Edit: wtf I'm wrong they must have changed the version numbers >.> Anyways I recall there being gamepad support in 1.6, I don't know why they would remove it. --- Is it just me or is the SA2 2000 build identical to the trial disc we already have? I can't find anything even subtly different.
No gamepad support. I could care less how it runs games, no gamepad support automatically makes it shit. And no, xfagger and joytopenis are both useless, they only translate gamepad buttons to keyboard input, so if I press 4 buttons simultaneously it will make the input stuck. Also last I checked nulldc was lagging horrifically under vista.
Downgrade to 1.0 beta 6 where there was still gamepad support. I think they removed it in this latest release to rework the code. Xpadder (stay away from joytokey) is your other solution. lie. lie.
Yeah Nulldc runs fine under vista, at least it does for me. I have yet to play a game where I don't get full speed.
All right, things I noticed in SA E3 Trial so far.. - All the characters have all their upgrades enabled - When you select a character, you go to a list of levels they can play in, like trial mode in the final. You don't get a list of all the levels that they're able to play in the final, though, just some. Also, the sub-levels and regular levels are in the same list, unlike the final. - If you don't move for a while (whether while playing a level or in a menu) you'll get kicked back to the title screen. - "Coming Soon" screen after playing a level. - Knuckles says "Here we go" at the character select screen instead of what he says in the final Sonic - Emerald Coast - Windy Valley - Casinopolis - Speed Highway - Red Mountain - Sky Chase Act 2 - Twinkle Circuit Tails - Windy Valley - Ice Cap - Sky Chase Act 1 - Sand Hill Knuckles - Speed Highway - Red Mountain - Twinkle Circuit Amy - Twinkle Park - Hot Shelter - Hedgehog Hammer Big - Twinkle Park - Emerald Coast - Twinkle Circuit E-102 - Final Egg - Windy Valley - Red Mountain If you change 0470C535 (edit: I think it's a float....so idk) to 06 on the character select screen, you get the Super Sonic slot. It has its own list of levels, which look to be all the mini games. Super Sonic - Sky Chase Act 1 - Sky Chase Act 2 - Ice Cap - Sand Hill - Twinkle Circuit - Boss If you select Boss, it brings Sonic to his last boss, Egg Viper (with a short cutscene before it). Station Square Changing the level pointer to Station Square, Sonic starts at the City Hall entrance. Everything in that segment looked normal. Edit: false alarm, it's normal...
Mystic Ruins: Everything's kinda all over the place as far as the storyline goes. Mountainside wasn't blown up, wind stone was available, Tikal says to get rid of the monkey. Egg Carrier: You start out outside with the crashed Tornado 2. Everything looked pretty normal. I went down to the other end, where there would be the thing that takes you inside the Egg Carrier (it wasn't there) and a little door to the indoor pool. Chao Gardens: I didn't think to hatch any Chao, hmm. But it didn't look like too much was different here. Station Square Chao Garden (1) Station Square Chao Garden (2) Station Square Chao Garden (3) Station Square Chao Garden (4) Mystic Ruins Chao Garden (1) Mystic Ruins Chao Garden (2) Mystic Ruins Chao Garden (3) Egg Carrier Chao Garden (1) Egg Carrier Chao Garden (2) Egg Carrier Chao Garden (3) Egg Carrier Chao Garden (4) Perfect Chaos: Not sure what happens when you beat him. Everything looked normal...anything that's strange looking is probably because of emulation. A Japanese voice clip plays here (everything else in the demo is in English).
Isn't the E3 version the one that came before the JP release and the US release (I'm pretty sure drx said that this is from E3 1999, AFTER the JP final)? So the problems you're getting are more than likely scripting issues within the game simply because some features are supposed to be disabled.
They compiled this version before JP final yes, but it was distributed on the E3 1999 I think, behind closed doors.
PicklePower, Did you gather 50 ring, and press the action button while you jumped, to transform into supersonic? If not, try it now. And the EC texture thing, was it was using the .PRS of the pool area, and the object list of the pool area. It didn't trigger it to load the new objects and textures when you left the room.
Ahh. When I first saw the egg carrier pics, I immediatley thought of Chaos' textures. Tell me that wouldn't be a kickass boss.
Sorry if it's obvious, but looks like it's erroneously loading the textures from the Tornado 2 and the Master Emerald... How odd.
Actually, I think those textures are used in the pool area. Seems to make sense if that WAS the door he went through.
<!--quoteo(post=222262:date=Sep 5 2008, 05:28 PM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Sep 5 2008, 05:28 PM) Sorry if it's obvious, but looks like it's erroneously loading the textures from the Tornado 2 and the Master Emerald... How odd.[/quote] To me,the green texture in the picture looks like one of Chaos 6' eyes.
False alarm about the Station Square and EC things...I wasn't un-setting the level value in the memory editor I'm using. Although one time that I did that it kept switching between two segments with the text "ACT STATION ONLY" or something like that on the screen. Could there be some kind of debug mode in this build?