Because part of the shield has some A border graphics in it. That's how it's gonna be, as the art file itself is huge as fuck, and I had to basically change EVERY BRANCH in the ene game. Unless you want the TM in on JAP consoles, but that looks kinda stupid. Or I leave the region lock in.
Slightly less stupid than having a chunk taken out of the logo. You could store the SEGA logo and the TM shield as separate objects/sprites, and only load the TM shield when in EU/US regions. Alternatively, you could move the TM shield to the right a bit, so removing it doesn't remove part of the logo. EDIT: Why are you region-locking Japan out anyway? Unless you're making another version for Japanese consoles, I don't really see the point in this.
I didn't want to implement a Region Lock in the first place, just the vanishing TM, but I wanted to make use of the unused ASCII string, so I coded up something quickly. In the final release there will be no region lock. As for the TM and stuff - it is all done with plane mappings - no sprites. That shield thingy is still ticking me off quite a bit, I may need to change the art up a bit, but I'm a lazy arse.
In that case, my second suggestion still applies... move the shield slightly to the right, so that it doesn't share art tiles with the SEGA logo. Then you'd remove that problem.
Have fun. Tails' HUD will still show up, but other than that enjoy your Sonic and Tails gameplay without Tails in the Special Stages.
*Bump* (kinda) GEMS Sound Engine in Sonic 1 Thanks to lukeusher123 for the source code of his GEMS Playback ROM
Oh wow, this isn't as bad as I expected, some songs are actually half decent. I like the beginning of song $91 (the ending credits).
I would love to see this dome again with all the proper sounds in all the right places, with songs for each zone and what-not. Quite lulzy to play.
Getting an invincibility box in the Sonic 1+Spinball GEMS ROM demonstrates a problem I had with the way GEMS works that led me to abandon a GEMS-SMPS converter: rather than explicitly specifying the mappings of individual sound channels, GEMS sound channels can be arbitrarily mapped to different output sound channels through allocation (so theoretically a GEMS channel can change output channels mid-song!). It's a really unfortunate design decision that, added to the complexity of using the GEMS toolkit (hate trackers? you'll love them after using GEMS's music editor), leads me to wonder exactly how masochistic Genesis developers and musicians were that they took GEMS en masse. As for the frequency table reversal, there is one ROM that I simply must try that on...
Earthworm Jim music in Sonic 1 :P Oh, and I know about the wrong Music/SFX... Source code in request.
Hahaha, right on! Thanks man! This just sounds really cool! It actually improved some songs, especially Marble Zone. Sounds like it could fit a winter level now. I also like how some of the songs have had their emotion reversed. Final Zone sounds joyous, the title screen sounds ominous. And the invincibility and 1-up themes have kind of an "epic" feel now, which I really like.
This is so awesome! But it crashes after jumping into a giant ring, I haven't checked and seen if it does this after I hit a signpost. (But after all it's just a mini-hack though. I haven't tried it in Regen or Gens though.) Also FraGag that was awesome. I love how the 1-up jingle sounds dark now, same with the special stage theme. xDD Both are epic, in fact all the songs sound even more epic than the originals. xD I haven't tried the GEMS sounddriver Sonic 1 hack yet though, but I'll download that next.