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Re: Sonic & Knuckles: lock-on imperfect emulation [Re: xinyingho] #103658 01/14/16 10:23 PM
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it's just maths and a seed based random level generator, getting the seed from the cartridge header.

nobody has played all the levels, there's not enough time in a lifetime to actually play / look at all the levels, they just know that's how many there are because that's what the code does ;-)

Re: Sonic & Knuckles: lock-on imperfect emulation [Re: xinyingho] #103659 01/14/16 11:38 PM
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Some levels just loop over and over if you use a pass to play them, like, #130278914 with a password 0259 3817 9591. So I don't think you can really play through all of them without brooting the passwords.

Re: Sonic & Knuckles: lock-on imperfect emulation [Re: xinyingho] #103660 01/15/16 05:44 AM
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Quote:

<MainMemory|Away> afaik the S&K cart's mapper always forwards addresses from $200000 onward to the locked on cart, so multiple S&Ks would just keep forwarding the request until it reaches the end of the chain

Re: Sonic & Knuckles: lock-on imperfect emulation [Re: xinyingho] #103661 01/15/16 05:44 AM
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Quote:
<MainMemory|Away> afaik the S&K cart's mapper always forwards addresses from $200000 onward to the locked on cart, so multiple S&Ks would just keep forwarding the request until it reaches the end of the chain

Last edited by LoganB; 01/15/16 05:58 AM.
Re: Sonic & Knuckles: lock-on imperfect emulation [Re: Haze] #103662 01/15/16 07:59 AM
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xinyingho Offline OP
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Originally Posted By Haze
[...] nobody has played all the levels, there's not enough time in a lifetime to actually play / look at all the levels, they just know that's how many there are because that's what the code does ;-)

That makes sense. It's infinitely faster to understand what the code does than going through the 130 000 000 levels.

Quote:
<MainMemory|Away> afaik the S&K cart's mapper always forwards addresses from $200000 onward to the locked on cart, so multiple S&Ks would just keep forwarding the request until it reaches the end of the chain

I'm quite impressed by the design of this lock-on feature. During those old times, people really took the time to test and fix the most exotic use cases.

Last edited by xinyingho; 01/15/16 08:01 AM.
Re: Sonic & Knuckles: lock-on imperfect emulation [Re: Haze] #103663 01/15/16 09:01 AM
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Originally Posted By Haze
it's just maths and a seed based random level generator, getting the seed from the cartridge header.

nobody has played all the levels, there's not enough time in a lifetime to actually play / look at all the levels, they just know that's how many there are because that's what the code does ;-)


That makes more sense. I didn't really stop to think of the amount of time a number like that would take, my first thought was something like the rack advance from pacman (to get quickly to the kill screen on it) but that's a few orders of magnitude less. Eh...

Re: Sonic & Knuckles: lock-on imperfect emulation [Re: xinyingho] #103703 01/18/16 02:48 PM
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130 000 000 levels and 30 seconds per level equals 120 years...

Yeah, unlikely someone played trhough all of them :-D

Re: Sonic & Knuckles: lock-on imperfect emulation [Re: xinyingho] #103711 01/18/16 07:49 PM
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massively turbo-mode-ing the genesis/megadrive and making a bot which watches memory to figure out sonic's position on the grid and where the blue spheres are and auto-solves levels...

I'll bet every blue sphere level can be solved in way, WAY less than 120 years.

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Re: Sonic & Knuckles: lock-on imperfect emulation [Re: xinyingho] #103733 01/20/16 11:19 AM
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even at 1 sec per level you need 4 years... That would be an incredible dedication laugh

Last edited by remax; 01/20/16 11:22 AM.
Re: Sonic & Knuckles: lock-on imperfect emulation [Re: xinyingho] #103734 01/20/16 11:47 AM
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You could do that massively parallel as a community project, then it may get down to a few days or weeks. Someone still needs to write the solver though smile.

EDIT: Well, that probably only works when you can "jump" to arbitrary levels which doesn't seem to be possible without the corresponding keys/passwords wink.

Last edited by qmc2; 01/20/16 12:22 PM.

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