So uh...I haven't done anything new for a long while. I want to get back into it but since I have a bad virus on my laptop I can't work on hacking projects like I want to...or at all, really. The alternative is really crappy...as in I can only work with ASM and even then I am only able to use old, not accurate at all Genesis emulators. Also everything would be compiled with a build program that may or not be different to the regular one. So I am pretty much limited to say...the original Flicky Turncoat.
I am not going to wait this time. Here is a link to the current build that I had lying around for months.
The only real difference that normal people would see is yet another new song for the boss. Also, Ricky Illusion Act 2 was completed more, with the layout pretty much done but most of the ASM that is planned with it hasn't been made yet. So lots of switches that do nothing yet. At least in the beginning of RI Act 2 the rising ASM kill floor is still there! Which...nobody commented on. Even though I hintly pointed it out.
You also get my Laundry Zone project. The one that caused me to become so depressed that I took a "break" from hacking...to the point it lasted for several months. You can blame this one for nothing new.
Thanks visually subpar layout!
Apart from the boss song, I don't think it is worth updating to the Retro hack Wiki. There are still the little errors that were bugging me from the last time. There is a
Motobug Concession Charlie in Pocky Field Act 1 that goes through a
rock bag of baseballs with a hidden face on it because I moved it from its "home" that was changed to make a one way switch exit and forgot the baseball bag was there. Then my laptop stopped running completely to the point I made the rushed release because I had no idea if I was going to be able to work on it again. In fact, ALL my Flicky Turncoat DX releases were like that, including the very first one. There was a not easy to get to new chunk in Act 3 that I somehow forgot to finish the bottom outline for. And of course the bonus exit variable does not turn off glitch where I forgot to add a "clear said variable command" once the act is completed (or the character gets a game over I think). Ugh.
Either way, who knows when I can work on stuff normally again.