The reason for this corruption is simply because it's using incompatible collision blocks. To visualize this, I modified Lapper and Mercury's Sonic 2 overlay script for use with the Nick Arcade build. I've seen people throw around that the cause was due to stage layout or chunk format changes. The thing is that collision happens on the 16x16px blocks that make up the chunks, which was only really updated to handle 2 sets of solid setting bits for the path swapping mechanism instead of 1, so the way collision detection works is more or less the same as in Sonic 1. Again, just an incompatible set of collision blocks. Fun fact, there is a dummied out function that would have replaced the collision blocks with Sonic 1's, but it would have only worked on development hardware where cartridge memory could have been overwritten. You can find the code here, which is located at ROM address 0x13024: pastebin.com/Uk1qLVBA
huh, i always thought it was a lot more broken than this, with the ability to see collisions it looks a lot less broken
because without the hitbox visuals, you wouldn't know where the hidden pits were.
Hi squidward
The reason for this corruption is simply because it's using incompatible collision blocks. To visualize this, I modified Lapper and Mercury's Sonic 2 overlay script for use with the Nick Arcade build. I've seen people throw around that the cause was due to stage layout or chunk format changes. The thing is that collision happens on the 16x16px blocks that make up the chunks, which was only really updated to handle 2 sets of solid setting bits for the path swapping mechanism instead of 1, so the way collision detection works is more or less the same as in Sonic 1. Again, just an incompatible set of collision blocks.
Fun fact, there is a dummied out function that would have replaced the collision blocks with Sonic 1's, but it would have only worked on development hardware where cartridge memory could have been overwritten. You can find the code here, which is located at ROM address 0x13024: pastebin.com/Uk1qLVBA
Damn they took ‘Collision Chaos’ to another level 😭
sonic cd
@@GirlyMosses-TH-cam-channelSonicn't cartridge
Fr 😭
I always wondered what the collision looked like if visually shown
0:36 I mean it's basically that one statue Squidward made of Mr. Krabs
I didn't know about Nick Arcade at all before this video fjdjdjd
This is really cool!
Collision moment
unique video damn
Oh damn that shits busted
Please send the edited Lua file! I would love to use this to investigate more into the collision
Slopes=Ramps
Ooh, that's some dodgy collision there.
It’s the slopes that are buggy, flat ground is not buggy.
Yeah, the square collision blocks are consistent between all the games, as they have a special property. The rest? Nope.
Sonic 06 in a nutshell
Unsatisfied and I feel uncomfortable look collistion performs
Tell me how to see the collisions like in the video
Modified Sonic Physics Guide Lua script (Sonic 2) for Gens ReRecording. Required modifying the addresses in which collision is handled.
What emu you use for this
I used Gens Re-Recording, since the script I used and modified was made for it.
genesis sonic engines be like:
(no offense tho)
How do you view the collision?
I modified Lapper and Mercury's Lua script on the Sonic Physics Guide and ran it in Gens.
I wish sonics wall bump would play in the final game (Just make it insta-kill an enemy if the animation is still playing)
Sonic CD:
very