Sonic the Hedgehog (360): The Lasers Move Over Time (new sonic 06 glitch)
11 replies, posted
[video=youtube;7sfvQu--2mU]http://www.youtube.com/watch?v=7sfvQu--2mU[/video]
yep sonic 06 is the gift that keeps on giving
but how and why
The only thing I could possibly think of as to why it does this is because they didn't have an idle animation, and decided to cut corners (in sonic 06?) and use an animation where the lasers spin, but slow it down to a stupidly low speed so people wouldn't notice. I guess they didn't add enough zeros to it.
Either that or the game is genuinely broken in every aspect.
Ah, finally, a new strat for a pacifist speedrun of Sonic 06! /s
For those curious, what they actually do in a real speedrun of this stage is this,
[media]https://www.youtube.com/watch?v=7D7he7ZHyDw[/media]
because apparently that's how physics work.
Hah! Aaaand now I've got Greps 06 playing on my second monitor. Again.
[QUOTE=Xubs;53082339]Actually I think it's more likely that the way the lasers are removed from the game world is done by moving them to another place off the level really really fast. The trigger that activates their movement sets their speed to some ridiculously high value, too fast to render, and so the lasers effectively disappear.
Problem would be, the speed they are initially set to start moving at was erroneously not set to 0, just some really small value, so they still [I]move to where they will go to when the trigger is activated[/i], just... so slow as to be imperceptible during most gameplay. I like this explanation because it is the kind of mistake that happens all the time in software with no quality control.[/QUOTE]
Problem is, this explanation makes no sense because setting a number to 0 is pretty much the easiest thing you can do in programming. There's no feasible explanation for how it would get set to almost 0 but not quite. The programming needed to generate such a rounding error would have to be convoluted to a completely improbable degree for something where the obvious solution would be just setting it to 0. I can't think of a feasible way that would happen on accident.
On the other hand, rotating something a lot can cause scaling or skewing errors (due to the way rotations overlap the scale portion of the 4x4 transformation matrix) as seen in this video: [url]https://www.youtube.com/watch?v=AbLLG4Jy4es[/url]
Rotation doesn't overlap the translation part of the matrix though so I don't see how it can corrupt the beam's translation.
[QUOTE=Xubs;53082391]I hate to zing right here when this is a reasonable response but something being the "easiest thing you can do in programming" did not stop a lot of things in Sonic 06
There's a lot of factors that could go on as to "why" this might be the case. What was the editing software used to produce Sonic 06's level logic? If it was all programmed in by hand then you could easily be right, but if a level and scripting editor was used to produce the game logic for the levels I could see such a mistake occurring depending on the development environment's layout and setup. I've even made similar mistakes myself.
Without actually knowing what the process of level creation looked like, I can really only speculate. What I do know is that Sonic 06 was very incompetently developed so I am fairly confident its not much of a stretch.[/QUOTE]
I suppose one plausible scenario would be if some programmer used a temporary variable to store the speed, and that variable was less precise, and then subtracted that less precise speed from the laser's speed to attempt to set it to zero. I didn't consider that something that dumb could happen but I suppose if the systems were abstracted enough it could be possible.
Maybe its a result of some convoluted rutine that the programmer didnt think about, thats tied to the number of game cycles where like, every third odd frame the laser gets slightly offset by one unit or something
[QUOTE=BrandoJack;53081991]Ah, finally, a new strat for a pacifist speedrun of Sonic 06! /s
For those curious, what they actually do in a real speedrun of this stage is this,
[media]https://www.youtube.com/watch?v=7D7he7ZHyDw[/media]
because apparently that's how physics work.[/QUOTE]
The best part is, Sonic Team managed to near-replicate the glitch almost a decade later.
[video=youtube;ZPwXKHqdXDw]https://www.youtube.com/watch?v=ZPwXKHqdXDw[/video]
[QUOTE=CyclonatorZ;53083405]The best part is, Sonic Team managed to near-replicate the glitch almost a decade later.
[video=youtube;ZPwXKHqdXDw]https://www.youtube.com/watch?v=ZPwXKHqdXDw[/video][/QUOTE]
*Big Red Button mananged to
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