SuperSonicRider, on 06 March 2012 - 08:12 PM, said:
Mushroom Valley/Hill >> Sandopolis
Flying Battery >> IceCap
I'm guessing that's another easter egg?

Yep, pretty much... making some of these developments under the 3A mode flag lets me mess around things "invisibly" while also making them visible for those with an interest.
SuperSonicRider, on 06 March 2012 - 08:12 PM, said:
Long story short, I screwed up, and again apologize for the "issue" I reported.

No worries. Glad it's working OK now.
muteKi, on 07 March 2012 - 06:50 AM, said:
I probably should have pointed this out a long time ago, but "Pink Knuckes" and the S&K title screen don't quite get along completely. Since a couple things overlap, a couple parts of Knuckles (his chest and his leftmost quill) have a couple tiles that use Sonic's pallette line. It ends up looking bad due to the inconsistency.
Yeah, I was aware of that, but I thought it was a small enough area that it wasn't too noticable. I'll probably change this title screen palette back in the future; it's never worked well, and the title screen palette differing from the level palette is nothing new.
muteKi, on 07 March 2012 - 06:50 AM, said:
I was also disappointed to find that the Sonic 2 moves apply to Sonic and Tails together, meaning that the one reason to play as Tails in the first place is gone. Would love to be able to enable that for Sonic only.
It's done this way for a few reasons:
- Things like projectile deflection affect all characters, and I didn't want to complicate that.
- Too many options to do the same thing spoil the broth: the credits music options are already confusing to the point that I've seen customised builds out there that make absolutely no logical sense.
- Check out AI Tails in this mode: his flight makes no sound and he can't swim. How much of that should belong to Sonic's patch and how much to Tails'? If you put it in Tails' patch, Sonic's patch does half a job as far as the Sonic & Tails option goes; if you put it in Sonic's but retain a separate Tails patch, AI and player Tails become quite inconsistent. Should player Tails have similar restrictions on his abilities and/or sound effects? These are not unanswerable questions, but it's quite a lot of effort to make these decisions and pull everything apart like that.
If you want to play regular Tails, you can use a build without that customisation. I appreciate it's a pain to keep multiple builds floating around, but you really could consider the classic options as almost a totally separate hack, so I think it's fair in this case, particularly compared to the work involved in doing it differently.
muteKi, on 07 March 2012 - 06:50 AM, said:
As for actual bugs, the platform at the bottom of Ice Cap 2 near the end of the level (underwater, just after the platforms/ice jets obstacles) has some bad graphical glitching. I'm guessing it's a sprite and not part of the level layout?
I'll forgive you this time, but I did spend a while scratching my head before it clicked that it's only there in Jam's Normal and Easy layouts.
You're correct in your analysis, and sadly I doubt I can do much but remove it without getting into some
heavy stuff. Try not to fall in there!

There are a few issues like this in the Jam layouts, though that is by far the worst one I've seen. The Saturn version didn't suffer from the same sprite limits, so they went wild in a few places. I took the position that I'd rather include the options with visual issues in a few places than omit them or hack them about too much.
muteKi, on 07 March 2012 - 06:50 AM, said:
EDIT: Maybe a bit more involved for Knuckles, but I'd love to see pressing a button on the "clear" option in S3K to go to the end-of-game sequences, starting from the end of DEZ/Doomsday/SSZ as appropriate.
I want to do this in the future, but as you surmised, I need to do some work to be able to do this for Knuckles. I started trying to look at this once before but didn't get very far. Eventually I'm sure I'll pick it up again.
Quote
Options available in Sonic 3A / S&K mode
Not likely to change, other than that I might end up adding S3A-style save files to S&K at some point. I don't want to just hide Competition from 3A because a) it's only an indicator of which mode it is if you happen to know which one has it (I.e. it's coincidental and unintuitive) and b) if you do expect it to be there, it suggests that there is some reason for it only being in one mode, which there isn't. I'm certainly not going to throw out all the work I did patching the 3A save screen together, the import work and original Sonic 3 save compatibility! That's one of my favourite things.
dsrb, on 07 March 2012 - 03:20 PM, said:
Since palettes are a topic of discussion, can we get Knuckles's (yes, two ss) crest changed to white like it should be? Someone mentioned it before, and now it seems like a glaring error.
The correct plural form is Knucklesss's's, but I'll let it go.
That One Jig had a go at this when he was doing all the other splendid spritework in the summer. I think we both agreed that it didn't end up looking nearly as good or correct as one would think, so we abandoned it.
SuperSonicRider, on 07 March 2012 - 04:01 PM, said:
OK, NOW I have a legitimate problem.
In Marble Garden Act 2, if you die after touching the first Knuckles-exclusive checkpoint (right after the fork between Sonic/Tails & Knuckles' boss paths) then you will be unable to proceed, since the encounter with EggRobo won't load. I guess this is because of the checkpoint's location, because I've tried this in the original S3&K and with the S&K layouts on (where it is slightly shifted to the right) and the issue doesn't persist.
When I did this, I was playing in Sonic 3C mode and had Sonic 3's layouts enabled, but I didn't disable Knuckles' workarounds. Would you consider moving the checkpoint over as part of one of those workarounds?
Good spot. I'll fix this for the next release. As a workaround, if you go right and collect the three rings before you proceed back to the left, the cutscene will appear correctly and everything will work as normal.