Let's bring this topic back from the dead again: Using the method I mentioned in the SADX/SA1 hacking topic I was able to port over the geometry for Act 3 from the Autodemo. There are some setbacks with this method. On top of that, I made a slight error when generating the nodetable so I wasn't able to modify the individual materials for each object in the landtable. I didn't bother to replace the textures yet, as I don't have anything to really use and was more concerned with just getting anything loading up at all. I modified the original SET file to include only the objects that I was able to identify in both the final retail version and the prototype's object list. There weren't that many similarities between the object lists, and I probably got one or two things wrong. I also have a hunch that the SET file included in the Autodemo might be for an even earlier version of the level, so the object type IDs probably don't match either (at least the later type entries don't match). What leads me to believe this is that the level is completely void of enemies save for one, and I know there should be more based on earlier videos. But the common objects like the rings and springs seem to match the level pretty well. Although I'm not sure why the level doesn't have item boxes and dash pads as it looks like the level was meant to use at least a few. The cam file included in the Autodemo for this act has nothing in it, so the camera has to be controlled manually. The camera frequently went under the floor especially going down slopes. I suppose the game remedied this a tad with path data, which I didn't port over (it should be in 1ST_READ somewhere, though). The starting position for Sonic was ported over though and that does exist in 1ST_READ along with the starting position for the missing Act 2. The death zones should also be in 1ST_READ, but all I did was lower the death zone that already existed for the stage. For the level itself - it's fun to play. There are definitely a lot more alternate paths and routes to take and even some little spots to explore that could've been used for hidden items and such. The camera is a bit of a pain as you can see in the video, but I bet it would've been much better if they had included something in the CAM file. The one lone spring in the level shoots you up very very high so I'm not sure if that behavior was intended. There are lots of spots where you can be lifted around by wind gusts across gaps and such. Near the end of the video you can see what appears to be a dock on one edge of the cliff and then another one just like it on a cliff below, possibly for the RAFT object that was meant to be in the level. And that's about it. I was thinking about releasing what I have, but I know that there were a few people working on getting the levels ported over more accurately. I hope this at least boosts interest again. Act 1 is possible to port over in the same manner but the level has tons of objects and it'd take some time. But at least that act has a CAM file that does stuff. I apologize in advance for the video quality. Youtube sux. PS: As a side note, I mentioned before that I found data for the tornado. Looking at it again, the data I located doesn't appear to be an actual level object. It seems that it might be part of the tornado enclosure for the missing Act 2. There are even subroutines that are used to load up the data and the related textures still in STG02.BIN. Unfortunetly, because of this I don't know what object in the prototype's object list is meant to be the tornado that loads in Act 1. It should be an object that only appears once in the act's set file, but it's hard to track down with DXEdit because there are so many objects in the set file.