Controls - as Sonic 1, plus:
- down+A/B/C while standing: Spindash (Sonic 2)
- up+A/B/C while standing: Peelout (Sonic CD)
- up while rolling: unroll
- down or A/B/C while airborne: curl in air
- A while paused: regenerate level (only loses progress since last checkpoint)
------------
So, it turns out I got my dates wrong and I'm actually away this week. Today's pretty much the last day I can do anything for a while so I've just built what I have.
As far as generating the data on my end goes, Green Hill Zone is 100% stable. I can make changes without the whole thing breaking now. I've made a few changes to the structure of the data and it's a lot easier to fix things as a result.
The generation in ROM may not be 100% stable, but it should be better than it was. I tested Preset A at 13km and the whole thing worked without problems, so there is at least a fully stable level this time.
Labyrinth Zone is going slower, and still fails to generate anything resembling a level so I've removed it from this version. I'll keep trying, but there are some significant problems that aren't trivial to fix.
------------
New features:
- Full options menu, with ability to choose between random and fixed-seed generation, different level lengths, different cameras, turning on/off certain monitors, starting palette, and how it changes over time, and turning on/off the music.
- Distance counter to keep track of how far you've travelled.
- Four-digit ring counter.
- Goggles monitor. It does nothing.
Fixed bugs:
- Checkpoints no longer load already activated, so no longer prevent the level beyond loading.
- Signposts no longer load earlier than they should.
- Demo no longer locks Sonic's controls and can be ended with the start button.
- Invincibility music plays when collecting the invincibility powerup.
- Ring counter no longer overflows.
Known bugs:
- Dying with speed shoes causes music to stay at the faster speed until more speed shoes are collected. Invincibility music also continues after death.