I Will change this to be more easy to defeat, but is possible to defeat with Knuckles jumping in to Boss while he is above the lava. Thanks, I will fix this.
Another bug is if Knuckles lands on an object after gliding, he cannot glide again until he touches the floor.
Yea, not your fault. It's the boss's hitbox. It's not easy/possible for Knuckles to hit it. I managed to beat him with Knuckles (w/ Tails), but it takes precision timing.
I just found a bug. I'm going through the third Special Stage, trying to get the Emerald, and read that the last number of needed Rings is 110. The actual required number is 160. I went through there with 157 Rings, thinking I was doing well, saw that it said I needed 3 more, thought it was a typo or something, and didn't get the Emerald. EDIT: Nevermind. I feel rather stupid now. After trying it again, I realized that I simply failed to see the second checkpoint. My fault, disregard my post.
Download New Build with the following fixes: - Bonus Stage extra life icon added for Miles / Knuckles. - Bonus Stage HUD now load correct player icon when loaded from Level Select Menu. - Bonus Stage and Special Stage now exit to Green Hill when loaded from Level Select Menu. - Green Hill Spindash "S" loops, fixed. - Knuckles lands on an object after gliding, fixed. - Winter Hill Boss can be defeated more easy with Knuckles.
On Dust Hill, I managed to hit a Speed Sneakers monitor, an Invincibility monitor, and another Speed Sneakers monitor, all before the first one wore off. While all this was going on, I hit the end of the level. Is the end of level jingle supposed to spaz out at this point, or is it something fixable? EDIT: Found another bug. In Labyrinth Zone - Act 2, there are two water "slides" right off the bat, separated by a red spring. If you don't use the spring for momentum, the second water slide will actually carry you back uphill.
This bug still exists. I noticed it in the ARZ boss. Haven't tried SCZ as well, but if its in one its in the other.
Download (Test version Link only for this topic) New Build Some fixes with custom Sonic 3 SRAM style: - Save: - Emeralds - Specials Stage cleared - Last played Special Stage - Last played Bonus Stage - Lifes and Continues To be done: - Icons for Levels Tested and this version still works in Real Hardware.
At the Labyrinth Zone act 3 the bar grips, when you're sucked into the tube when the door opens isn't ported correctly. After finishing Neo Green Hill Zone I got to Star Light Zone. Then I restarted the game and at the save screen it said "ZONE 13", and when I selected it, I got to Dust Hill Zone, not to Star Light Zone. EDIT: When I finished Act 1 of Dust Hill Zone, it saved, so basically I made a jump back to "ZONE 5". I might fully debug this once I finished this game. EDIT2: In Labyrinth Zone act 1 at the secret path, there's an odd placed ring. EDIT3: When I finished Casino Night act 1, saved and resetted, the save screen shows "ZONE 10" and leads me to Emerald Hill Zone. You really should consider fixing the order.
Download New Build Update: Fixed Level order and Icons for Sonic 2 Delta Levels in SRAM select. Other related bugs not fixed yet.
Man, I thought this project had died. Nice to see it's still alive after all these years. Can always use more updates to a venerable hack like this.
BUG REPORT! These monitors (ring and a robotnik) in Wood Zone 1 can't be broken, be it via jumping or spinning. EDIT: The Dust Hill boss could do with some background detail, it's hard to gauge where you are without something there.
Bob dangit, Esrael, I'm downloading the third file in this topic. :v: On a more serious note, welcome back! I'll give this a try, since it's got such awesome feedback and everything.
Download New Build Update: - Fixed Labyrinth Wind Tunnels bar grips object code and art reference. - Fixed Tails Sprites alignment (Some frames get corrupted) only noticed in Real Hardware and Kega. (DMA transfer bug????) - Fixed Wood Zone reported bug. - Fixed Slide in wrong place at SBz 3. - Fixed other bugs found while testing. Thanks for playing and reporting.
Trying out the new build. And on a side note, I think the Tails Sprite bug also happened in Gens as well. I use Gens and noticed some slight issues with Tails' sprites. (In particular, the ones on an angle.)
I've always wondered and never quite understood, but why is Green Hill even in this game to begin with? What's the purpose of this level alone being in a hack of a Sonic 2 beta?
Pretty sure Green Hill was in Sonic 2's Delta. Edit: Yeah, It's in this list of levels. Silly me, That's this hack's information. GHZ was in the Nick Arcade prototype of S2. Edit: As far as nit-picking goes, Sonic returns to his S1 palette in the S1 special stages.
Ahhh the Nick Arcade prototype.. well seeing that this hack is based on restoring as many elements as possible from the betas/prototypes that were cut from the final version, then I guess it makes sense. However, the state of the prototype's build showed that S2 was based off S1, which is why Green Hill is still there intact. That's why Green Hill being in S2 doesn't make any sense when it's evidently clear that it's not supposed to be there, being that it's already the first level of S1. They didn't go about removing it cause it was just an early proto, duhhh.
Don't be so sure. The GHZ level tiles were converted to be compatible with the 2P versus split screen mode. Though since the level was not designed with this mode in mind, it has too many tiles. Collision was also set to use different data than the rest of the levels, and I think it was converted to use 128x128 level chunks. Objects were also carried over. If it was just a leftover from S1, they would not have done any of this. Not that I think GHZ was a planned level for S2, but it being there is not just being leftover from S1.