Notice: the jump sounds sounding off is not due to the corruptions but due to the fact that I was using Gens at the time, which was notorious for having inaccurate sound emulation. Unfortunately it was the most convenient emulator to use at the time (remember, this was made a decade ago at the time of this writing). Since then, more accurate emulation has become available. Maybe someday I'll go back and remaster these old videos as the poor sound isn't the only thing I'm unhappy about with these early Genesis videos.
At the time of making this video I was using an emulator that was well known for having pretty inaccurate sound emulation. I think I'm going to have to pin a comment clarifying this, it seems.
Considering you managed to make it so that if a error happens that it just goes ahead 2 bytes of data and runs it to bypass errors, that's perfect for genesis games, because those corruptions have a notable habit of crashing often.
Green Hill Zone just became Ear Hurt Zone. 3:02 Dufuq? #5: The REAL Shadow the Hedgehog. #6: Like a Creepypasta that writes itself. I never knew you could drown in Casino Night Zone.
@danooct1 2 more Sonic 2 vids are planned, then I'm going back to NES for a bit. When I do decide to do other Genesis games though, it'll probably be games that have been extensively researched, like the sonic series. Other games would be VERY hard to write scripts for, and unless there's a way to easily find compresion in those games (if there is), it's unlikely that I'll do them.
The most interesting part to me was how in one iteration, the spikes in the first level were moving up and down. I guess that functionality is built into all of the spikes in the game, and whether or not they behave that way is some kind of switch.
Well, to be fair, they update the total views at fixed intervals, so the chances of you being the 2,300th viewer are actually relatively slim. However, I do appreciate you taking the time to watch my video, so thank you! Be sure to subscribe!
Zeroing the graphics to make a diff is clever... but why avoid corrupting compressed data? That can make very interesting corruptions with just a few bytes changed.
I wonder what would happen if you ran an uncorrupted modified rom of sonic 1 so that it ignores fatal errors like the game crash when you finish labyrinth zone 1 or 2 (don't remember which) while rolling, the screen scrolls down and for whatever reason it crashes the game on an illegal address error
everett1911 really depends on what caused the exception. May continue like it was nothing, maybe some weirdness, or it would up and hang. I'd have to find documentation on the bug.
Actually, you can bypass illegal instructions manually in sonic 1, though most of the time it would lead to another illegal instruction, or a lock up. You just need to press "C" to bypass them, though it can really be boring if you keep pressing C all the time trying to bypass those illegal instructions. An easy solution for me is to have an automatic key presser because holding C is not that boring. Of course the other, much more complex solution is by ASM Hacking to make sure it automatically bypasses it for you. It won't work on any other games, only sonic 1.
I mean a corruption will break just about anything in the game, but I think the reason for your question is you think that the music is pre-recorded. While true in most modern systems, early consoles had special synthesizer chips that generated the sounds and music in the game, so much like everything else all the Sonic music is essentially code.
I got a nice effect corrupting Sonic 1. I did something to the level loading code, it seems. Somewhere between $30000 and $37000. It takes the game 6 minutes to load Marble Zone Act 1, and it still doesn't get the graphics right!
Megadrive games have a checksum, that's why. You either have to fix the checksum yourself or configure your emulator to do it for you. (also, it's easier to crash the CPU, so coding something to circumvent that is always a good idea.)
@bmecoli Right, I didn't word my question accurately. This may be one of the only times I can think of that it's actually a GOOD idea to edit the stack while in an interrupt :P.
Interation 4: Game works almost fine but no music and when you enter the special stage the game freezes for a second or two, No sound in the special stage, Special stage glitches up after the first part, Ring happens after Special stage, No other sound, Stages glitch up, No ground in water in Act 2
What emulator did you use for this? I really wanna check out how the Sine Wave PSG sounds in other games because that's enabled in this video (notably Sonic's jumping sound is affected by the sine wave PSG)
One thing I've always wanted to know.Are the games' sprites stored in lil chunks as they appear to in this video, then the games engine re-assembles them into an image / animated image/sprite/whatever? Is this done for compression reasons ?
Sprites on the Mega Drive are tiles (tiles are 8x8 pixel squares) that can consist of a minimum 1x1 tile size (8 pixels by 8 pixels) to a maximum 4x4 tile size (32 pixels by 32 pixels). Those sprites are then combined through software to make an image. Let's just say for example that the Sonic sprite is 40x24 pixels in size. You would use a 32x24 sprite and a 8x24 sprite, which would make Sonic 2 sprites in size. The Mega Drive can have 80 sprites on-screen at once. Also, a little shameless self-plug: If you check out my video 'Testing Homebrew ROM Sprite Movement', you can see an example of a 32x32 sprite having been coded to move. Not that you'd need to, but that is the largest a sprite can be on the Mega Drive.
Epic moments: 2:34 DRUGSSSZZZZZZZH!!!! YEAH!!!!!! DRUGSSSS!!!! MORE DRUGS!!!!! 3:04 Sonic: Im outta here! 3:21 The world destruction... AND THE USE OF DRUGS 4:50 Where is the- Oh,ok,is there,wait,What? ''TROUGH 1'' Is a bad traduction!,is ''DRUG 1''. 5:23 No music,is so boring... 6:19 Not the drugs again,Sonic!. 7:15 Sonic get ''Cancer''! 7:35 ''HBO UST FSSDFSDRBNBGFGBAH BUR'' Sonic,stop... with... the... fuckings... DRUGS... 8:18 Dark Sonic and Dark Tails. 10:12 Again,Drunk Sonic,FASTEST THINGS ALIVES DONT USE DRUGS. 12:14 Sonic: Everything is Ok!,im not going to use Drugs this time!. 12:24 Sonic: That was a lie! Drugs forever! To the Moon,Tails! i can fly! 13:52 Tails: Where i am?,OH NO!,LAVA!!!,Or letters?. 16:38 Sonic!,STOP WITH THE DRUGS!. 17:26 Sonic The Hedgehog 2 GLITCH VERSION: A INDIE HORROR GAME. 19:05 Oh no!,Now the screen use drugs?. 20:09 ''g ON ini c tO>>>> hehcO c the oni>> 1E'' Ok,that was stupid. 20:30 Eggman is a BADNIK!!!!.
It's not that easy. See, what I use isn't a program, but a script that I program myself. In order to use it, you must have an intimate knowledge of Python, hexadecimal, and ROM structure to produce the types of corruptions I make. Not only that, but for Genesis games, I use a crude hack to reduce crashing in games, so you'd have to know how to implement that as well. It's all pretty complex stuff.
Hey, I'm looking to corrupt Genesis games myself. Could you help me bypass these debugging/crash handlers myself? I'll make sure to credit you, if you do. I hope you'll see this and reply! -Giygas
Notice: the jump sounds sounding off is not due to the corruptions but due to the fact that I was using Gens at the time, which was notorious for having inaccurate sound emulation. Unfortunately it was the most convenient emulator to use at the time (remember, this was made a decade ago at the time of this writing). Since then, more accurate emulation has become available. Maybe someday I'll go back and remaster these old videos as the poor sound isn't the only thing I'm unhappy about with these early Genesis videos.
First :)
@@SquidPartyDude Were you just, hanging out on this video until I got around to making the pinned comment, or?
@@BradCorrupts Nope Just Realized it
this is some sonic.exe level shit
@@TechGamer64960 Thanks, hoping to retain that a bit when I remake it.
9:58 started as such a good remix... then everything changed when corruption hit at 10:18
3:08 sonic: tails gimme a hug! sonic hand: I dislike this madness!
creepy song 17:06
3:02 Sonic, you come up, not POP up... Sonic, WTF R U DOING?!
19:05 the jump turned into sonic cd
3:07 that's weird Sonic put the thumbs down at you 😂😂😂😂😂
Yeah that gave me a hearty chuckle when I first saw it.
Sonic.exe ain't got shit on this.
9:58 Oh Yes
still more playable than sonic 06
5:24 Sonic CD/Generations Jump SFX
At the time of making this video I was using an emulator that was well known for having pretty inaccurate sound emulation. I think I'm going to have to pin a comment clarifying this, it seems.
@@BradCorrupts Ok I putted that thankfully
6:25 this is what look sonic 2 special stages in a calculator
13:20 the 0 on the timer has tails
Considering you managed to make it so that if a error happens that it just goes ahead 2 bytes of data and runs it to bypass errors, that's perfect for genesis games, because those corruptions have a notable habit of crashing often.
0:00 21:21 Sonic 2 Corruptions 09
Is that the Mega Drive Screaming? 0:28
8:20 they are still working on the level, you can hear the hammers
Green Hill Zone just became Ear Hurt Zone.
3:02 Dufuq?
#5: The REAL Shadow the Hedgehog.
#6: Like a Creepypasta that writes itself.
I never knew you could drown in Casino Night Zone.
dat intro tho 3:00
Bal Dragon /Dragon Of The Sun/ best intro ever 10 out of 10
Emerald hill is emerald labyrinth xd
yup, that's what corrupting compressed level data will get you.
7:50 the top bar says ore hass sonic been mineing or somehing?
@danooct1 2 more Sonic 2 vids are planned, then I'm going back to NES for a bit.
When I do decide to do other Genesis games though, it'll probably be games that have been extensively researched, like the sonic series. Other games would be VERY hard to write scripts for, and unless there's a way to easily find compresion in those games (if there is), it's unlikely that I'll do them.
The most interesting part to me was how in one iteration, the spikes in the first level were moving up and down. I guess that functionality is built into all of the spikes in the game, and whether or not they behave that way is some kind of switch.
I really hope this is the first thing Aliens see when they come to earth.
I agree with u
The aliens would be like:
"So this is how they communicate with mice."
I would agree, but some glitchy tiles will appear on the "GREEN HILL ZONE" screen, causing the text to get corrupted afterward as well.
9:58 Best Emerald Hill Zone Remix ever made.
Hill Top Zone and Emerald Hill Zone have similar elements in their music. Very cool.
4:54 *through 1*
I believe that's what he's trying to say, yes.
0:56 The music likes sonic 2 ld. (An SMS Rom Hack)
17:17 music is creepy pasta fuel.
excellent
10:01 sounds like somebody's sledding their fingers with a guitar
Who has a electric guitar in a Sonic game a hard core Rock fan of course lols
3:07 So now we know that Sonic was one of the 5 dislikes on this corruption.
What I use is a custom script that I wrote myself. Zophar has utilities that do the same thing, but in a more limited fashion.
G̹͕̰̞͉̟̬͌͒̔͜Ġ̡͕̞͙̆͊̉̈́G͕̫͎̤͕̣̳͍͌͛̽̂ͤ͐͒̑ǒ̱̣͒̀ͥ̂̚͝Tͪ͂̉͏̩̼̥t̢̪͈̟̼̖̫̰̄͑͞ͅṱ̶̛̫̙͈̗͕͗͋͒͆A̢͈͌̾̐̈́ͥ̅ͥ͂ ̧̝̹͖͆̾ͣ̎ͦͦG̵̖͚͉̠͛̅ͮͅŐ͉̹͈̘͇̮̂̃̽͂̓͆̓́ͅO̩̼̲͎̓ͫ̓̈́̀̒̚̚͜ͅŏ̷̢̜͔̩̣̣͈͕͖̂̍̔̈G̨̳̼͕̪͕̙͔̖̋̑̔͗̌̄͐͢͞ ̩͓̱͔̐ͧ̓̀ͧ̇ͧF̲̣̹̼̜̮̤̎̃͊͂̍ͬ͌Å̢̤̺̟̘̱̩̟̖̯ͤͥ̀A̻͖̯̗̫̦̫̬̿̊ͭ͢A̴̮̋ͯ̚͝ͅs̵̡̘͂ͣ̽̐̔͐s̖̹̞̰̼̝̑̔̒ͫ̄͟͝š̴̨͓̄̏T͕̬̝ͪ̄͛̒͟S̻̫̭͕͚̆͒͗̉ͬ͊̀ṯ̵̨͕͇͍̼̱͒ͧ
I used Kega Fusion for the last one I believe. I swear there's an auto checksum fix around there somewhere.
Wow Sonic has a serious gambling problem in Casino Nighy Zone. Lol.
The 1st one has them sound like mice lol.
Oof, that 4th iteration is like Sonic.EXE taking over.
Iteration 5: Racist Sonic lol
I have no plans to corrupt any 16 bit games in the near future, sorry.
@cr1901 Pretty much, but I had to edit the value in the stack, then rte back into the routine.
Well, to be fair, they update the total views at fixed intervals, so the chances of you being the 2,300th viewer are actually relatively slim. However, I do appreciate you taking the time to watch my video, so thank you! Be sure to subscribe!
Better than Generations? Colors?
17:00 Suddenly we're playing Ecco the Dolphin.
Well, This corruption has less glitches than Sonic 06.
XD
>welcome to my very first 16-bit ROM corruption of Sonic the Hedgehog 2!
(from the description)
Meanwhile, in Iteration 5, Sonic and Tails enter the alternate universe.
10:00 emerald hill zone, just how I remember it.
17:18 creepy as hell!!! if that shit played on my genesis if it corrupted I'm out 😰😵
iteration 8 is the best thing ever hands down
3:00 - the best intro sequence EVER
3:00
9:54 feels like a new sonic.exe being made with the werid glitches 0.0
5:13 The intro music is SO d*mn better with 1 Layer!
@bmecoli So, you essentially wrote an ISR that increments the program counter by 2 bytes every time the 68000 triggers an exception?
8:19 Looks like Sonic and Tails have shadow clones.
2:30 Sonic shouldve never taken that acid.
Zeroing the graphics to make a diff is clever... but why avoid corrupting compressed data? That can make very interesting corruptions with just a few bytes changed.
+Rena Kunisaki because depending on the compression, the results are usually very boring.
Iteration 9's Casino Night is just... creepy o_o
I wonder what would happen if you ran an uncorrupted modified rom of sonic 1 so that it ignores fatal errors like the game crash when you finish labyrinth zone 1 or 2 (don't remember which) while rolling, the screen scrolls down and for whatever reason it crashes the game on an illegal address error
everett1911 really depends on what caused the exception. May continue like it was nothing, maybe some weirdness, or it would up and hang. I'd have to find documentation on the bug.
Actually, you can bypass illegal instructions manually in sonic 1, though most of the time it would lead to another illegal instruction, or a lock up. You just need to press "C" to bypass them, though it can really be boring if you keep pressing C all the time trying to bypass those illegal instructions. An easy solution for me is to have an automatic key presser because holding C is not that boring. Of course the other, much more complex solution is by ASM Hacking to make sure it automatically bypasses it for you. It won't work on any other games, only sonic 1.
How did a rom corruption break the sound layering? I'm curious.
I mean a corruption will break just about anything in the game, but I think the reason for your question is you think that the music is pre-recorded. While true in most modern systems, early consoles had special synthesizer chips that generated the sounds and music in the game, so much like everything else all the Sonic music is essentially code.
I got a nice effect corrupting Sonic 1. I did something to the level loading code, it seems. Somewhere between $30000 and $37000. It takes the game 6 minutes to load Marble Zone Act 1, and it still doesn't get the graphics right!
sounds cool at some parts I wish I could that music without extra sounds
(if you would like too) maybe you can do one on the metal sonic version to see if its different or not
I'd never thought a sega genesis game could glitch like an Nes game. I seen a Playstation 3 game glitch like one at random while I was playing.
***** uuuuh, no. I use my own tools. All these corruptions were made with my own handwritten scripts.
***** it doesn't do what I want it to do, which is why I wrote my own, as no corrupting program did what I wanted.
2:32 Sonic and Tails are running towards a glitchy vortex. Nice corruption anyways! :D
Megadrive games have a checksum, that's why. You either have to fix the checksum yourself or configure your emulator to do it for you.
(also, it's easier to crash the CPU, so coding something to circumvent that is always a good idea.)
This was Sonic Team's motivational poster circa 2006.
the game might look bad but the corrupted music sounds cool
I wonder how I could get a hold of this script. The emulator I use doesn't seem to fix the checksum on its own.
Oh I dunno, a few reasons.... because I can, because I enjoy it, because other people enjoy it, because it's entertaining/funny, etc etc....
17:10 the music sounds pretty good for corrupted music
17:10
@@TuxerTuxar wow way to bring back a blast from the past!
Why is the intro to Iteration 3 so good?
Pure dumb luck, haha. Okay and a bit of deliberate tweaks to the rom to ignore error handling.
12:15 "We're allright down here, don't worry!"
12:15
16:52 Tails died. R.I.P
4:53 7:58 R.I.P Gabriela Laís Fernandes Fanscisca
@bmecoli Right, I didn't word my question accurately. This may be one of the only times I can think of that it's actually a GOOD idea to edit the stack while in an interrupt :P.
Interation 4: Game works almost fine but no music and when you enter the special stage the game freezes for a second or two, No sound in the special stage, Special stage glitches up after the first part, Ring happens after Special stage, No other sound, Stages glitch up, No ground in water in Act 2
17:05
Sounds like some creepy song... it reminds me of Sonic.exe.
0:30 _Emegal Hillstruction_ Zone Act 1
gotta love the techno in iteration 6
iteration 5 : you are not safe from the shadows.
What emulator did you use for this? I really wanna check out how the Sine Wave PSG sounds in other games because that's enabled in this video (notably Sonic's jumping sound is affected by the sine wave PSG)
If you read the description, you would have seen that I mentioned using Gens for this, which in retrospect was not my wisest choice. :P
@@BradCorrupts But how did you get the sine wave PSG? I usually get the regular square wave PSG from when i use the emulator
Like the sound effects for the title card and iteration cards? I believe I went to the sound test and recorded them from there.
@@BradCorrupts No, everything sounds different. Compare Sonic's jumping noise to an actual PSG chip
Ooooh, yeah that's just due to emulation inaccuracies within gens.
I use Fusion. Might be an older version though. I found a checksum fixer that I'll use until I can find the option.
@XaneCorpProductions I could possibly release both, maybe.
One thing I've always wanted to know.Are the games' sprites stored in lil chunks as they appear to in this video, then the games engine re-assembles them into an image / animated image/sprite/whatever? Is this done for compression reasons ?
+produKtNZ basically: en.wikipedia.org/wiki/Tiled_rendering
Sprites on the Mega Drive are tiles (tiles are 8x8 pixel squares) that can consist of a minimum 1x1 tile size (8 pixels by 8 pixels) to a maximum 4x4 tile size (32 pixels by 32 pixels). Those sprites are then combined through software to make an image. Let's just say for example that the Sonic sprite is 40x24 pixels in size. You would use a 32x24 sprite and a 8x24 sprite, which would make Sonic 2 sprites in size. The Mega Drive can have 80 sprites on-screen at once.
Also, a little shameless self-plug: If you check out my video 'Testing Homebrew ROM Sprite Movement', you can see an example of a 32x32 sprite having been coded to move. Not that you'd need to, but that is the largest a sprite can be on the Mega Drive.
start music in iteration 4 is awesome
...yes. (but then again, I'm almost 30, so I grew up with the classics, so slight nostalgic bias here)
I saw very little sprites in some places that were seen in the nick arcade prototype here O_o
The third iteration was lovely.
@bmecoli Cool. Also, this one was cool. There should be more Sonic corruption videos on RUclips by more people!
Epic moments:
2:34 DRUGSSSZZZZZZZH!!!! YEAH!!!!!! DRUGSSSS!!!! MORE DRUGS!!!!!
3:04 Sonic: Im outta here!
3:21 The world destruction... AND THE USE OF DRUGS
4:50 Where is the- Oh,ok,is there,wait,What? ''TROUGH 1'' Is a bad traduction!,is ''DRUG 1''.
5:23 No music,is so boring...
6:19 Not the drugs again,Sonic!.
7:15 Sonic get ''Cancer''!
7:35 ''HBO UST FSSDFSDRBNBGFGBAH BUR'' Sonic,stop... with... the... fuckings... DRUGS...
8:18 Dark Sonic and Dark Tails.
10:12 Again,Drunk Sonic,FASTEST THINGS ALIVES DONT USE DRUGS.
12:14 Sonic: Everything is Ok!,im not going to use Drugs this time!.
12:24 Sonic: That was a lie! Drugs forever! To the Moon,Tails! i can fly!
13:52 Tails: Where i am?,OH NO!,LAVA!!!,Or letters?.
16:38 Sonic!,STOP WITH THE DRUGS!.
17:26 Sonic The Hedgehog 2 GLITCH VERSION: A INDIE HORROR GAME.
19:05 Oh no!,Now the screen use drugs?.
20:09 ''g ON ini c tO>>>> hehcO c the oni>> 1E'' Ok,that was stupid.
20:30 Eggman is a BADNIK!!!!.
May I have a download link to the corrupting tool you made for these? I'd be curious to try my hand at corrupting some roms.
It's not that easy. See, what I use isn't a program, but a script that I program myself. In order to use it, you must have an intimate knowledge of Python, hexadecimal, and ROM structure to produce the types of corruptions I make. Not only that, but for Genesis games, I use a crude hack to reduce crashing in games, so you'd have to know how to implement that as well. It's all pretty complex stuff.
Can you please post instructions for the exception bypass?
Sweet mother of monkey milk! What the hell happened here?! Oh right....... corruption.
8:19 Sonic 2, shadow edition
this is actually better than most recent sonic games
21:00 Freaky, that's -exactly- how the Egg Prison looks in Debug mode when you place it anywhere before the end of the level. o_O
I saw it multiple times while using debug mode. It looks pretty funky IMO.
Sonic The Hedgehog 2 (2-bits)
Sonic in Vomit Land,pretty much this in a nutshell.
I think it's
Crying
Iteration 1: Welcome to Sonic '06 on Sega Mega Drive/Genesis!
Anyone else got a greeny-brown mess stuck over the video from about half way in?
This is a known issue that just cropped up a few weeks ago. Not sure the best way of fixing it yet.
ohh okay so its not just me!
Hey, I'm looking to corrupt Genesis games myself. Could you help me bypass these debugging/crash handlers myself? I'll make sure to credit you, if you do.
I hope you'll see this and reply!
-Giygas