Can you post here or upload the savegame created with the other editor? Certainly
. FWIW, the S3K slots in this work fine in game, but the S3 ones don't properly recognise that all the emeralds have been collected - giant rings still lead to special stages for some reason. If your editor can sort that out correctly it would be a bonus - I haven't tried actually playing a game edited with it yet so I don't know.
Yes, S3K Emeralds editor isn't impemented yet because it have a stupid algorithm -.- it save the emeralds in 2 bytes with this binary structure: X1X2X3X4X5X6X7X8 (Eight emerald? Surely it's only a dummy). Initially the 2 bytes are 0 and when you collect for example the 2nd emerald, the X1X 2
X3X4X5X6X7X8 will be 1. When all 7 chaos emeralds will be obtained the binary structure will become 0101010101010100 (Last 8th emerald :P). Now if you enter in super giant ring, after the Hidden Palace's sequence all the emerald's data will be switched to left becoming 1010101010101000. Now when the player will gain the 2nd emerald the binary data will be 101 1
101010101000 obtaining the 2nd Super Emerald. I'm a bit lazy (
) and I'm dropped this feature in this beta. The only thing that I've implemented is the switching of data for enable Super Emerald's states pressing Shift.
I know, the emeralds editor in Sonic 3 it's a bit annoying and the only fast way to fill the 7 emeralds it's to press left when you don't have any Chaos Emerald. I think that a fast way to edit emeralds is to use Q W E R A S and D to enable/disable every of 8 emeralds but some nations use different keyboard's layout (I'm using QWERTY). After I'll optimize the current bad way to edit emeralds of course.
The double-size feature it's a good idea and it's the most easy thing that I can do xD. It's a good idea and I was stupid to not think this.
MegaDrive SRAM support it's a bit hard to implement because it use a checksum to see if the savegame was corrupted by something. I've try everthing :\ sum, sub, mul, div, and, or, not using byte or word sizes. The savegame is long 512 bytes and the word-size values are reversed (the strange nature of 68K O.o).
I feel your pain there. This is exactly why an editor would be helpful.
I've taken to picking at savestates and forcing it to resave to SRAM when I need to edit something. I don't know if that might be a useful way to go about figuring out the checksum routine.
What's funny is after beating the (fully-functional[!]) stage, it continued right on into Sandopolis, still using the Sonic 3 titlecard and music. Eventually, you played through the entire Sonic 3 & Knuckles game like it was always intended.
This is because S&KC Sonic 3 is a "hack" of sorts built on top of its version of S3&K. The leftover Flying Battery entry from the save screen will happily take you into the final Flying Battery because it's still present in the master game (and always retained its intended Sonic 3 zone ID even though it never ended up being played in that order), you just never get there in S3 mode. And because you should never get into the S&K half of the game, there's no special code to stop you going further once you do break in. The same principle applies to hacked saves using Knuckles in S&KC S3 - Knuckles works fine, but he'll still be visiting the Sonic 3 versions of the level layouts, which are mostly uncompletable along his routes.
It's just as possible to create an FBZ save in regular Sonic 3, in which case you'll get a title card for it and nothing more, since it's fairly comprehensively removed from the final game. Likewise a Knuckles game will mostly send you around as Sonic with some signpost and results screen references to Knuckles.