death Egg, or Special Stage for when its locked onto Sonic & Knuckles.

The game will reboot when placing an Animal Capsule and finishing the stage, though uses its own set of Tiny Animals, Micky and Rocky.

This Zone has been updated since the Wai and August 21st prototypes, adding an object that rolls Sonic up into a ball to the long tube near the start of the level, and new background scrolling data. Otherwise, it seems untouched, right down to the Tails Life Icon in the HUD. The 1-Up Monitor no longer gives an extra life, but will if its locked onto Sonic & Knuckles.

존 ID 09#

또 다른 빈 레벨은 Pro Action Replay 코드 FFFE10:0900 또는 Game Genie 코드 ACLA-AWD8 (AB6X-AWBR, Sonic & Knuckles 락 온)을 사용하고 레벨 선택에서 "사운드 테스트"(잠금 설정 포함 스페셜 스테이지)를 선택하면 진입할 수 있다. 이 버전의 스테이지는 깨진 에메랄드 힐 존 타일, 오일 오션 존의 배드닉 스프라이트가 로드되어 있으며, 히트박스 데이터가 매우 적고, 디버그 메뉴에 오브젝트가 전혀 없어서 어떤 방법으로도 클리어할 수 없는 레벨이다. Simon Wai 프로토타입 처럼 기본 배경 음악은 Sky Chase Zone과 동일하고, 캡슐을 터뜨리면 에메랄드 힐 액트 1으로 넘어간다. 캡슐에서 나오는 동물은 히든 팰리스 존의 동물 세트인 미키와 로키를 재탕한데다가 수위가 표시된걸 보아 히든 팰리스 존의 잔재일 가능성이 높다.

It uses garbled Emerald Hill Zone tiles, and Badnik sprites from Oil Ocean. Same as the Wai prototype, it references Sky Chase's music. It also has little Collision data, references a water height that's likely leftovers from Hidden Palace Zone, and no objects are available in the debug menu.

존 ID 11#

소닉 2 코드에서 동물 PLC를 제어하는 포인터는 0x10 구역 뒤에 또 다른 항목이 나열된다. 이 추가 스테이지가 있었다면 총 스테이지 수는 원래 계획된 18개로 늘어났을 것이다. 이 스테이지를 로드하려고 하면 다른 코드가 참조하지 않기 때문에 타이틀 카드에서 게임이 크래시되는걸 보아 레벨 아트와 같은 필수 요소가 아닌 쓸모없는 데이터를 읽는 것인데, 스카이 체이스 존의 동물인 토키와 쿠키를 재사용한다.

Unused Demo#

Watch on YouTubeThe game contains data for an unused demo identical to the one found in Sonic 1. Although the demo handling code still includes leftover calls intended for Sonic 1's ending demos, the associated pointers were removed, instead reading this data as pointers. It is located at 0x4980 in REV00 and 0x498C in REV01. It is also present in all prototypes.

(Source: Sonic Retro)

Unused Oil Ocean Zone Background Section#

Oil Ocean Zone's background

Oil Ocean Zone's background layout is 768 pixels wide internally, but the game only uses the first 512 pixels. Sonic 2 has 64×32 tiles (512×256 pixels) loaded at a time, and loads new tiles on the edges as you move around the level. Oil Ocean's scrolling code doesn't reload any tiles as you move horizontally, leaving you with the same horizontal area of the background that you started with. This is because the standard tile-reloading mechanism would eventually overwrite the tiles used for the sun, which never moves. However, Chemical Plant Zone and Sonic 1's Scrap Brain Zone employ a more advanced method of reloading tiles that avoids this issue and would have been ideal for Oil Ocean, and yet Oil Ocean does not use it.

Unused Level Chunks#

Emerald Hill Zone only:

Emerald Hill Zone or Hill Top Zone:

Hill Top Zone only:

Chemical Plant Zone:

Casino Night Zone:

Mystic Cave Zone:

오일 오션 존:

게임에서 소닉 & 테일즈가 슬라이드해야 할지 말지를 결정하기 위해 확인하는 표에는 사용되지 않은 청크가 하나도 없다.

메트로폴리스 존:

윙 포트리스 존:

Unused 2x2 Tiles#

Tiles loaded in the VRAM are organized by tileset at RAM address FF9000. IDs are created at this point for each line, representing 2x2 chunks of VRAM graphics. Address FF0000 is in charge of adding mirroring and collision to the 2x2 tiles, creating 8x8 chunks. In all, there are 256 chunks created from FF00000. To add these chunks, add the IDs below in the format 0xxx at FF0000, and search for chunk ID 00 in the stage data. Some unused graphics can be found in this way:

Zone

Plane A Low

Plane B High

IDs

Oil Ocean Zone

017, 01B, 081, 08D, 093, 0B2, 0B3, 0C8
0C9, 0D0, 0D1, 0DB, 0DC, 0F3, 0F4, 114
11C, 11D, 11E, 123, 124, 125, 126, 127
128, 129, 12A, 12B, 12C, 12D, 12E, 12F
130, 131, 134, 139, 13A, 13F, 141, 144
146, 147, 157, 15B, 182, 183, 184, 187
189, 18A, 18E, 1AB, 20F, 210, 216, 217
218, 250, 25E, 262, 263, 270, 272, 27E
28A, 28B, 293
이 매핑에는 사용되지 않은 그래픽이 몇 개 포함되어 있는데, 그 중 잘 알려진 그래픽은 Simon Wai의 스프링-볼 오브젝트의 프로토타입에 사용되었다.

Metropolis Zone

023, 024, 025, 026, 028, 029, 048, 049
04A, 04B, 04C, 04D, 04E, 04F, 050, 051
052, 053, 054, 055, 056, 057, 058, 059
05A, 05B, 05C, 05D, 05E, 05F, 060, 061
062, 064, 065, 066, 067, 068, 09F, 0C2
134, 135, 136, 137, 138, 139, 13A, 13B
13C, 13D, 13E, 13F, 140, 141, 142, 143
144, 145, 147, 174, 17B, 196, 197, 198
199, 19A, 19B, 19C, 19D, 19E, 1A1, 1A2
1AF, 1B0, 1B1, 1B2, 1B3, 1B4, 1B5, 1B6
1B7, 1B8, 1B9, 1BA, 1BB, 1BC, 1BD, 1BE
1BF, 1C0, 1C1, 1C2, 1C3, 1C4, 1C5, 1E4
1E6, 1E7, 1E8
Simon Wai 프로토타입의 사다리꼴 리프트 영역의 레벨 디자인에서 남은 것들과 배경 장식용으로 의도되었을 수 있는 사용하지 않은 은색 파이프들.

Sky Chase / Wing Fortress Zone

147, 14D, 151, 157, 162, 16C, 1BB, 1F8
1FE, 1FF, 201, 210, 211, 215, 219, 21A
227, 228, 259, 262, 268, 27C, 2A0, 2A2
2B7, 2E3.
스카이 체이스에서 사용되는 사용되지 않는 그래픽과 구름이 있는 다양한 타일과 일종의 난간을 제외하면 그다지 흥미로운 것들은 찾아볼 수 없다.

Unused Scrolling Code#

Aquatic Ruin Zone#

The routine that controls Aquatic Ruin Zone's scrolling sets up three layers of parallax for the rows of leaves found floating high above the level. The code sets up these layers to scroll at different speeds, but the speeds of the top and bottom layers are immediately overwritten with the speed of the middle layer afterward, effectively disabling the parallax. This behavior goes all the way back to the Simon Wai prototype version of the level. If re-enabled, the parallax effect will split some of the leaves in half due to how the layers are separated, suggesting that the effect was designed for an earlier version of the level art, or that it was simply cut for looking rough.

(Source: Clownacy)

Hill Top Zone#

Basic scrolling code exists for a two-player version of Hill Top Zone. This code appears to be unfinished, as it lacks the parallax movement of the cloud layer present in the one-player version of the level. This alone should not be taken as evidence of a two-player version of the level being planned, however, as Hill Top's moving objects lack the flag that stops them from despawning whenever the player moves out of their range. This flag is used by moving objects found in all other two-player levels and is required for compatibility with the two-player mode's special object management system. In addition, the level's earthquake gimmick and the faraway scrolling mountains in the background, as well as various enemy graphics, are completely unoptimized for two-player mode.

(Source: Clownacy)