Should it come up with the patches message in the corner on bootup like vanilla SegaPCReloaded, if we're using both files? It now comes up without the disc error message (which SegaPCReloaded should have fixed) but the notification doesn't come up. Does the modder supersede that bit? EDIT: Never mind. It works - I just need to delete the desktop shortcut created by SPCR each time I change mods.
Here's a few new sound-related mods for you. The first couple are more 'fun' and the second one is a complete soundtrack port. Goes With Everything and Knuckles: https://gamebanana.com/sounds/41804 Subterranean Homesick Blues and Knuckles: https://gamebanana.com/sounds/41803 Sonic 3D Flickies' Island Saturn Soundtrack: https://gamebanana.com/sounds/41802
I've finally done it. I've found the fourth Chaos Emerald cause of the weird Special Stage scrolling. The scrolling effect is achieved through a two-part process: the plane mappings are swapped out every second frame, and the palette is rotated every fourth frame. The first part of this process is done by a block copy of mapping data stored from a RAM buffer to VRAM, aided by a table (which also contains palette pointers for some reason). On the MD, it looks like this: Code (Text): SS_Pal_Map_Ptrs:dc.l $FFFF5500 dc.l Pal_SStage_3_1 dc.l $FFFF5DC0 dc.l Pal_SStage_3_1 dc.l $FFFF5500 dc.l Pal_SStage_3_2 dc.l $FFFF5DC0 dc.l Pal_SStage_3_2 dc.l $FFFF5500 dc.l Pal_SStage_3_3 dc.l $FFFF5DC0 dc.l Pal_SStage_3_3 dc.l $FFFF5500 dc.l Pal_SStage_3_4 dc.l $FFFF5DC0 dc.l Pal_SStage_3_4 dc.l $FFFF5500 dc.l Pal_SStage_3_5 dc.l $FFFF5DC0 dc.l Pal_SStage_3_5 dc.l $FFFF5500 dc.l Pal_SStage_3_6 dc.l $FFFF5DC0 dc.l Pal_SStage_3_6 dc.l $FFFF5500 dc.l Pal_SStage_3_7 dc.l $FFFF5DC0 dc.l Pal_SStage_3_7 dc.l $FFFF5500 dc.l Pal_SStage_3_8 dc.l $FFFF5DC0 dc.l Pal_SStage_3_8 dc.l $FFFF9B00 dc.l Pal_SStage_3_1 dc.l $FFFF9240 dc.l Pal_SStage_3_1 dc.l $FFFF8980 dc.l Pal_SStage_3_1 dc.l $FFFF80C0 dc.l Pal_SStage_3_1 dc.l $FFFF7800 dc.l Pal_SStage_3_1 dc.l $FFFF6F40 dc.l Pal_SStage_3_1 dc.l $FFFF6680 dc.l Pal_SStage_3_1 In the PC version, for some inexplicable reason, all the pointers to FF5DC0 were replaced with more pointers to FF5500, meaning the game never reads new mappings for the floor patterns (except when turning), and so the floor only "moves" when the palette rotation kicks in on every fourth frame, while the sprites move every second frame as usual, causing a noticeable desync. I've added a small bit of code to the mod loader to restore the correct data to that table, so now the Special Stage scrolls normally. I've also integrated the palette fixes as mod loader options, which may make it easier for mods to implement fancy palette tricks, or even open the door to an expanded palette in the future. You can delete the accurate palette mod, unless you really want that BTTF3 mode.
Good job, special stages render just fine now. The palette fixes don't seem to work for me, though. I tried all palette settings in the mod loader, and the colors still look like unmodded S&KC, rather than the Accurate Palette mod.
Actually, you're half right. There was a bug that prevented the palette setting from being read properly, but that caused it to default to the accurate palette always.
I've read and played with several of your S&KC mods, and I am amazed on the big possibilities they open. Maybe, following these applications, someone could add Amy from this hack to the playable characters, make a more massive hack like these or maybe generate the long long desired Sonic 3 & Knuckles version for Android (not emulator) that Taxman and Stealth could not produce probably due to MJ known legal issues (but that finally produced Sonic Mania as consequence). I would love to have more programming abilities and time for helping to achieve these, but at least this is my desire. Meanwhile, with my son we are having really lots of fun with your mods. Thank you very much
Hey, so there's that new Sonic 3 prototype going around, and it's got some different/new music in it, so ValleyBell and I put it in the mod loader.
If you're bothered by how fast the animation leading into the S3/S3K title screen is in S&KC, I've made a mod to fix that: https://gamebanana.com/gamefiles/10402
The game slows down for me whenever I run it at a resolution higher than 2x, whether it's windowed or fullscreen. Do you know if there's any way of fixing that?
Well, yeah. Thanks, I just removed the SPCR patch and the slowdowns are gone. Edit: Unfortunately, now I'm getting flickering on fullscreen. Do you know how to fix it?
Wait what? I thought that you didn't have SPCR. I have it on and I don't get any slowdown. Also AFAIK fullscreen doesn't even work without SPCR on modern Windows.
Oh, I thought you meant that SPCR was the cause. Weird. I get slowdowns (but no flicker) with SPCR. Without it the slowdowns are gone and I can still go fullscreen but it flickers like crazy.
Yeah, I have no idea then. The only person I can think of who might be able to help you is Korama but good luck with that.
Actually, it looks like SPCR has some settings for VSync and such in SONIC3K.ini, try using these: Code (Text): [Timing] VSyncEnabled=0 VSyncReverse=0 VSyncSleep=8 TimerSleep=8 TimerResolution=1