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.. right, these are very quick questions, and after is the release my rom hack to show the world in its current state.
What is the address in RAM used to store whether Sonic is underwater or not? Or is Sonic's Y-position checked with the current water height for that?
And the other, where are the definitions for the Corkscrew 360-degree spin animation? They aren't in the regular set of animation definitions, and I can't find them anywhere. (The frame numbers are 5F to 6A)
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Enough questions, here be the rom hack. What's changed? Well..
- Sonic has extra running animation, ala Sonic CD.
- Super Peel Out is added! Up and a button when standing to use it. (There is no charge period as such, so you can let go straight after you press it and you'll release.)
- A negative ring. Nowhere in the levels, but it's on Emerald Hill Zone's debug list and any other that had only the normal Ring and Monitor previously. What does it do? Well, take a guess. ;P
- Hidden Palace and Wood Zone are added. Yes, I know they're in almost every single hack now, but I wanted it. :P Super Sonic has a palette underwater in it now, though. Wood Zone is more incomplete than anything, as the tiles will show.
- The beginnings of "multiple characters", with one frame for the other two semi-complete. You choose on the options screen.
- To become Super Sonic you HAVE to press a button in the air now, it isn't automatic. (Did this annoy anyone else?)
- Random palettes and art are different, including Sonic and Tails's palette, the title screen palette, the special stage palettes (including the results screen), the HUD, the title card and a few other things.
Known bugs are to do with the Super Sonic animation frames, Oil Ocean's collision map, and when you get hit "mid-charge" in the SPO you still shoot off. They will be fixed. :P
The cheats have been changed to 01 02 for level select, 03 04 for debug, and 05 06 for 7 emeralds (just to make it easier for testing :P)
Right, here's the rom then..

http://cinos.gunsha.com/s2built.zip
Included is a savestate on the level select with debug and Super Sonic enabled already. The checksum is probably bad, and I doubt this'd run on the real hardware in the state it is right now, but I'll get around to sorting that later.


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