The Wii-Port sure as hell does, so I can't imagine the original Mac-version not being able to do that. O.o
Ok, so I've played it and I love it. The difficulty was a problem for me at first but I got the hang of it and managed to get a "Demo complete" message, which is great. There's a problem now though. After said message, it put me back at Cascade Valley, so I thought I could go back and get all the emeralds I missed. Sadly, I can't as now every time I jump into a level, the complete message shows, followed by the level loading, as well as my score and remaining time from whatever level I was in last. This makes the score missions easy as I now have over 35000 score when I enter a level, but the time missions are impossible to clear now. EDIT: It puts me in Cascade Valley Act 1 when I go into any level ring.
Right, let's sift through the latest bugs one at a time. Stop breaking my game, faggots; Ayla's gonna hate me if I hafta keep sending bugfixed releases. Plus, it's more times you guys hafta re-download! (Note: if you don't care to re-download, don't, since your SRAM will be valid for all releases. Expect bugs if you deliberately keep an old version, though.) This problem was caused by... (drum roll please) ...a typo! See, I actually did think to clear the flag that brings up the Game Complete screen. That flag is in a byte that is shared by the opening message and the 100% complete message. The flag for the Game Complete screen is bit 1, and after it shows, I cleared bit 0 instead due to not paying attention. This problem was caused by not clearing the flag that Metropolis uses to preserve your score, ring count, and time during the layout transition. It clears if you pause and press A to escape to the hub, but not if you head straight to the end of the game. There's now a check as the Game Complete message shows that deactivates the flag, so that either beating the game or bailing out to the hub clears the flag before it gets into any levels that don't need it. <!--QuoteBegin-MegaGWolf+ on Youtube (paraphrased)--><div class='quotetop'>QUOTE (MegaGWolf @ on Youtube (paraphrased))</div><div class='quotemain'><!--QuoteEBegin-->In Hill Top's act, in the cave at the bottom-center of the level, there's several walls you can walk through.[/QUOTE] That was me being a tool and looking at the wrong collision plane -- plane 1 has a wall, but plane 0 has a cave. There's invisible objects there now to simulate a wall, since the walls are mere inches off the ground and are pointless for wall kicks. <!--QuoteBegin-MegaGWolf+ on Youtube (paraphrased)--><div class='quotetop'>QUOTE (MegaGWolf @ on Youtube (paraphrased))</div><div class='quotemain'><!--QuoteEBegin-->In Casino Night's hub, you enter pinball mode in places where it seems like you shouldn't.[/QUOTE] The entire hub was meant to look like one big pinball table. However, since he's caught it on video, it now looks rather silly being stuck in a ball when you come to a dead stop, so I've added more pinball mode switchers to solve this "problem". For those of you who aren't sick of grabbing updates yet, here is all of that fixed. Hey, this is what happens when you play beta releases; I don't have a team of testers I can pay to examine every permutation of 50 emeralds, so I use you guys. :P Assuming Gens Rerecording and Windows Movie Maker don't fag up (and WMM *always* fags up, usually tinting videos from Gens Rerecording red, but we'll just ignore that >_>), I'll start recording the walkthrough today.
If you want you can send me the gmv file and I'll gladly make a high quality encode for you. I'm quite experienced at that.
Well, I was sort of buggered by Thorn to at least post here once in a while, so what the heck. S2RR's progress has been slow somewhat and to those who think that I mostly work on CVZ, I apologize but I've had other things going on such as school, college (yes I'm in 11th grade and attend at the same time), family issues, etc. I've been working on other levels as well... ...Particularly a new Special Stage hub. Yes, that's right. The hub is planned to be unlocked once you collect a certain number of emeralds to unlock a stage as well the hub itself. As you progress in the game, the special stages will increase in difficulty like from the Advance/Rush series. I'm still thinking of ideas of how those special stages will be accessed (big ring, teleporter, etc.), so if you have any other ideas let me know. iirc, I think I read a post of Tweaker's, suggesting to make the hub emeralds serve a purpose such as unlocking a secret final boss. I've already started thinking of something like that but we're still pending on how it would be pulled off. As for the hub emeralds serving a purpose, as I said before, they will be used to unlock the 7 Chaos Emeralds. All hub emeralds=> access to all 7 special stages & Chaos Emeralds=> secret final boss. I might as well just draw up some concept ideas now that I have free time.
The original source code to Genesis Plus does not have that feature, nor many of the others added to the Wii port. The Wii port is not a pure port Genesis Plus, it also contains code from PicoDrive (SVP support) and Gens (improved sound) among others. SRAM support was initially provided by the guy who worked on the Dreamcast port. Sorry to cloud up the topic, just thought I'd finish off this side-quest.
I am on a mac and I cannot collect any emeralds. Therefore, I assumed the first zone was it for the beta, as I could not progress. This is on Generator.
^ So, you're saying it's the SRAM issue already mentioned, or something else? EDIT: If you're that stuck, realize that the emerald counter has replaced the life counter. Game Genie or savestate yourself a win if you honestly can't progress for technical reasons; not like it bothers me any.
Yeah, I believe so. But the way it was said it was like generator didn't have the problem. I can't even start it on Genesis Plus.
Just a few quick comments... (no, you don't hafta download an update again~) I wanna thank you guys for being quick to post about bugs and being right on top of the updates without slapping me across the face for how many I made. Like I said before, there's just too many permutations of paths through the game for two people to catch them all, so Sonic Retro members are pretty much my beta testers. The only bug I've heard about in the latest release was people shooting at a door in the Chemical Plant hub so fast that they were off-screen, and when the door loaded as a solid object it killed them; luckily, a death in the hub means absolutely nothing due to infinite lives, so I'd say we're in the clear update-wise. EDIT: As I posted this, SonicAD tells me that you shouldn't press A in midair if you're in the spindash animation (e.g. you were spindashing, and the ground crumbled from beneath you, or you spindashed on top of a seesaw and were launched into the air). Kudos to the crazy people who played it all the way to the end, although I haven't heard any reports of 100% completion yet (and that's probably a good thing; it means you're not all too crazy). Hopefully the difficulty was about right for you guys. People that I've had tell me "I've got X emeralds now!" have most always put a "" on the end of their lines, so that's a nice sign. The video walkthrough is underway. At the moment I've got Cascade Valley 1 recorded as a .gmv and a huge .avi, but passing the .avi to Windows Movie Maker, as expected, activated the Reddification unit and tinted the video. nineko's offered to format the videos, but when he talked to me at first, Windows Live Messenger showed him as offline, so I never can tell if he's around to ask about the videos. :P In any case, it'll get done soon. Lastly, more people talk about the hack in languages I can't comprehend. Google Translator won't show images, so check the original page too. Russian (posts #11 and #15 are from a familiar face, I think...) Portuguese (heh, Tweaker never told me where he got the music for the menu screen from... now I know~)
There you go. High quality as promised. Note to people: this will be uploaded on Youtube, so you can decide if you want to download it, or wait and watch it on Youtube.
This hack has blown me away... I didn't think this kind of stuff would be possible, well done! I love the wall jump move (found out by accident). It's very difficult to complete the tasks as the levels are so huge and it would take me ages to work out where all the emerald boxes are etc. Really good design, and feels very solid compared to most other hacks I've played. I couldn't find any bugs.
I apologize for the delay in the video walkthrough. Life decided to pay a visit, and I'm back at college and have found a job, so my time is limited. Maybe I'll pump out another level's vid after work today. Relatedly, can somebody who speaks Portuguese respond to this with "Thorn: There are seven monitors there, and your checkpoint and Aquatic Ruin bugs occur because you're using an outdated release. Download it again."? It pains me to see this guy scream my name like Kirk does with Kahn, but anything I'd type via an online translator would become horribly mangled. EDIT: Apparently he is reading Retro and understands me, so I might as well voice what I have to say right here. :P *ahem* Your old save should be compatible. If for some reason it's not, send me your .srm file somehow (e-mail, post a YouSendIt link on the forum I see you on, etc.) and I'll fix it for you. Also this should stop you from getting stuck in Casino Night. The stars are the locations of the monitors. EDIT 2: Walkthrough Part 2 & 3 done.
Oh Lord, I'm double posting, what have I become? So, the Hacking Contest ended, life hit hard, and I stopped working on the game for a while. Yesterday was the first day since August that I haven't had to deal with work or classes, so I did some tinkering around. DNXDelta apparently hasn't had such problems, as he's been drawing quite a lot lately. The shading on the snow in Hill Top used to be all over the place. DNX has edited it so that the snow now appears to lie directly on the rocks instead of somehow hovering above them and casting a shadow. DNX has made a mock-up for the mission display upon entering a level. While I haven't bothered to check for Genesis color compliance (hey, *he's* the artist), it looks sleek, and the giant Sonic head on it screams "we should have another playable character to swap this out with", which I've been looking for an excuse to do. He'll be the next poster. I've come to realize that our hack can't quite hang with the big boys, given that we've received lower HackTube ratings than such prestigious hacks as Sonic 1337, Sonic WTF Lame and Darkon2: quest for vengeance [sic]. Sonic 1 Penis Special Stage edged us out for runner-up to Best Special Stage in the Hacking Contest, which was a big letdown for me. Alongside our 2-star hack rating, the HackTube emulator was incapable of SRAM support before it went down, meaning that our hack would crash upon load. Until our hack develops to match the excellence of the aforementioned hacks, it's being moved to the Wiki. + - Yes, your sarcasm detector is working correctly. While those facts were true, the only reason for the move to the Wiki was the HackTube SRAM fail. In response to these comments, Cascade Valley 1 has been extended from 3A00 in x to 5200, and I've made the layer deformation for a modified background that DNX did before the contest but that we didn't implement at the time. I'm currently looking for help in implementing a NiGHTS tune into the level, and while I usually turn straight to Tweaker for this, I've been told he's afk for a few days. Would anybody be able to lend a hand? I have an XM prepared, but I can't pick voices for the life of me, so... yeah. If you want to help, I'll PM or e-mail you the XM, and of course you can use it for your own purposes and whatnot, or if that doesn't suit you I can always do something quick for another hack, I suppose. Also, I might as well ask... what do people want to see out of the hack? I've got my ideas, and DNX has his, and we could pitch them and you could soak them up like sponges, but if you guys pitch something and we think "that's totally what we were going to do", we *know* we're on the right track.
Allo people. Happy Thanksgiving. I'd like to present a tad update on what's new so far (from my end). First off: new mission screen, now with 35% more Mario 64.... ....Maybe. But this is only a mock up and I'd like to ask you all of your opinions (what needs to be improved on) and apparently, Thorn posted some info about HTZ's progress but I'll go on anyways. It won't be another EHZ type of level as HTZ (or Winter Paradise Zone from this point on) has it's own set of layouts here and there so that no one would feel like they're replaying a level (somewhat). Now, as far as the amount of palettes concerned, Thorn and I decided that we would sometime make them into day-cycling palettes, morning, day, night, etc. He also mentioned his intention of making some music (not sure how many) for both day/morning and evening/night time levels. Oh, and feel free to make any suggestions/pitch in ideas for our hack. Oh, and Thorn, the Sonic head was meant to mimic the Mario logo on the mission screen in 64. But I guess it could go both ways.
Personally, I love the Sonic Head; it fits perfectly. As you said though, I can easily see another character head there (Knuckles). The snow however, I'm less fond of. The color doesn't seem white or bright enough to be snow; the snow looks like it's a bit dirty or something. As for what to see in the future, I'd like to see more done with Tails soon. (As well as more zones + - and I wouldn't mind helping :v: but who doesn't want more zones?) Just my two cents.