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User:Biggestsonicfan

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biggestsonicfan
Located in: USA

GitHub: biggestsonicfan
Mastodon: @biggestsonicfan@digipres.club
Twitter: biggestsonicfan
Also known in other places as: BSF
d'aww This user loves adorable kittens.
Everybody makes mistakes. And if the past decade-plus of Wiki editing has taught me anything, I'm no exception. This user has some knowledge of the Wiki markup, but will probably make mistakes and apologizes in advance.


Sandbox

Cactus.png
Sandbox/Trapt
A Namco PS2 title about, you guessed it, traps
Cactus.png
Sandbox/Prerelease:Dragon's Lair (Arcade)
Now with 100% more animation cells!
Cactus.png
Sandbox/Sonic Championship (Rework)
With a proper debug mode, this needs a huge makeover

Introduction

Since co-discovering Honey the Cat in late 2005 I have been obsessed with the cut content in Sonic Championship. I had always been entranced by secret content in video games, but something about the plain-text data I was seeing within Sonic the Fighters binary made me curious, and I wanted to know what it was all about. Little did I know at the time that the game would have so much unused content. After finding and documenting and publishing what I could by the beginning of 2006, it wouldn't be until 2012 that I would make my next advancements in understanding how the game worked. With nothing more than a hex editor and newfound knowledge of endianness, by analyzing what looked like the beginning of opcodes for service menus within the game, I found an array of pointers which gave me an arrayed list of the game's Test Menu. Not long after that I unraveled how certain parts of the game worked without so much as glancing at an assembly user's guide. Slowly but surely, in early 2015, I had my first glimpse of a debug mode menu. In early 2018, it turns out someone else by the name of SteveBlockhead had accidentally enabled the debug menu in a roundabout way. SteveBlockhead was not able to reproduce enabling debug mode, but because he recorded himself using debug mode with Cheat Engine, I was able to identify which bytes in memory needed to be manipulated to activate it. Then in late 2018, the proper debug mode flags were found by SuddenDesu. Initially I was upset by this, because after I saw the address used, it should have been painfully obvious and I should have found it much sooner. I had just about given up hope on the game but I pressed on and teamed up with SuddenDesu and in December of 2019, we finally found it. The set of inputs, or code, to enable debug mode in the retail game. I had confirmed this on hardware as well. My long journey for debug mode had finally come to a close, and my path to documenting everything had just begun.