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Talk:Somari

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Unused Levels

While messing around with Game Genie codes, I found that these codes take you to various unused/garbage data levels.

  • EEVAZZAA - Glitchy Green Hill Zone level
  • IEVAZZAA - Glitchy Scrap Brain Zone (already documented on article)
  • KEVAZZAA - Glitchy Star Light Zone level
  • NEVAZZAA - Glitchy Special Zone level
  • SEVAZZAA - Glitchy Final Zone level
  • VEVAZZAA - Glitchy Final Zone level (Possibly Scrap Brain related, jumping around reveals something resembling a level above all of the glitchiness)
  • XEVAZZAA - Glitchy Spring Yard Zone level

Are these unused levels, or just garbage data? I think they are unused levels, but I would like some confimation first. --AttackedbyGlitch 00:38, 17 June 2012 (EDT)

Probably the latter. Messing around with Game Genie codes tends to do that. --Devin 00:40, 17 June 2012 (EDT)
Do we know for sure that IEVAZZAA is the remains of Scrap Brain Zone? Does it use graphics or level data not seen anywhere else in the game? --BMF54123 04:14, 17 June 2012 (EDT)
I don't think it does, I think it's just garbage data like the levels mentioned above. The preceding unsigned comment was added by AttackedbyGlitch (talk • contribs)
Same here; the level data that is recognizable is from the Final Zone and is more a product of misloading if anything. --From: divingkataetheweirdo 12:32, 17 June 2012 (EDT)

Somthing bugs me. but the special zone is pretty much intact. (ETD) From:TheGameGlitcher same with green hill (ETD) From:TheGameGlitcher

Revision history

Ok, I'm confused- if the Sonic and Knuckles 5 title screen is in Sonic the Hedgehog (NES), wouldn't that imply that S&K5 is the original hack, that StH and S3DB6 spawned from? --Nicole 13:27, 17 June 2012 (EDT)

Doing some sleuthing in the ROM, it appears that Sonic the Hedgehog (NES) does not have the Sonic and Knuckles 5 title screen in it. --AttackedbyGlitch 13:32, 17 June 2012 (EDT)

Somari Leftovers

TORP has some information on the Somari leftovers. --AttackedbyGlitch 13:36, 17 June 2012 (EDT)

There's no guarnatee that this is representative of the release order, depending on how well hacked whoever modified it since did - Andlabs 13:37, 17 June 2012 (EDT)

Level Select Memory Address (for a possibility of a Debug Mode)

Does anyone know the memory address that gets triggered when you enter the level select code? If we can find it maybe we can alter close addresses to see if we can enable a Debug Mode. - DarkLeach7 18:02, 23 June 2012 (PST)

80ED and 87A9 are changed from 00 to 01 when the level select code is entered. --AttackedbyGlitch 14:14, 17 July 2012 (EDT)

Greyscale

Game Genie code YPAAPE makes the game go greyscale. It probably isn't worth documenting on the article, but I thought I'd mention it anyway. --AttackedbyGlitch 13:55, 17 July 2012 (EDT)

Level Select Menu

Memory address 0604 controls which menu item is selected, and memory address 0605 controls the sound test value. --AttackedbyGlitch 14:25, 17 July 2012 (EDT)

Scrap Brain Zone

Maybe I'm wrong, but I don't think Scrap Brain was meant to be in the game. In the graphics, Final Zone's graphics are separated from the rest of the zones and on the level select menu, there's only two blank rows between Star Light and Final Zone which suggests to me that it wasn't meant to be included. Cheetahmen92 (talk) 17:28, 28 August 2015 (EDT)

While we can confirm its graphics are not there, what about its layouts? Are there any unused maps for them in the game, despite the fact that those are using the incorrect graphics? --From: divingkataetheweirdo (talk) 19:57, 28 August 2015 (EDT)
While I can't confirm that anything is there, the position of this "level" in terms of memory addresses is intriguing. 04EA:05 is between two valid level addresses. 04EA:04 is Star Light Zone, and 04EA:06 is Final Zone. While there may not be anything noticeable to prove that it ever existed, it does look like space was accommodated for it at one point in terms of memory addresses. It may have been considered at one point but ultimately cut due to some reason.- DarkLeach7 00:21, 2 October 2015 (PDT)
Ah, in that case I imagine they wanted to include it in the game but ended up cutting it midway through development. In any case, I'm sure they made that decision before they finished the level select screen (unless they planned to cut act 3 in the first place) and probably got rid of any content that would have taken up space in the ROM such as the level designs. --Cheetahmen92 (talk) 18:05, 13 January 2016 (EST)

Are speed shoes still placeable in levels?

So, I've wondered something. Is there any functionality left in the unused speed shoe monitors, or are they simply graphics only? I'd really like to see someone trying to place them into a level and see if they work. The preceding unsigned comment was added by Snessy the duck (talk • contribs)

Finally found some gameplay and revisional differences of the Doraemon hack!

I found this tidbit on YouTube: youtube.com/watch?v=0b_KrWRxsv8

I also noticed some differences from Somari and the other hacks:

-As the article already states, pretty much everything is changed.

-There is no signpost nor animal capsule at the end of acts. Instead, you have to run all the way to the right edge.

  • Where the animal capsule used to be is now 8 rings.

-The results screen is still intact, but the "X HAS PASSED ACT Y" and the white background are both absent.

-The same Green Hill Boss wrecking ball flickering problem is still present here.

-The title cards are changed so that there is no act number, and the name is all Chinese.

  • The first zone appears to be a jungle level, but I cannot confirm any more than that. There are more zones.

-Dr. Robotnik/Eggman is replaced with the Doraemon antagonist.

-When hurt, you only drop up to 20 rings, a la Triple Trouble.

Is this worth adding to the article? If so, let me know! Thanks! --SWPlaysMC (talk) 00:28, 14 August 2020 (UTC)

Minor translations of the Chinese title card(s) in the video:
  • 0:15 "Level 1 Stage/Act 1"
  • 2:54 "Level 1 Stage/Act 2"
  • 5:09 "Level 1 Stage/Act 3"
Pretty boring --Dobby233Liu (talk) 09:35, 8 February 2022 (UTC)
So Waixing couldn't even come up with creative names for the zones... yet the designs are unique... 🤔
I agree with you. Imagine Green Hill Zone being called "Zone 1 STAGE Act 1" lol --SWPlaysMC (talk) 14:24, 8 February 2022 (UTC)

unused stuff in doraemon

I managed to find unused stuff in this hack

1. Unused track

Typing in hex value "21" to 0882 (which is the level complete theme in the original driver) plays this track. [1]

2. Unused signpost graphics

These. (assembled in yy-chr) [2] - - ConicTheCat (talk) 9:02, 10 february 2023

I've went ahead and put the files on the wiki itself, since Discord is trying to prevent being used as a filehost which is what this post is doing. They've also been converted to conveniently good formats so that they can be used on the article (don't worry about the original versions, I have them on my hard disk if they go down.) --Gmestanley (talk) 01:49, 2 December 2023 (UTC)
Oh oops, sorry, forgot to link to the files on the wiki. File:JiQiMaoXiaoDingDang-UnusedSignposts.png, File:JiQiMaoXiaoDingDang-UnusedTrack.ogg --Gmestanley (talk) 01:54, 2 December 2023 (UTC)