crazy, i learned this when i was like 13, but it was on psp. I was doing A “shareplay” on psp with 2 other people and we all played metal gear portable ops plus online against each other using this technique. I’d put the game in and load us all to the home menu, put the disc back in my psp (host), start A private match and once the private match starts you can take the disc out and put it in another psp and that person can join once they join get the other(s) to join and bang, three people playing the same game as if you all bought it and only one person needs to have the game: save some time and money. This is cool A refreshing memory
@@joemama-bu5ue holy crap i didn’t know that was illegal 😅 oh well, not like i modded it or jailbroke it it’s just an exploit they never fixed. Maybe they thought we wouldn’t find out? Wish they still made consoles like that! 😭
@@NoMoneyAfterTipping Not really it was probably because the console itself, and when they found it, it was too late they would need to replace the ones that already existed if they didn't want it being abused, or implement some kind of new check to make sure all players owned the same game, its illegal but nothing serious you would hardly even get in trouble for that xd
I think I found some really cool glitches doing this before when I was young. I remember when I would do this with xgames peo snowboarding. If you opened up the cd tray, parts of the level wouldn't load and you would jump off into a free fall with no ground and you could doing tricks forever. Then if you closes the cd tray, the level would load and you could land your huge trick.
this is actually the very first method to have aerith alive in ff7 without a gameshark or similar. you would swap out ff7 with xenosaga in the world map, and manuever your way towards the start of disc 2, its quite interesting.
@@scottrich976 It would probably be more complicated than renaming, I'd guess it needs the right file size in a specific memory location, maybe not though.
@@dylanharding5720 Not something I know about personally, I've heard it was tricky but I guess not. Modding the data I was only going by what experience I have of the of fetch/execute cycle processes.
Discovered some interesting stuff doing this back then as a kid. The one that sticks with me was when I was playing Spyro 3 and I swapped the disc to CTR. The music cut out and after a few seconds I heard Ripper Roo speaking in perfect english rather than his typical "crazy" voice
That's sick. You must've run into these confirmed unused lines: ruclips.net/video/oi2X6HH3Lb8/видео.html. Getting cross-disc audio on PS1 games was easy to trip given media was stored in their STR(Video) and XA(SFX,voice lines, music) formats as audio tracks of data on the game discs.
Kiss pinball kinda used this technology. You could eject the game, put in a regular music cd, and still keep playing kiss pinball with the music playing over the game even the game disc was no longer in the console. It works I have tried this. I think what happend here was the disc stopped spinning at one menu and even with the disc gone, it had still kinda buffred some of the disc info but not enough to load the levels. That was pretty cool.
Well, as stated in the video, the games use the same engine. It's interesting to see how it actually affects the way the game loads since the engine was processed properly, but since everything else was a bit different, it doesn't load correctly.
@@tyisafk yes, exactly, and this interesting concept was used to make Vib-Ribbon, which relies on really basic graphics in order to let the game be loaded into RAM and allow you to use a CD to play whatever music.
Very interesting, I would have never guessed that PS1 games were able to load so much of the levels and graphics into RAM/VRAM, I would have guessed it had to constantly read from the ROM. What might be more impressive yet is just the sheer resilience that games from that era had in terms of not crashing when moving data around. The code was built really sturdy compared to Windows 95/98 equivalents that used to crash if a fly landed on a nearby desk. lol
Back then it was common to load whole models into the RAM and it was common practice. The PS2 changed that though by significantly reducing the amount of RAM avaliable for use
That glitch was very common in the Test Drive series..I remember I had a very bad Test Drive 4 CD and saw the same behavior. what I believe that is happening is that the background is loaded in VRAM, but then the game tries to load road textures/collisions/etc and fails so it leaves you with just the BG, but in fact it is not "misbehaving" because the other game is being read, it is just not loading anything else in memory. If you would like to test that, you can just open the CD cover and see if the same thing happens.
The PS reading speed from the CD is 300Kbps, so U can't relay on the ROM and try to squeeze as much code and vertex as U can on the 2MB of RAM and all the textures on the VRAM.
I can see why this has happend. A ps1 disc will actually stop spinning when it has finished loading that part of the data on the disc. E.g. a menu with all the cars and music swapping. However, the ps1 will read the disc for the next bit of the data. Which would be the race or scores. The reason you can still play while you have swapped the disc is that that part of the disc is already loaded. You can actually try playing the game when you have taken the disc out. However, the music might automatically stop. The game will crash if you go past a part of the game that needs loading. Therefore, forcing you to restart the ps1 console.
Some Games Will Still Run Even With Another Disc, Because On Most PS1 Games, Most Of The Already Loaded Data Will Be Stored In The RAM Until New Loaded Data Will Overwrite Some Unnecessary Loaded Data, A Press Of The Reset Button Or A Turn Off Of The System. There Are Also Some That Store Literally The Entire Game Into The RAM Such As Vib-Ribbon, That Uses The Disc Swap Technique For Playing On Tracks Of An Audio CD For Example. Though It's So Simplistic Graphically And There Is Simple Sound Effects Because Then It Will Work. (Also It Doesn't Have Loading Screens Because Of It)
basically, demolition racer doesn't stream data, it loads the map and runs, while test drive streams data during play. Removing the disc could have similar effects. You could try swapping GTA games on the PS2 around.
This is incredibly fascinating. But also makes complete sense since the console doesn’t seem like it does a reset or anything when opened, it literally just uses what it’s given, even reading and displaying stuff that line up in similar points (like how it displays loading screens from the other game since they’re both in the same place in the code most likely) It’s really neat seeing stuff like this ngl
RGMEx made a really cool technical demonstration of swapping Super Mario Bros and Tennis on the NES. The result is a specific location used for counting steps is the same for the world restart flag in SMB, making it possible to access glitch worlds by simply swapping cartridges out at strategic times
One time when I was younger, I was playing the Italian job game on ps1 and I took out the disc and put it back in again and my car started falling through the floor continuously for like 2 mins and I eventually spawned on a normal road, just thought I should share this.
I was playing crash bandicoot and did the same and I got flung into the sky and fell for an hour when I hit the ground the enemies had glitched textures and the music was glitched and earrape. I had nootmares for like a week
@@weirdanimations76 Since the games are old they are using Lod textures!The game got confused and didnt know what to load the lod or the original texture!Im a dev and I wanted to share this
@@Arirezz homeboy sleeping at 9 pm?? I'm jealous of this man. If I wanna have a little bit of time to watch nonsense like this I get to sleep 3/4 hours a night lol
Unfortunately even on the same engine, things will get shuffled around so everything won't end up loaded the same way. If you DO want to try datamashing games like this though, it's always a better idea to try and get a later title to load an older title's data, since the newer title will have data the older game wouldn't even know about, but the newer one may have failsafes/fallback data for. Also as Nick points out below, some PS1 games like Vigilante 2 used this to let you play content from the previous game, although in cases like that it was the developer setting up the later game to just check a disc ID. The V8 levels are actually on the V82 disc, iirc.
Another nice example of PSX games handling data mashing "correctly" is the Theater Mode in the Tekken Series. In Tekken 3, after you complete the game with some (or all characters, don't really remember) you unlock the Theater Mode and if you replace the Tekken 3 to Tekken 2 or 1 disc, it will allow you to see the Cutscenes of those games. Pretty neat if you ask me :)
The part at 7:40 where he begins to drive over nothing kinda reminds me of nfs underground on market street where the ground never loaded in the chinatown section
It reveals they've saved render-time by not clearing the screen buffer in between frames, instead relying on the track graphics to completely over-draw the last frame. With no track graphics drawing, the car leaves a trail.
Hehe, I used to do stuff like this on my Commodore 64 back in the mid-80s with multi-disc games like Ultima 3 and 4. You could induce some amazingly glitched out worlds including stuff like unlimited respawning treasure chests, just stand on the tile and pick the lock or cast the unlock spell, harvest unlimited gold and occasional weapon or armour drops. Then restore the disc and enter a town (if there is one on screen, you better hope!) and all was well again, except you were rich AF. Good times, good times.
The results make sense. Anytime it looked for new data, it couldn't find it because the internal file names and/or some of the structure is different. Songs probably are numbered rather than named, hence why they are swappable. Textures and level data are much different between the two.
@@not_noah69I am not sure, but my speculation is it is trying to read the wrong data. Maybe it read a level as a texture, who knows? But my guess is it is not reading in the right place because the ROM changed after the read calls were made. First game says "read from x sector to find y data" games are swapped, second game says "x sector has some b data and some j. Nothing related to y" game console doesn't know this and just displays b and j as if it were y. Again, simply a theory. But I'll bet I'm close.
You can unlock vigilante 8 levels in vigilante 8 2nd offence by swapping the discs. It literaly says that the levels for the first game are now unlocked.
mutalix Damn, kinda makes me wish I played it as a kid. I didn’t even know there was a second one when I was little. But I remember playing a digital only remake of the first game on Xbox 360 and it was terrible
There is something very eerie about the startup sound. Yes, it brings back memories of the good ole days, but the darkness associated with it bitter sweet? Maybe in 10 years I'll have a better grasp of it??
Simple explanation: Music plays because that's just CD audio tracks after the game data track on the disc. Corruption is because the levels of the game, although the same engine, is expected in one format for one game and another for the next. Clearly they have used the same file names for both games which is unfortunate. Had they used different names then the game would have seen the disc had been changed and asked for it back! EDIT: Just a quick edit to add that I have some insight because I owned a Sony Net Yaroze, a cut down developer PS1 for hobbyists. It could do all the same things as a dev machine except CD audio or FMV as the Net Yaroze boot disc was required to be in at all times to program it and play home made games that were ported over to the machine via serial cable from a PC. Also save data had to go on card 2 as the slot for card 1 was used by a security dongle. I wish I still had my login credentials to see if they still work as I had access to Sony's dev forums for getting help from other developers! Wow, this quick edit is longer than the original post! LOL
It's probably Redbook audio, or a similar format. It's the thing that causes the games to act like a normal CD when you stick one in a regular CD player.
Quantum Sandwiches! Actually, even simpler: Data was track 1 and everything else was CD music tracks like any other music CD. So, if the game was supposed to play “track 3”, it would play whatever audio file was there. On some games you could swap the game with an audio disc if the game data was all loaded into RAM.
What I believe is causing the glitched textures is that during loading the code is still loaded from the first game and the code is loading in data from specific addresses off of the CD and loading it into memory, however when the code attempted to display the images, the bytes it was reading from those addresses that were loaded into memory maybe isn't even image data causing that issue.
Interesting that Demolition Racer loads the entire track into memory at boot, but Test Drive 5 streams it off disk. This is why it bugs out; it's looking for track data in some random bit of the Demolition Racer disk, doesn't find what it's looking for, and gives up. Also interesting that Test Drive 5's skybox doesn't fully encompass the world. Makes sense at least; never gonna see down there in a racing game, why devote the RAM to holding it and the rendertime to draw it?
You could try this with Tomb Raider games, because these games have same engines and very similar data structure Same data structure: Tomb Raider 1, 2 and 3 Same data structures (but different than Tomb Raider 1, 2, 3): Tomb Raider 4, 5
So what about.... Death Stranding, and Horizon Zero Dawn? I only pick those two because they're the same engine, and I have both. Surely by PS4 they've changed games construction so much something like this wouldn't happen on a modern game, right?
@@nignamedmutt7270 from what i know, ps3/xbox360 to current gen consoles completely close the game when the disc is removed so its a cool thought, but not on modern games :(
Fun fact, you can actually play as jak from jak 2 in jak and daxter the precursor legacy for the ps2 with this method. I guess the memory pointers are similar enough that the game still remains semi functional when you swap the discs.
I knew there was a glitch that let you wonder around the starting area because of the intro cutscene taking place there. But you can just swap disks and characters change?
Memory pointers can't be similar enough, it must be loaded into RAM into exactly same places. Also pointers must be same datatype (i.e. char can't be int because char is smaller (1 byte) than int (4 bytes)) and pointers must point into memory with same size (in case of arrays). Otherwise program will be shot for segmentation fault (for reading from memory not allocated by program in better case, in worse case it can read his own memory with different data in it). If what you described works, then both games must use same game structure with same engine which allows to read and load data from CD. In another words, all characters have some ID only and are defined by some structured data so game engine can read models and textures from CD event that model have for example 5× more polygons and textures are 2× bigger than original.
@@iselink Very correct explanation, just a small note, though. In these older consoles that had no real OS (especially the PS1), you can't really have a segfault. You can do whatever you want, because your code is running in the equivalent of kernel ring on a modern platform. It's just that you need to be careful because e.g. you could accidentally write to a memory mapped register and cause something that shouldn't happen
Loading up a Spyro 2 stage and swapping the CD with Soul Reaver is how I first discovered that there were unused voice lines on the disc that hinted at the original ending.
Not the same, since while GoldSrc might be a similar engine to quake's, it's still HEAVILY modified. It's why old versions and new versions of Source aren't compatible.
I think there is a way to hear different music with the older releases of the pc version. It is possible to load music tracks if you have another disk in the cd drive.
@@lightning1116 On the PC, GoldSRC should be able to load many of the files from Quake, but it's likely that the game will just outright not be able to find the files on the filesystem because even similar files won't have the same name, and will therefore error out. On the PS1, there are likely further platform specific modifications to the engines that will just outright break compatability.
There is a video somewhere of quake levels being played on GoldSrc. The easiest way is to load Quake BSPs into Hammer and start a debut play. IIRC you have to replace all the lights and the textures have some troubles, but it does work.
What really happens is that now your dreams will forever be haunted by Historical Rome Circuit with all GT40. Insert Yello - Oh Yeah song to add that extra layer to the curse
Thicc Chungo That feeling when you finally plucked up the courage to speak with a therapist only to find a none other than GT40 painting on a wall in his cabinet
I am editing this comment because my obnoxious 12 year old self annoyed me 2 years later. I am now interested in this video and apologize for being an annoying nuisance.
I think it's due to how the two games handle loading maps. The first one loads the entire map (models and textures) at the beginning, so removing the disk does nothing until the end, when it needs to load something else. The second game loads the models, the hitboxes but not the track textures, those load procedurally, so removing the disk prevents it from loading textures, but the map is already there so it's perfectly functioning, just invisible. The game does not know how to fill in the void space so it glitches around the things it already loaded
What you're seeing at 3:51 is actually byte data (likely code) interrupted as an image. I made a project a while ago that turns any file into an image and they all resemble this. Likely whats happening is its reading from some address on the disk that it expects to be an image or similar, its hitting a chunk of code instead. and trying its best to render the code as an image. Then promptly gives up and some exception is thrown. really cool!
is the project mentioned perhaps something i could learn to do myself or find online (i am very curious and also iwant to get myself some wild as hell overlays and stuff for my art)
I once put Rockstar’s ‘Bully’ into my PS2 halfway through a Star Wars Battlefront 1 match. It kept playing, and eventually all of the in-game audio was replaced by garbled versions of tracks from Bully. Even some NPCs had their lines replaced by Jimmy Hopkins yelling “Move, bitch!” My brother and I went mental.
And if it’s OK if I correct your grammar again, it’d be best if you put a comma between right and OK Also, those exclamation points should be replaced with a question mark.
@@dudearnav yeah, the way memory may be stored on a demo disk as to where things are located relative to other games will inevitably not line up and fail when you hit data not loaded to console memory. However, if you had like an e3 or public demo build disc that was used for conferences or development, it might very well somewhat work, granted games can still frequently fail after removing the disk at all.
@@creepypato3984 I don't believe I personally own any demo discs like that, although I have most playstation magazine discs otherwise. If I owned one though, I would test it, there's a slim chance that might partially work (depending on how the demo worked)
Loved demolition race! My friend and I called it "death from above game" haha. One of the tracks I would land on the same car at the start of the race.
Since racing games rely heavily on culling, it makes sense that the game plays relatively the same, minus textures and graphics, since the console can't cull those in off disc. As for the music, it's standard Redbook audio, wouldn't surprise me if the discs can be played as music CDs. Try all your PS1 games in your CD player, you'll be pleasantly surprised!
@@sarcasticmcspastic If the Tomb Raider games used Redbook Audio for the music, then yes. If you're going to be putting PS1 games in a normal CD player, just make sure you don't play Track 1 as that's the data track and not all CD players are smart enough to "mute" it. It does sound like an old modem if the track does play, but the sounds can potentially damage audio equipment. Games like Final Fantasy VIII (and probably the others in the series) used PS1 MIDI for their music so don't play on normal CD players. So your mileage may vary.
You can even do it on the PS1 if you load the inbuilt CD player application before putting in the disc. I seem to recall one of the Broken Sword games had a song on it for the credits.
That glitched loading screen looks like it loaded the wrong part of memory as the image (well the right part with the wrong content). I wrote a program before that would let you convert any file to an image, and loading executables often gave you the same sort of image. Especially those blocks in the middle, they look like some sort of object in memory
Basically anything that was already loaded into RAM when you swapped discs will still work fine. The issues arose when it tried to actually read new data from the disc into memory.
I got something interesting too. Seems like in GT4 during a race you can run your PS2 completely empty, so the only moment where the disc is necessary during a race is at the start right before the ride.
@@Bebble I would be happy if someone did that .Wish i could, i gave away most of my games to my cousin 7 years ago. The music would activate when i took a boat ride out in the ocean. It only happened when i did that, other glitches that were more frequent was such as falling through the map along with everything in close proximity. Spiderman 3 goes nuts just by taking out the cd, everything flashes in different colours and the water turns white. My cousin almost got a seizure because of it.
The reason why is that video glitch at the 7:50 is becuase the first game that you stopped dosen't really crahsed , the main reason is that the drawbox wasn't anymore loaded in the RAM and the game engine tells the GPU to render previous frames from the frame buffer wich wasn't cleared
This whole thing shows that it takes more than just using the same engine to be cross-compatible, and I'll use Sonic 1 & 2 as my example to explain why: Sonic 2 was actually built directly off of Sonic 1. In fact, in the earliest known prototype, Green Hill from Sonic 1 is selectable in the level select. However, if you do this, you'll quickly find that it's just about unplayable! Why? Because Sonic 2 actually handles its collision detection differently, despite still using enough old code to be considered as using the same engine as Sonic 1.
You could cast "Regen" in FF7/8/9 then open the disk lid. The game wouldn't load anymore of the battle but your health would keep going up. Once it was full, pop the lid back down and the battle would continue. Now fully healed
I love this stuff. Driving out to the void was scary. That loading-screen kind of outcome is common with this stuff where everything in ram early enough is fine (Perhaps even some gameplay) with future reads for map data, textures and their decompression being borked and potentially crashing given the mismatch between discs. I've been trying to remember for years, but there was a disc for one console which could boot in another because the architecture was the same - despite not being unplayable. I'd love to remember which game and two consoles that quirk was on.
That looks to me as a pixel stride size difference caused by different ways of compressing the textures. With the row of red boxes the pixels actually match but they have been offset by whatever came before it. And if it overshots it could also start reading other bits of the code as textures.
“the playstation can produce mind boggling effects”
Truely mind boggling effects
💀☠️
why do i see this on a different video
The classic "AAAAAA", Everyone played as "AAAAAA" some time
@@038Dude r/wooosh
@@gattwaresr.4281 how is that a woosh
Never trust orang
@@gattwaresr.4281 we use it when someone clearly shows they don't get the joke. I have no idea why you had to woooosh this person.
"Not very original..?" ©
crazy, i learned this when i was like 13, but it was on psp. I was doing A “shareplay” on psp with 2 other people and we all played metal gear portable ops plus online against each other using this technique. I’d put the game in and load us all to the home menu, put the disc back in my psp (host), start A private match and once the private match starts you can take the disc out and put it in another psp and that person can join once they join get the other(s) to join and bang, three people playing the same game as if you all bought it and only one person needs to have the game: save some time and money. This is cool A refreshing memory
That's illegal too, but at that time who did really care besides the devs and companies, kids just wanted to have some fun
@@joemama-bu5ue holy crap i didn’t know that was illegal 😅 oh well, not like i modded it or jailbroke it it’s just an exploit they never fixed. Maybe they thought we wouldn’t find out? Wish they still made consoles like that! 😭
@@NoMoneyAfterTipping Not really it was probably because the console itself, and when they found it, it was too late they would need to replace the ones that already existed if they didn't want it being abused, or implement some kind of new check to make sure all players owned the same game, its illegal but nothing serious you would hardly even get in trouble for that xd
@@joemama-bu5ue Before i respond I want my lawyer present
omg, me and my friend did exactly the same with Dragon Ball Shin Budokai back then xD
I think I found some really cool glitches doing this before when I was young. I remember when I would do this with xgames peo snowboarding. If you opened up the cd tray, parts of the level wouldn't load and you would jump off into a free fall with no ground and you could doing tricks forever. Then if you closes the cd tray, the level would load and you could land your huge trick.
😳😳😳
Could you make a video of that??? That sounds super entertaining and viable as a sketch scene.
Make a video plewse
That's cheating and is illegal
@@DrEmmettBr0wn they're allowed to play the game however they want
The editing in this video brings back memories of 2008 youtube
i thought the 2008 was around 7 years ago. It was 12 yrs ago :(
When they used to give you ACTUAL random videos
2008 was the golden times for YT
BK4 lives in the past. The better times.
Non look like 2008 video look rich quality impressive
this is actually the very first method to have aerith alive in ff7 without a gameshark or similar. you would swap out ff7 with xenosaga in the world map, and manuever your way towards the start of disc 2, its quite interesting.
Perhaps you mean /Xenogears/? /Xenosaga/ was on the PS2 (more crucially, as three separate games on DVDs).
@@HalianTheProtogen probably was xenogears. certainly a xeno game for ps1.
@@Tbop3 it does sound that way, but theres videos of it up still.
@@Tbop3 it makes sense, if you just stop the part of the game that kills aerith from loading, she would never die
So you are saying they had the "keep Aerith alive" dlc this whole time....
Same engine still means the memory pointers to game resources are in completely different places from disc to disc.
How about a little messing about by using textures from the second game in the first one by renaming the second ones ?
@@scottrich976 It would probably be more complicated than renaming, I'd guess it needs the right file size in a specific memory location, maybe not though.
@Jake Harris Would be a hassle on a PS1 game as opposed to a PC install though.
@@CFHmetalorama security on the ps1 was easily breached.
@@dylanharding5720 Not something I know about personally, I've heard it was tricky but I guess not. Modding the data I was only going by what experience I have of the of fetch/execute cycle processes.
"The CD is a little bit scrached."
I can't even imagine why.
this comment has been removed to prevent more spiraling.
@Fidgets ETC. that was 10 months ago me bruh... ruin my mood.
@@DiscontinuedChannelProbably ouch lol
@@DiscontinuedChannelProbably Warm potato
@@DiscontinuedChannelProbably a person hasn’t answered my reply in 3 years.
Discovered some interesting stuff doing this back then as a kid. The one that sticks with me was when I was playing Spyro 3 and I swapped the disc to CTR. The music cut out and after a few seconds I heard Ripper Roo speaking in perfect english rather than his typical "crazy" voice
That's actually an unused audio file in the game, it's wild that you accidentally triggered it via that method!
@@CommanderWigginsWAIT WHA-
@@CommanderWigginsgonna be honest, I thought this was complete horseshit, I am very surprised
That's sick. You must've run into these confirmed unused lines: ruclips.net/video/oi2X6HH3Lb8/видео.html. Getting cross-disc audio on PS1 games was easy to trip given media was stored in their STR(Video) and XA(SFX,voice lines, music) formats as audio tracks of data on the game discs.
crash team racing 3
Now do this with Gran Turismo and Gran Turismo 2
Fatboy Slim
@The Raptor03 is fkn in heaven (GT2 Pal region song)
I don't think that would work as well. GT2 is way too different from GT1 in all honesty. The physics, car models, everything.
@@marcferrer1442 It'll just turn into Gran Turismo 3
I have both games but I'm too lazy to do it
Kiss pinball kinda used this technology. You could eject the game, put in a regular music cd, and still keep playing kiss pinball with the music playing over the game even the game disc was no longer in the console. It works I have tried this. I think what happend here was the disc stopped spinning at one menu and even with the disc gone, it had still kinda buffred some of the disc info but not enough to load the levels. That was pretty cool.
Well, as stated in the video, the games use the same engine. It's interesting to see how it actually affects the way the game loads since the engine was processed properly, but since everything else was a bit different, it doesn't load correctly.
The music cd thing also works for Vanishing Point when you started a race, did this back in the day.
If I were to guess, the pinball game would be entirely loaded into RAM after it's loaded. From there, the music is streamed from the disc.
Its always awesome to see another person that likes KISS WE ARE A FAMILLY!!!.
@@tyisafk yes, exactly, and this interesting concept was used to make Vib-Ribbon, which relies on really basic graphics in order to let the game be loaded into RAM and allow you to use a CD to play whatever music.
Very interesting, I would have never guessed that PS1 games were able to load so much of the levels and graphics into RAM/VRAM, I would have guessed it had to constantly read from the ROM. What might be more impressive yet is just the sheer resilience that games from that era had in terms of not crashing when moving data around. The code was built really sturdy compared to Windows 95/98 equivalents that used to crash if a fly landed on a nearby desk. lol
@Maiahi You try to do something when an error happens instead of letting the executable to handle nothing when it happens.
GTA could be played entirely without the CD, if you swapped the game CD for a music CD, it would play the songs ingame.
Back then it was common to load whole models into the RAM and it was common practice. The PS2 changed that though by significantly reducing the amount of RAM avaliable for use
That glitch was very common in the Test Drive series..I remember I had a very bad Test Drive 4 CD and saw the same behavior. what I believe that is happening is that the background is loaded in VRAM, but then the game tries to load road textures/collisions/etc and fails so it leaves you with just the BG, but in fact it is not "misbehaving" because the other game is being read, it is just not loading anything else in memory.
If you would like to test that, you can just open the CD cover and see if the same thing happens.
The PS reading speed from the CD is 300Kbps, so U can't relay on the ROM and try to squeeze as much code and vertex as U can on the 2MB of RAM and all the textures on the VRAM.
See y'all in 10 years when this gets recommended again.
Giorno what were you doing after u beated diavolo?
See you than
See ya soon, bud
I'll have to remember to show my grandkids someday
@@fayg7508 putting druggies in an infinite death loop
I can see why this has happend. A ps1 disc will actually stop spinning when it has finished loading that part of the data on the disc. E.g. a menu with all the cars and music swapping.
However, the ps1 will read the disc for the next bit of the data. Which would be the race or scores. The reason you can still play while you have swapped the disc is that that part of the disc is already loaded.
You can actually try playing the game when you have taken the disc out. However, the music might automatically stop. The game will crash if you go past a part of the game that needs loading. Therefore, forcing you to restart the ps1 console.
Some Games Will Still Run Even With Another Disc, Because On Most PS1 Games, Most Of The Already Loaded Data Will Be Stored In The RAM Until New Loaded Data Will Overwrite Some Unnecessary Loaded Data, A Press Of The Reset Button Or A Turn Off Of The System.
There Are Also Some That Store Literally The Entire Game Into The RAM Such As Vib-Ribbon, That Uses The Disc Swap Technique For Playing On Tracks Of An Audio CD For Example. Though It's So Simplistic Graphically And There Is Simple Sound Effects Because Then It Will Work. (Also It Doesn't Have Loading Screens Because Of It)
@@HulluHapua I'm sorry but it has to be said, do you have to type in capitals for every word?
@@CutePuppy351 just what i was thinking. Seems to be so much work To Type Like This.
@@HulluHapua audiofully
basically, demolition racer doesn't stream data, it loads the map and runs, while test drive streams data during play. Removing the disc could have similar effects. You could try swapping GTA games on the PS2 around.
This is incredibly fascinating. But also makes complete sense since the console doesn’t seem like it does a reset or anything when opened, it literally just uses what it’s given, even reading and displaying stuff that line up in similar points (like how it displays loading screens from the other game since they’re both in the same place in the code most likely)
It’s really neat seeing stuff like this ngl
8:00 When matrix is breaking, but you need finish the race
Underrated
The Matrix never breaks. It's just... designed that way.
I wonder who broke the 69 likes before i got here
Sounds like an Animatrix episode
@@AgentSmith911Wise words.
BK4: Puts disc back in the right case.
*Everyone Liked That*
I guess most of us have OCD
@@fikrifadillah3247 are you fucking dumb?
RX 55 are you fucking dumb?
OwenWasHerVEVO are you fucking dumb?
@@campersruincod6134 are you a fucking dumb?
RGMEx made a really cool technical demonstration of swapping Super Mario Bros and Tennis on the NES. The result is a specific location used for counting steps is the same for the world restart flag in SMB, making it possible to access glitch worlds by simply swapping cartridges out at strategic times
One time when I was younger, I was playing the Italian job game on ps1 and I took out the disc and put it back in again and my car started falling through the floor continuously for like 2 mins and I eventually spawned on a normal road, just thought I should share this.
Oh god that grammar.
I was playing crash bandicoot and did the same and I got flung into the sky and fell for an hour when I hit the ground the enemies had glitched textures and the music was glitched and earrape. I had nootmares for like a week
@@weirdanimations76 Since the games are old they are using Lod textures!The game got confused and didnt know what to load the lod or the original texture!Im a dev and I wanted to share this
@S0NTR0 ERR0X can you learn how to spell
Dang I didn't play enough of that game
Me: I've been awake for 15 hours, please just let me sleep.
My brain: hoohoo heehee change the disc
this one hit me way too close to home. you need to get out of my current situation, furret of three months ago.
Your supposed to be up for 16 hours a day?
24 - 8 = 16
*How much sleep do you need?*
@@Arirezz homeboy sleeping at 9 pm?? I'm jealous of this man. If I wanna have a little bit of time to watch nonsense like this I get to sleep 3/4 hours a night lol
@@rtxf who said anything about 9pm? You can sleep whenever you want but you're still supposed to get 8 hours of rest, leaving 16 hours in the day...
@@Arirezz assuming he wakes up around 7
0:37. Damn. That sound gives me good nostalgia. Not like “damn” nostalgia. But, like “I’m glad I had this in my life” nostalgia.
Unfortunately even on the same engine, things will get shuffled around so everything won't end up loaded the same way. If you DO want to try datamashing games like this though, it's always a better idea to try and get a later title to load an older title's data, since the newer title will have data the older game wouldn't even know about, but the newer one may have failsafes/fallback data for.
Also as Nick points out below, some PS1 games like Vigilante 2 used this to let you play content from the previous game, although in cases like that it was the developer setting up the later game to just check a disc ID. The V8 levels are actually on the V82 disc, iirc.
Another nice example of PSX games handling data mashing "correctly" is the Theater Mode in the Tekken Series.
In Tekken 3, after you complete the game with some (or all characters, don't really remember) you unlock the Theater Mode and if you replace the Tekken 3 to Tekken 2 or 1 disc, it will allow you to see the Cutscenes of those games. Pretty neat if you ask me :)
G'Flow u7 iii
The part at 7:40 where he begins to drive over nothing kinda reminds me of nfs underground on market street where the ground never loaded in the chinatown section
Pepperidge Farm "members
My NFS porsche also used to do the same thing. Couldn't remember the track, but it was desert-ish
It reveals they've saved render-time by not clearing the screen buffer in between frames, instead relying on the track graphics to completely over-draw the last frame. With no track graphics drawing, the car leaves a trail.
I've had the same thing in NFS: Most Wanted (2005). My PC were too slow for this game and it lagged like that. :D
Same thing happened in Driver and Driver 2 if you ever glitched through the walls, or drove off a drawbridge
Hehe, I used to do stuff like this on my Commodore 64 back in the mid-80s with multi-disc games like Ultima 3 and 4. You could induce some amazingly glitched out worlds including stuff like unlimited respawning treasure chests, just stand on the tile and pick the lock or cast the unlock spell, harvest unlimited gold and occasional weapon or armour drops. Then restore the disc and enter a town (if there is one on screen, you better hope!) and all was well again, except you were rich AF. Good times, good times.
very old you are
@@Thegamingjimmy Thanks for reminding me. :p
Ps5: don't worry. You don't see me :P
@6:45, That was me who said that. I'm surprised you were able to get to the results screen. I'd thought the game crash by then.
Man you amazing
Goated bruh
yey
Very cool
:0
Man that sony ps1 intro is one of the best things ever. Straight nostalgia
Not sure why they decided to change it. If it ain't broke don't fix it.
straight nightmares.
*Neeeerrrwwww NNNNNEEEERRRWWWWW*
Ik
@@baileyshep1644 yes more of that
The results make sense. Anytime it looked for new data, it couldn't find it because the internal file names and/or some of the structure is different. Songs probably are numbered rather than named, hence why they are swappable. Textures and level data are much different between the two.
Why did it show those weird artifacts, what was going on in the cpu or the graphics unit
@@not_noah69I am not sure, but my speculation is it is trying to read the wrong data. Maybe it read a level as a texture, who knows? But my guess is it is not reading in the right place because the ROM changed after the read calls were made.
First game says "read from x sector to find y data" games are swapped, second game says "x sector has some b data and some j. Nothing related to y" game console doesn't know this and just displays b and j as if it were y.
Again, simply a theory. But I'll bet I'm close.
@@JoeEnderman thanks man stuff like this is interesting to me
@@not_noah69 it is to me too.
@@JoeEnderman great!
This madlad raced the whole track just by looking at the map. Well done sir, well done.
I used to do that in Mario Kart all the time
@@NatetheNintendofan lmao same
If you're doing that in Mario kart ds its simple
You can unlock vigilante 8 levels in vigilante 8 2nd offence by swapping the discs. It literaly says that the levels for the first game are now unlocked.
I remember that, it's a really cool feature/easter egg
nick I never owned the second game, was it good??
@@-Lola.
Yes! I played the hell out of the series!
mutalix Damn, kinda makes me wish I played it as a kid. I didn’t even know there was a second one when I was little. But I remember playing a digital only remake of the first game on Xbox 360 and it was terrible
@@-Lola. yeah I played it endless on the ps1. Sadly the graphics did not age very well.
The fact that the menus from the 2 games merged made me blow out, If you'd asked me if it was possible i'd probably say that's a chance in thousands.
Monster Rancher had a feature where you remove the game disk and insert other games and music CDs and it gives you different monsters to raise
Yeah, I had it written down what each of the 200 or so CDs I had at home would get me
original disks gives rare monsters as i can remember
That game was the shit!
And in ribbon girl, replacing the game cd with a music cd, you can actually play the music from the music cd you inserted.
CRASH BANDICOOT MONSTER?!?!?
There is something very eerie about the startup sound. Yes, it brings back memories of the good ole days, but the darkness associated with it bitter sweet? Maybe in 10 years I'll have a better grasp of it??
That shit is straight up scary
You can say its a.... Bitter sweet symphony
It gives me happy chills. My first console. 😊
It freaked me out back then. I always had the idea something creepy could show up instead of the Playstation logo.
Another Keyboard Cat dude same
Simple explanation: Music plays because that's just CD audio tracks after the game data track on the disc. Corruption is because the levels of the game, although the same engine, is expected in one format for one game and another for the next. Clearly they have used the same file names for both games which is unfortunate. Had they used different names then the game would have seen the disc had been changed and asked for it back!
EDIT: Just a quick edit to add that I have some insight because I owned a Sony Net Yaroze, a cut down developer PS1 for hobbyists. It could do all the same things as a dev machine except CD audio or FMV as the Net Yaroze boot disc was required to be in at all times to program it and play home made games that were ported over to the machine via serial cable from a PC. Also save data had to go on card 2 as the slot for card 1 was used by a security dongle. I wish I still had my login credentials to see if they still work as I had access to Sony's dev forums for getting help from other developers! Wow, this quick edit is longer than the original post! LOL
Gf's parents: "What do you do for a living?"
This guy: "Yo I'ma sick PS1 Dj dawg, I remix the shizzle outta classics!"
Ok Will
Ok Will
Alright, William.
no
Ok will
This seems to imply the developers kept the music files in the same directory across projects
It's probably Redbook audio, or a similar format. It's the thing that causes the games to act like a normal CD when you stick one in a regular CD player.
Why not? Keeping your project structures similar is a great way to keep them organized
@@jackpijjin4088 in that case, it's CD-XA format, possibly with same file names.
Quantum Sandwiches! Actually, even simpler: Data was track 1 and everything else was CD music tracks like any other music CD. So, if the game was supposed to play “track 3”, it would play whatever audio file was there. On some games you could swap the game with an audio disc if the game data was all loaded into RAM.
@@nunyabusiness896 this was the same across many consoles aswell.
What I believe is causing the glitched textures is that during loading the code is still loaded from the first game and the code is loading in data from specific addresses off of the CD and loading it into memory, however when the code attempted to display the images, the bytes it was reading from those addresses that were loaded into memory maybe isn't even image data causing that issue.
Interesting that Demolition Racer loads the entire track into memory at boot, but Test Drive 5 streams it off disk. This is why it bugs out; it's looking for track data in some random bit of the Demolition Racer disk, doesn't find what it's looking for, and gives up. Also interesting that Test Drive 5's skybox doesn't fully encompass the world. Makes sense at least; never gonna see down there in a racing game, why devote the RAM to holding it and the rendertime to draw it?
Test drive has much better graphics, so that'd explain it reading midway through.
3:11 What I think happened here is that it was trying to load a background image from the CD but it got code instead.
Yeah, this might actually be it
It might have worked, but it's still using the table of contents from the original disc, so it doesn't know where to find the files.
Still impressive how much stuff is loaded into RAM
You could try this with Tomb Raider games, because these games have same engines and very similar data structure
Same data structure:
Tomb Raider 1, 2 and 3
Same data structures (but different than Tomb Raider 1, 2, 3):
Tomb Raider 4, 5
Cool
Test Drive 6 to Demolition Racer has a similar data structure too
could be really amazing...
So what about....
Death Stranding, and Horizon Zero Dawn?
I only pick those two because they're the same engine, and I have both.
Surely by PS4 they've changed games construction so much something like this wouldn't happen on a modern game, right?
@@nignamedmutt7270 no it wouldnt , your console would probably went "wth is this guy doing"
@@nignamedmutt7270 from what i know, ps3/xbox360 to current gen consoles completely close the game when the disc is removed
so its a cool thought, but not on modern games :(
Fun fact, you can actually play as jak from jak 2 in jak and daxter the precursor legacy for the ps2 with this method. I guess the memory pointers are similar enough that the game still remains semi functional when you swap the discs.
I knew there was a glitch that let you wonder around the starting area because of the intro cutscene taking place there. But you can just swap disks and characters change?
Memory pointers can't be similar enough, it must be loaded into RAM into exactly same places.
Also pointers must be same datatype (i.e. char can't be int because char is smaller (1 byte) than int (4 bytes)) and pointers must point into memory with same size (in case of arrays).
Otherwise program will be shot for segmentation fault (for reading from memory not allocated by program in better case, in worse case it can read his own memory with different data in it).
If what you described works, then both games must use same game structure with same engine which allows to read and load data from CD.
In another words, all characters have some ID only and are defined by some structured data so game engine can read models and textures from CD event that model have for example 5× more polygons and textures are 2× bigger than original.
Cmon guys this is coming from the president we can trust him
@@iselink Very correct explanation, just a small note, though. In these older consoles that had no real OS (especially the PS1), you can't really have a segfault. You can do whatever you want, because your code is running in the equivalent of kernel ring on a modern platform. It's just that you need to be careful because e.g. you could accidentally write to a memory mapped register and cause something that shouldn't happen
3:12 Polish YTP in nutshell:
i dont get it
BK4: What happens when you put a CD in a PS?
Vib-Ribbon: *Yes*
60fps is something magical.
Try 144
@@jakesnussbuster3565 no u
@@jashpaper8370 makes no sense
@@jashpaper8370 bully detected
Makes my brains and eyes melt in a good way
Loading up a Spyro 2 stage and swapping the CD with Soul Reaver is how I first discovered that there were unused voice lines on the disc that hinted at the original ending.
Imagine fearful harmony starts playing after it glitched out
Yeah, this would be cool
@@ProgrammerMichaelAgarkov scary(if u watch at 1 amlike i domore scary)
beautiful
or personified fear
Oh no imagine the sounds
If only we could do this with half life and quake.
Not the same, since while GoldSrc might be a similar engine to quake's, it's still HEAVILY modified. It's why old versions and new versions of Source aren't compatible.
I think there is a way to hear different music with the older releases of the pc version. It is possible to load music tracks if you have another disk in the cd drive.
@@lightning1116 On the PC, GoldSRC should be able to load many of the files from Quake, but it's likely that the game will just outright not be able to find the files on the filesystem because even similar files won't have the same name, and will therefore error out.
On the PS1, there are likely further platform specific modifications to the engines that will just outright break compatability.
When did this get over 100 likes...
There is a video somewhere of quake levels being played on GoldSrc. The easiest way is to load Quake BSPs into Hammer and start a debut play. IIRC you have to replace all the lights and the textures have some troubles, but it does work.
I’m sunrises you even got to a loading menu.
Seeing that blurry screen as a child back then was scary af when I tried it.
I know I used to hate seeing that kind of glitch it kind of made me sick 😷
so . . no one gonna talk about how did BK4 broke his phone at McDonald ??
i think some idiot bumped into him
Opa galera, beleza?
@@Joobral ??
no
@@rmissing3361 i'm brazilian
Ah, the good old times where shenanigans like these were possible.
I miss cartridge tilting and two to one SCART cables.
When you do that, you get *a P S 2 G a m e*
Haha
Yas big brain
What really happens is that now your dreams will forever be haunted by Historical Rome Circuit with all GT40. Insert Yello - Oh Yeah song to add that extra layer to the curse
Those four characters will always haunt me....
Thicc Chungo That feeling when you finally plucked up the courage to speak with a therapist only to find a none other than GT40 painting on a wall in his cabinet
The PS1 noise gave me goosebumps. It’s been so long since I’ve played one.
I am editing this comment because my obnoxious 12 year old self annoyed me 2 years later.
I am now interested in this video and apologize for being an annoying nuisance.
Zedd X I do thanks for asking RUclips
Im subscribed , your a nuisance
yup.
666 likes niice
He was literally asked to do that, so there are people interested in this
7:46 now think, that a 5 year old kiddie who loves cars, playing this glitch on 3am
Rip
lmao
I dont get it
I think it's due to how the two games handle loading maps. The first one loads the entire map (models and textures) at the beginning, so removing the disk does nothing until the end, when it needs to load something else. The second game loads the models, the hitboxes but not the track textures, those load procedurally, so removing the disk prevents it from loading textures, but the map is already there so it's perfectly functioning, just invisible. The game does not know how to fill in the void space so it glitches around the things it already loaded
What you're seeing at 3:51 is actually byte data (likely code) interrupted as an image.
I made a project a while ago that turns any file into an image and they all resemble this.
Likely whats happening is its reading from some address on the disk that it expects to be an image or similar, its hitting a chunk of code instead. and trying its best to render the code as an image.
Then promptly gives up and some exception is thrown. really cool!
Zayum you know ya stuff
is the project mentioned perhaps something i could learn to do myself or find online (i am very curious and also iwant to get myself some wild as hell overlays and stuff for my art)
3:08 Ah, just how I remember the loading screen.
I once put Rockstar’s ‘Bully’ into my PS2 halfway through a Star Wars Battlefront 1 match. It kept playing, and eventually all of the in-game audio was replaced by garbled versions of tracks from Bully. Even some NPCs had their lines replaced by Jimmy Hopkins yelling “Move, bitch!” My brother and I went mental.
0:05 - That camera nod was the best part of the video
When it crashed it looks like what I would make with legos when I was little
You used random colors, problably what I was like when the commenter was born
Hey that was by me
Everyone would always put AAAAA as their name back then fight? Super iconic
7:41 This has more glitches than Big Rigs Over the Road Racing
Whoa
Still has collision and a goal and music so... still higher quality. Not to mention gears and actual turning mechanics, so I say no
Thats a bold claim to make
108-1⁸
3:27 looks like the Crowds in old pixel soccer games
Or Multiple flags minimized and pixel
Your so right!!!
ggames 28 You’re*
Owen Clash 924 this is RUclips you don’t have to spell right OKAY!!!
ggames 28 Look, I just want to do something nice.
And if it’s OK if I correct your grammar again, it’d be best if you put a comma between right and OK
Also, those exclamation points should be replaced with a question mark.
Holy shit, that PS1 startup music. A whole wave of nostalgia came over me!
A black hole opens.
Can you try playing a beta build game from demo desk then swap it the real game? 😅
Good one 👍
Hey, didn't the demo disks contain other games too?
@@dudearnav yeah, the way memory may be stored on a demo disk as to where things are located relative to other games will inevitably not line up and fail when you hit data not loaded to console memory. However, if you had like an e3 or public demo build disc that was used for conferences or development, it might very well somewhat work, granted games can still frequently fail after removing the disk at all.
@@ElysianAura What about demo disks that included only one demo? I'm pretty sure those did exist as well during the ps1-ps2 era
@@creepypato3984 I don't believe I personally own any demo discs like that, although I have most playstation magazine discs otherwise. If I owned one though, I would test it, there's a slim chance that might partially work (depending on how the demo worked)
Me:can't drive even while being able to see the road
Him:drives smoothly just with the mini map
me: beats hardest nfs iii track w eyes closed
6:21
Thank you for the scores. Very helpful.
This truly put the Demolition in Demolition Driver.
Loved demolition race! My friend and I called it "death from above game" haha. One of the tracks I would land on the same car at the start of the race.
You know what, I bet people would actually sell 3:13 for millions in an art museum or something
True
nft
Since racing games rely heavily on culling, it makes sense that the game plays relatively the same, minus textures and graphics, since the console can't cull those in off disc. As for the music, it's standard Redbook audio, wouldn't surprise me if the discs can be played as music CDs. Try all your PS1 games in your CD player, you'll be pleasantly surprised!
@@sarcasticmcspastic If the Tomb Raider games used Redbook Audio for the music, then yes. If you're going to be putting PS1 games in a normal CD player, just make sure you don't play Track 1 as that's the data track and not all CD players are smart enough to "mute" it. It does sound like an old modem if the track does play, but the sounds can potentially damage audio equipment. Games like Final Fantasy VIII (and probably the others in the series) used PS1 MIDI for their music so don't play on normal CD players. So your mileage may vary.
@@sarcasticmcspastic i know it works for Tomb Raider 1 (i used to listen to it a lot!)
You can even do it on the PS1 if you load the inbuilt CD player application before putting in the disc. I seem to recall one of the Broken Sword games had a song on it for the credits.
2 games 1 play stadion
6:16
It sounds like a printer 😄
Yeh
yeah
LOL 😂😂😂
That glitched loading screen looks like it loaded the wrong part of memory as the image (well the right part with the wrong content). I wrote a program before that would let you convert any file to an image, and loading executables often gave you the same sort of image. Especially those blocks in the middle, they look like some sort of object in memory
Basically anything that was already loaded into RAM when you swapped discs will still work fine. The issues arose when it tried to actually read new data from the disc into memory.
Teacher on zoom class:
- do u see me ?
His camera be like:
3:35
"Teacher on online class" would be better, because much people use Google Meet or other methods
I got something interesting too. Seems like in GT4 during a race you can run your PS2 completely empty, so the only moment where the disc is necessary during a race is at the start right before the ride.
Imagine if it went all Sonic & Knuckles style and made a combination of the games
5:58 "everything seems to be normal so far" *CRASHES THE CAR*
Yeah lmao
This is Fine
Yuh uh
looks like some creepypasta about a racing car named ted who got stuck in between two disks and manifests when they are combined
Yeah..
Surprisingly not clickbait
[PS2] if you insert NFS MW disc while in menus in FlatOut 2, you will get the NFS intro in the background lol but super laggy
i knew this was a re-upload! i read the desc. i didnt see that in the first video so i guess that was cool!!
that'll teach you! don't Swap Disks in the Middle of the Game until it tells you to....
6:12 god damn satan music 😂 scared my
Scared your what?
Mr. Gamin' Guy yeah what did he scare?
This is literally a cliffhanger im dying to see what he meant
* wait he probably meant to type "me" instead of "my" so it might've been a typo or something i'm not 100% sure
@@user-he5sy5uq9t I know, anything could have been scared, his cat, dog, Grandma, anything.
I remember doing this a lot on the ps2. Played driver 3 and put in the san andreas disc and it started playing hip hop music in a strange loop.
zippo71111 I want to see a video about that
@@Bebble I would be happy if someone did that .Wish i could, i gave away most of my games to my cousin 7 years ago. The music would activate when i took a boat ride out in the ocean. It only happened when i did that, other glitches that were more frequent was such as falling through the map along with everything in close proximity. Spiderman 3 goes nuts just by taking out the cd, everything flashes in different colours and the water turns white. My cousin almost got a seizure because of it.
@@Bebble not sure if the slim and original ps2 share the same issues though, i used the original ps2.
Weird to think that two completely different developers used the same music directories
My friend has both these games, I'll try this if I remember
The reason why is that video glitch at the 7:50 is becuase the first game that you stopped dosen't really crahsed , the main reason is that the drawbox wasn't anymore loaded in the RAM and the game engine tells the GPU to render previous frames from the frame buffer wich wasn't cleared
Test Drive 5 is an absolute classic!
Ur like everywhere
When you talk about the game regardless of the video insteaf of talking about the actual vid
I play it every night still.
Hello there bud
hello again xd
This whole thing shows that it takes more than just using the same engine to be cross-compatible, and I'll use Sonic 1 & 2 as my example to explain why: Sonic 2 was actually built directly off of Sonic 1. In fact, in the earliest known prototype, Green Hill from Sonic 1 is selectable in the level select. However, if you do this, you'll quickly find that it's just about unplayable! Why? Because Sonic 2 actually handles its collision detection differently, despite still using enough old code to be considered as using the same engine as Sonic 1.
sonic
Amgous
Its also the reason some game genie codes fron sonic 1 work similarly in 2 and 3.
You could cast "Regen" in FF7/8/9 then open the disk lid. The game wouldn't load anymore of the battle but your health would keep going up. Once it was full, pop the lid back down and the battle would continue. Now fully healed
0:27 oooooooooooh startup
also i hope it's a DOLBY ATMOS version in it.
0:11
The last 8 words of that sentence sum up my life perfectly.
Same
lmao
I love this stuff. Driving out to the void was scary. That loading-screen kind of outcome is common with this stuff where everything in ram early enough is fine (Perhaps even some gameplay) with future reads for map data, textures and their decompression being borked and potentially crashing given the mismatch between discs. I've been trying to remember for years, but there was a disc for one console which could boot in another because the architecture was the same - despite not being unplayable. I'd love to remember which game and two consoles that quirk was on.
When I hear that system start melody I get a goosebumps. Wonderful years...
3:15 i think that is suppose to be chunks of the other game that you inserted
That looks to me as a pixel stride size difference caused by different ways of compressing the textures. With the row of red boxes the pixels actually match but they have been offset by whatever came before it.
And if it overshots it could also start reading other bits of the code as textures.
@@GrigoreFX holy shi-
@@d00dfxt.
Just found your channel today, thank you for this wealth of insanely niche content!!!
I love how the music itself for the first game just gave up.