![]() Most tilesets define some metatiles that aren't used in any level. However, that can normally never happen because the player has the Vulcan Missile from the start of the game. The game displays one of these labels (depending on the console region) when the Vulcan Missile item is picked up. Changing ROM 7064E from EA to EE will make the boulder in Poloy Forest's first map use this appearance. It was almost certainly intended as a "reskin" of the boulder for mechanically-themed levels, but none of the game's boulders (all three of them!) make use of it, not even the one in Coco Island. This vaguely mechanical-looking thing is part of the graphics for the pushable boulder and always loaded along with the regular set. Most likely used to mark the ultimately-unused underwater currents. They may have been used as a debugging aid during development to visually indicate the direction of the invisible air currents used throughout the level.Ī similar set of arrows in the Lake Rocky graphics. These arrows appear in the Polly Mountain graphics, but aren't assigned to any metatiles. He's airborne throughout his boss fight, so this isn't used. It can't normally be seen because all the game's jumping lava objects are placed too low, causing the effect to get covered by the foreground.īattle Kukku XVI standing around and laughing. This lava plume is programmed to show briefly whenever a jumping lava object is about to trigger. The bird-missile-thing that appears in a single area of Lake Rocky has a second, unused frame apparently intended to make it look a bit nicer in motion. The animation here is somewhat conjectural, but the frames appear in this order in the game's data. The Remote Robot's eyes glowing.for some reason. To fix this, change ROM 38DEF from 06 to 08. These may or may not have been intended for the unused underwater currents.ĭue to an error in the graphics definitions, four of the tiles for the last frame of Tails' animation for throwing a bomb while jumping are not loaded, causing him to briefly sprout a third leg every time he does so. The Sea Fox tilting up and down at intermediate angles. The Sea Fox's turning animation has a second "drilling" frame that would make it consistent with the standard Sea Fox sprites, but it isn't used. This little speck's graphics and sprite mappings appear between two frames of Tails' "playing in the dirt" idle animation, so it may have been meant to appear as part of it the animation has Tails mime throwing something over his shoulder, and this might have been meant to be the thrown object. It's not terribly useful since no code calls it in the final game, and the error message is only legible if an ASCII font already happens to be loaded to VRAM $2400. When run, it tries to print the text "ERROR" to the screen, waits for three seconds, then resets the game. The game contains a basic error handler routine, nearly identical to the ones in other Aspect Sonic games, at ROM 0x70. It might have been used to set the maximum flight time, or to view Tails' three flight animations. This text was part of a debug menu at some point, but all that's left is the tilemap. Note that this breaks some other functions like the Continue option, so don't try to do a full playthrough on it or something. To run it, simply choose "New Game" on the title screen. ![]() This patch restores the level select to more-or-less working order. File: tailsadv_levelselect_patch.zip ( info)
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