Sonic and Sega Retro Message Board: Sonic 3 A.I.R. Release Thread - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 12 Pages +
  • ◄ First
  • 8
  • 9
  • 10
  • 11
  • 12
    Locked
    Locked Forum

Sonic 3 A.I.R. Release Thread By Eukaryot. Too awesome not to post about

#136 User is offline RikohZX 

Posted 06 May 2019 - 05:05 PM

  • Posts: 359
  • Joined: 18-March 17
  • Gender:Male
I feel like Tails desyncs from your position more readily than before. He's gotten me killed a few times because of it, way more than he used to at least.

#137 User is offline T.Q. 

Posted 06 May 2019 - 10:31 PM

  • The Sims 2, Dr. Julian Ivo Robotnik
  • Posts: 459
  • Joined: 28-August 03
  • Gender:Male
  • Location:Earth, Milky Way Galaxy
  • Project:The company is now bankrupt. No more lego game show creations will occur
  • Wiki edits:5
Ok, so it seems if I set "UseSoftwareRenderer" to true in the settings.json file, the game play screens show up again (and not just the menu texts).

There seems to be a problem with monitor items having their objects mixed/switched around. For example, while playing Death Egg Zone 1, there are sets of 3 monitors that should be rings, but are a mix of different items. Is it an intentional feature, or a bug? I also noticed that when restarting Death Egg Zone 1 again, the monitors that were incorrect changed to some other incorrect item.
This post has been edited by T.Q.: 06 May 2019 - 10:42 PM

#138 User is offline Eukaryot 

Posted 07 May 2019 - 01:39 AM

  • Posts: 22
  • Joined: 09-October 18

View PostRikohZX, on 06 May 2019 - 05:05 PM, said:

I feel like Tails desyncs from your position more readily than before. He's gotten me killed a few times because of it, way more than he used to at least.

For the next update, Tails uses the same reaction delay again as in the original, to counter problems like this. (It was reduced a bit for S3AIR.)

View PostT.Q., on 06 May 2019 - 10:31 PM, said:

Ok, so it seems if I set "UseSoftwareRenderer" to true in the settings.json file, the game play screens show up again (and not just the menu texts).

Okay, that helps narrowing down the problem - must be something in the hardware renderer then.

View PostT.Q., on 06 May 2019 - 10:31 PM, said:

There seems to be a problem with monitor items having their objects mixed/switched around. For example, while playing Death Egg Zone 1, there are sets of 3 monitors that should be rings, but are a mix of different items. Is it an intentional feature, or a bug? I also noticed that when restarting Death Egg Zone 1 again, the monitors that were incorrect changed to some other incorrect item.

That's an experimental option I'm working on, and it's part of the test build (if anyone else is interested, it's this one here). Wasn't meant to be enabled by default, however.

#139 User is online Black Squirrel 

Posted 07 May 2019 - 03:20 PM

  • match up tails to the cards
  • Posts: 4822
  • Joined: 27-December 03
  • Gender:Male
  • Location:Northumberland, England
  • Project:you just can't catch 'em, wiggly worms
  • Wiki edits:20,569
By the way, partially inspired by this topic, and the fact that easy jobs are easy, I've been better cataloging Sonic 3 bugs and Sonic 3 & Knuckles bugs on the wiki.

Most of these aren't new - between that old YouTube video series and Neo's blog there's probably better coverage, but it might still be of interest.


This time last year, these pages were little more than a list of bullet points spread across the wiki.

#140 User is offline Sodaholic 

Posted 07 May 2019 - 09:54 PM

  • frog blast the vent core
  • Posts: 1186
  • Joined: 05-September 04
  • Gender:Male
  • Location:Lh'owon
Why doesn't anyone ever open their source code? It would allow for so much more customization. People could contribute bugfixes, port it to other platforms, add features, etc. Maybe even take it upon themselves to port 1, 2, CD, etc.

#141 User is offline T.Q. 

Posted 07 May 2019 - 10:20 PM

  • The Sims 2, Dr. Julian Ivo Robotnik
  • Posts: 459
  • Joined: 28-August 03
  • Gender:Male
  • Location:Earth, Milky Way Galaxy
  • Project:The company is now bankrupt. No more lego game show creations will occur
  • Wiki edits:5
Maybe there's a higher risk of getting on the radar towards legal trouble if the mod becomes open source and makes it possible to release the game on multiple platforms, therefore depriving SEGA of potential sales on other platforms should it choose to sell on other platforms?

@Eukaryot.

What is the difference between "Fullscreen" and "Exclusive Fullscreen" supposed to do?

EDIT: Okay, so the "Fullscreen" option (to make it borderless) isn't working. It works the same as "Exclusive Fullscreen".
This post has been edited by T.Q.: 07 May 2019 - 10:38 PM

#142 User is offline Sodaholic 

Posted 07 May 2019 - 10:36 PM

  • frog blast the vent core
  • Posts: 1186
  • Joined: 05-September 04
  • Gender:Male
  • Location:Lh'owon

View PostT.Q., on 07 May 2019 - 10:20 PM, said:

Maybe there's a higher risk of getting on the radar towards legal trouble if the mod becomes open source and makes it possible to release the game on multiple platforms, therefore depriving SEGA of potential sales on other platforms should it choose to sell on other platforms?

If that's the case, then Retro itself is spitting in SEGA's face:

Posted Image

SEGA pretty clearly has no intention of bothering with S3K anymore beyond ROM compilations, presumably due to legal issues with the music. They've also generally been okay with fan projects so long as they don't directly interfere with anything they're about to launch or have just launched.
This post has been edited by Sodaholic: 07 May 2019 - 11:47 PM

#143 User is offline The Growler 

Posted 10 May 2019 - 05:05 PM

  • Posts: 1150
  • Joined: 05-January 07
  • Gender:Male
  • Location:Sheffield, UK
I thought I'd let you know, I'd never been one [bothered] for doing speedruns through levels, but this game has changed all that!

I guess seeing as I've played S3&K so many times now, finding out an achievement is doing a speedrun for the first Zone has given me [and this game] a new lease of life in a sense - and a new way of playing it (for me that is; obviously for everyone else this is as old as the games themselves. I've always just enjoyed them for the 'experience' that it gave me); and I love how well done the speedrunning aspect of it is, so well done there, and thank you!


#144 User is offline sonicblur 

Posted 10 May 2019 - 06:26 PM

  • Posts: 1252
  • Joined: 18-February 08
  • Gender:Male
  • Wiki edits:6

View PostSodaholic, on 07 May 2019 - 09:54 PM, said:

Why doesn't anyone ever open their source code? It would allow for so much more customization. People could contribute bugfixes, port it to other platforms, add features, etc. Maybe even take it upon themselves to port 1, 2, CD, etc.
I asked about this one earlier in the thread because I wanted to port it to macOS. He wasn't hostile to the idea, it was just that he was actively working on it and didn't want to deal with hassle of other people right now. When you're open source you have to deal with other people pushing out new builds before you're ready to give them out.

For what it's worth, I still plan to release the code for the unofficial Dreamcast port of Sonic CD mobile when that's finally done. (With macOS / Windows builds & code included) But that's not something to discuss here, especially since I posted the video in the E&RE forum 2 years ago and I've been hardly ever working on it for the last 7. I did promise someone I'd try to finish it this year though.

#145 User is offline Eukaryot 

Posted 12 May 2019 - 07:51 AM

  • Posts: 22
  • Joined: 09-October 18

View PostT.Q., on 07 May 2019 - 10:20 PM, said:

What is the difference between "Fullscreen" and "Exclusive Fullscreen" supposed to do?
EDIT: Okay, so the "Fullscreen" option (to make it borderless) isn't working. It works the same as "Exclusive Fullscreen".

There's only subtle differences. Exclusive fullscreen can be more performant on some systems, while the borderless window fullscreen allows for switching to other windows while leaving the S3AIR window visible. Try for instance pressing the Windows key on both modes - the exclusive fullscreen should hide S3AIR, borderless fullscreen should not.

View Postsonicblur, on 10 May 2019 - 06:26 PM, said:

View PostSodaholic, on 07 May 2019 - 09:54 PM, said:

Why doesn't anyone ever open their source code? It would allow for so much more customization. People could contribute bugfixes, port it to other platforms, add features, etc. Maybe even take it upon themselves to port 1, 2, CD, etc.
I asked about this one earlier in the thread because I wanted to port it to macOS. He wasn't hostile to the idea, it was just that he was actively working on it and didn't want to deal with hassle of other people right now. When you're open source you have to deal with other people pushing out new builds before you're ready to give them out.

That pretty much nails it.
It might not look like that, but S3AIR is still heavily in development and undergoes frequent major changes to both the C++ code and the scripts. Sharing the code and having others make changes as well would really complicate things.
But it's well possible that sooner or later, when things got more stable, at least parts of the project become open source.


Last but not least, I've got a new update to announce.
Or more precisely, a "preview version", as this is not something I'd want to make the official new update before I got a bit of beta testing. Everyone's invited to have a look at it. :)
Here's the download link and the changelog.

Edit 1: Updated the build with a crash fix in the options menu.
Edit 2: And another update, this time to fix the broken graphics for LRZ 2 cylinders.
This post has been edited by Eukaryot: 12 May 2019 - 01:05 PM

#146 User is offline T.Q. 

Posted 12 May 2019 - 01:27 PM

  • The Sims 2, Dr. Julian Ivo Robotnik
  • Posts: 459
  • Joined: 28-August 03
  • Gender:Male
  • Location:Earth, Milky Way Galaxy
  • Project:The company is now bankrupt. No more lego game show creations will occur
  • Wiki edits:5
So there's the SFX of a door opening near the end (about 85% near the end) of the level at the bottom, even those the player doesn't hit a button to open a door.

I also spotted broken graphics in Lava Reef Zone 2 with the spinning turbines:

Posted Image
This post has been edited by T.Q.: 14 May 2019 - 05:58 PM

#147 User is offline Eukaryot 

Posted 12 May 2019 - 01:39 PM

  • Posts: 22
  • Joined: 09-October 18
This last bug in Lava Reef is fixed already in yet another update (v19.05.12.2). :)

#148 User is offline T.Q. 

Posted 12 May 2019 - 06:49 PM

  • The Sims 2, Dr. Julian Ivo Robotnik
  • Posts: 459
  • Joined: 28-August 03
  • Gender:Male
  • Location:Earth, Milky Way Galaxy
  • Project:The company is now bankrupt. No more lego game show creations will occur
  • Wiki edits:5
Thanks for the update. Here's an image of the approximate area the SFX I'm hearing occurs. Unless there is a secret door that is triggered (and I never find it), this would be a glitch to fix:

Posted Image

Perhaps some other things that can use fixing include an inaccessible room in Death Egg Zone 1, where there's two 10-Ring monitors, and an invincibility monitor (courtesy of Zone: 0)

Posted Image

Also, in regards to Lava Reef Zone 1, add giant rings and make accessible the three unused cages in the level.

Also, back to Death Egg Zone 1, can you give Tails the ability to join Sonic when elevating up through the tower (after defeating the Mid-Boss), rather than instantly dying from the bottom of the screen rising up quickly?
This post has been edited by T.Q.: 14 May 2019 - 05:59 PM

#149 User is offline Sid Starkiller 

Posted 12 May 2019 - 08:08 PM

  • Posts: 200
  • Joined: 25-February 13
  • Gender:Male
  • Location:Virginia, USA

View PostT.Q., on 12 May 2019 - 06:49 PM, said:

Also, back to Death Egg Zone 1, can you give Tails the ability to join Sonic when elevating up through the tower (after defeating the Mid-Boss), rather than instantly dying from the bottom of the screen rising up quickly?

IMO it'd make more sense to disable 2P Tails in Death Egg Zone, like Sonic 2 did for Wing Fortress and its Death Egg Zone. How is he catching Sonic in the Tornado if he went into space with him?

#150 User is offline D.A. Garden 

Posted 13 May 2019 - 03:05 AM

  • Posts: 625
  • Joined: 25-June 08
  • Gender:Male
  • Location:England
  • Wiki edits:44
A couple of bugs to note since my last comment, as I've played some more of this:

  • The Sphere to Ring Algorithm seems to be different in that, sometimes, if I try and clear out a random shape of blue spheres in a large pattern, it will turn a number of them into rings, but without any logic as to why. It's a little hard to explain, but quite easy to see if you try it.
  • Knuckles doesn't climb up left walls properly. He appears to be 1 pixel away from the wall, and it's a little jarring. Seems fine with right walls, so maybe his art needs to be shifted by 1 pixel for left walls?
  • You can still get Knuckles into Sonic/Tails' Launch Base Zone 2 boss area, but due to the change in collision (invisible wall?), it's impossible to defeat the first boss. Worse still, as I hit the checkpoint before this, dying would never resolve the issue. Hard to restart Launch Base Zone entirely.
  • I had a strange occurrence with the water level in Launch Base Zone 2 on my second play through (after the above issue). I ran through the act with Super Knuckles pretty quickly, but once I got to Knuckles' last checkpoint before the boss area, water kept 'appearing' over the screen (palette and the effect) and it would then lower down to its correct level (from the top of the screen). It kept happening over and over just before the boss. Didn't manage to get a video/screenshot of it, but if it happens again, I'll be sure to get something.
  • The Mushroom Hill Zone 2 boss doesn't really appear to suited to the change in screen size. The pillars in the background keep on popping in, and once you defeat the boss, the row of spikes just disappears with no visual effect or anything.


I'll give it another play through soon, and note any more bugs I encounter. Again, I want to thank you for creating this. It's a lot of fun, and I love how different the game feels now.
This post has been edited by D.A. Garden: 13 May 2019 - 03:08 AM

  • 12 Pages +
  • ◄ First
  • 8
  • 9
  • 10
  • 11
  • 12
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users