Day 1 is Sonic 1, Day 30 should be the final project.
Here's all days so-far.
;Work done on Day one, shown in Day 2's build
;- New Sega Screen
;- New “Presents” Screen
;- Modified “SONIC” Text on the title screen
;- Modified Sonic himself, on the title screen
;- Added “30 Day Challenge” to the title screen
;- Completely changed the Title Cards, added “30 Day Challenge” and “=P” to them also
;- Changed the end of level cards
;- Added a Double Jump
;- Added a JumpDash
;- Made Title Screen use seperate art file to GHZ
;- Combined both of GHZs art files
;- Removed the ground speed cap (Sonic can now go faster)
;- Removed the Air speed cap (as above, but in the air)
;- Changed some artwork in GHZ.
;Day Two (For Day 3's build).
;- Spindash Added
;- ---Spindash Dust Added
;- ---Lamppost moved in VRAM
;- ---DMAQueue/processing added
;- Double jump and jumpdash usable once more after destroying a badnik/monitor, to add more flow to the game.
;- Turned into Single Zone Demo. Completing the zone plays the ending. So does selecting any other zone from Level Select.
;- Fixed the Broken Sega Sound.
;- Customised loading system to load a different pallet on a per-act basis
;- Customised loading system to load a different 8x8, 16x16, and 256x256 tilesets
;- Changed Pallet for GHZ Act 2
;- Changed some Art for GHZ Act 2
;- Changed Pallet for GHZ Act 3
;- Changed some Art for GHZ Act 3
;- Fixed an error causing Act 3 not to load.
;- Changed the Credits sequence to suit the new artwork
;- Changed GHZ1's layout.
;- Added SpecialStage monitor code
;- Hidden a SpecialStage monitor in GHZ Act 1
;Day Three (For Day 4's build).
;- Added a new character (Mighty)
;- Made mighty load his own pallet
;- Mighty can't use sonic's moves anymore.
;- Gave sonic another new move, the downward dash, useful while jumping over a badnik/monitor to hit it quickly
;- Fixed some Pattern load cues, now mighty's signpost art loads
;- Added a check before loading "SONIC HAS PASSED" mappings, now it also says "MIGHTY HAS PASSED"
;- Fixed the life icon not loading (BIG problem)
;- Added a 3rd character (Sonic 2's sonic)
;- Gave Sonic 2's sonic only spindash.
;- Added a seperate signpost (from sonic 2) for Sonic 2's sonic.
;- Added a seperate lifeicon to indicate playing as Sonic 2's sonic.
;- Added a seperate art file for monitors, so mighty's head shows in 1up monitor when playing as mighty.
;- Changes "S" monitor art to a spliff.
;- Edited GHZ1's layout, making more possibilities for secret areas, and for mighty to escape being trapped.
;- Removed possible bugs from GHZ1's layout
;- Edited the ending layout to suit sonic's increased speed
;- Created 2 new ending sprites, to fit the ending for mighty, rather than displaying sonic.
;- Created new ending text for when playing as Mighty. Now instead of saying "SONIC THE HEDGEHOG" It says "MIGHTY THE ARMADILLO"
;- Fixed positions of some Fish. Didn't want a release with those in mid-air.
;- Removed Special Stage rings. That code will be used for something else in another build. =3
;Day Four (For Day 5's build).
;- Modified lots of code
;- Created a new breakable wall.
;- Created an "Emerald Monitor"
;- This new breakable wall, at the end of GHZ1 won't break unless you break the emerald monitor. You need to break the monitor to pass the level.
;- Modified GHZ1's layout.
;- Added a new "Restart Level" Monitor (appears as static) so you can go back to look for emerald monitor.
;- Modified GHZ2's layout
;- Added emerald monitor to GHZ act 2, so you need to find it! Hint: it's not far from the start!
;- Modified GHZ3's layout
;- Added emerald monitor to GHZ Act 3, stick to the lower route!
;- Fixed big bug, causing you to be able to get 1 emerald monitor, and get through the rest of the game without searching!
;- Fixed bug causing Mighty's pallet not to load in Special Stage.
;- Fixed bug causing level to restart before entering special stage via monitor.
;Day Five (For Day 6's build).
;- Fixed a bug in demo mode to detect a button being held as a button being repeatedly pressed.
;- Fixed a bug allowing sonic to double-jump over the end of act wall.
;- Created a new breakable Block Object
;- Added Marble Zone
;- New breakable block object only breaks if emerald monitor was found.
;- Modified MZ1's layout
;- MZ1 Now requires Emerald Monitor to pass.
;- Modified MZ1's artwork
;- Made MZ2 and MZ3 load seperate artwork and mappings to MZ1
;- Modified MZ2s Artwork and Pallet
;- Modified MZ2's Layout
;- MZ2 Now requires Emerald Monitor to pass.
;- Modified MZ3s Artwork and Pallet
;- Modified MZ3's Layout
;- MZ3 Now requires Emerald Monitor to pass.
;- Added rings in places near MZ emerald monitor hidden locationsas clues (you have to walk through walls to get them)
;- Changed ROM header (Date and Title)
;- Edited the breakable wall (with emerald monitor) object to load art differently for other levels.
;- Fixed up some code
;Day Six (For Day 7's build).
;- Ported the Sonic 2 Level Select
;- Cleaned up and rearranged level select code
;- Heavily modified the level select code
;--- Removed Sound Test from the level select
;--- Added a Character Select to replace sound test
;--- Made S2 Level icons match character
;- Added character art to icons
;- Added character pallets to icons
;- Created new background mappings for the new menu
;- Created new background art for the new menu
;- Fixed a bug causing Mighty's emerald monitor to show goggles.
;- Edited level select menu background again, to improve even more.
;- Rewritten how moves are loaded per character. Character is check on a per-move basis, rather than moves loaded on a per-character basis.
;- Updated ROM Header
;- Changed emerald monitor sound, music now continues playing once emerald monitor is broken
;- Fixed position of some rings in GHZ1
The reason I'm posting here is to get some feedback. =P