After 5 years I decided to share to my favourite community one of the projects which I was working. The project was called RE: Sonic; it involved me, Xeeynamo, as programmer and another member of our community, STHX, as pixel artist. We decided to re-create Sonic 1 and 2 from scratch after the Sonic CD '11 announcement by Taxman. The remake involved enhanced graphics, cross-platform support and cross-game support (like merging Sonic 1 and 2, import character or levels from other Sonic or platform games). The engine was written in C++ using Visual Studio 2010 / 2012 and it used OpenGL 2.1. It is called libXeEngine and it was a very old version of what XeEngine is now. This Sonic game featured: 2x graphics Sub-pixel camera movement Enhanced animated palette Better parallax effects Rotations Transparency Better physics using IEEE float instead of fixed precision Build-in level editor And this is a video to view the game in action: http://youtu.be/-nMyjdjWD8Y This is the source code and the assets: https://github.com/Xeeynamo/RESonic I have no documentation on how some things worked; even now I do not remember how to import levels or make them running properly. I used part of Sonic CD '11 resources and a very little portion of code from Sonic 2 Saxman's engine for the parts that I did not understand from the disassembly. Please notice that every kind of 2x graphics was done by STHX. I asked his permission before to share with you the entire stuff, but please mind that everything was not done by me. Plus, I want to give my best thanks the entire community to give me the opportunity to grow up on the technical aspect. Without SonicRetro probably my interest about game development, since I was kid, would disappeared. I hope that one day I will be able to offer a product that you will enjoy. Q: Why did you decided to re-make everything? A: I find that ROM hacking is too limited. It was hard to add new graphics, new enemies or import new characters. Re-making Sonic from scratch allowed me to have the flexibility to do everything that I wanted without much limits. Q: Why did you never post this before? A: Because I am basically a lurker: I don't like talking very much, I was insecure to post something very incomplete and I had some problems with English. Q: Why did you abandon this project? A: The decision was made by me after seeing the Sonic 1 remake reveal. Very mixed sentiments involved me after that announcement, then I decided to put on standby everything and do something else. Q: On which are you working currently? A: Maybe some of you does not care about this; with everything that I learned from Sonic's disassembly and with the framework which RE: Sonic was build, I spent those 5 years to create a new framework, a new engine and a new set of tools which I am using for a completely new game. Q: Will you ever offer another chance to RE: Sonic? A: Probably yes! A full edition of Sonic 1-CD-2-3K with the ability of cross-combining elements from other platforms was in my mind since I was 7 and 10 years before I learn about programming and the discover of SonicRetro. With my current engine and set of tools I am able to create, import, export resources and play them very easily. I am still finding a perfect mix of programming abstraction and performance to have the power to mix everything. One of my plans is to emulate a strict portion of routines of the original ROM form the engine, instead to port the enemies scripts. Q: On what have you worked on Sonic the hedgehog world? A: I helped on retrun RSDK unpacker. I made a semi-working RSDK script disassembler for Sonic CD '11 years ago too, but I never though that was a good idea to share it. If someone is interested about it, I can post it here. PS. After that I written everything, I knew that this is what I should done years ago.