The attention to detail in this hack is amazing so far, as many have said, it feels like a more complete version now I always thought this hack should be done after seeing Bare Knuckle III - Director's Cut, a project aiming to restore Streets of Rage 3 to its original style and design before SOA changed it. Good job guys.
It is - thank you very much. The MGZ2 one is mainly to do with the pillars blocking Knuckles being completely absent in Sonic 3. The Relief is still too high for Knuckles, but that "GTGT" collision object is also missing from the layout, which means he can just climb up its face. The same is true of Reliefs throughout the zone, which is one of the main reasons I've kept the S&K layouts for Knuckles there. There's a missing up-signpost a little earlier too, and Knuckles' run through the crushing section to the boss is fairly different in the Sonic 3 layout - somewhat easier since there's just a smashable pillar instead of a Relief and door in the middle of it. But it's a bit too easy - you tend to end up waiting for ages for the layers to align enough to make jumps. Have a go with the patch option, see what you think. (And enjoy my creative workaround to prevent Knuckles going through Sonic's way in that version.) I made a script to list out the object layout data so I could determine what did change, since I imagined there wouldn't be much - but there's a lot. There's something in every zone, even AIZ1. Sometimes it's a few extra collision objects, sometimes it's a set of spikes or a starpost being a few pixels to the side, sometimes it's just filling out Knuckles' pathway (if you think S3K CNZ is bad for Knuckles, you should see the Sonic 3 alone version - which of course you can patch in - although perversely, it ends up being about the only zone he can complete without interference on the raw S3 layout). Here's a few of the changes that are noticable: Some spikes are added to the left of the chamber in Carnival Night 2 where Knuckles' route is meant to split off, presumably to stop him just climbing the wall. A bit of a token gesture considering how easy it is for him to change route before that... The Sonic 3 version of Icecap 2 is missing one of those pink bouncy platforms on the higher route right after Sonic's start. This means it's impossible for Sonic to reach the very top route at the start without Tails (and I don't know if he can carry him all the way.) He can still get there by backtracking later I believe. Also in Icecap 2, at the end where you can go up high to a load of rings and a giant ring, the ring columns go higher in the S3 layout. You won't see either of these Icecap ones in 3C unless you patch it, since I went with the S&K version for Icecap 2. One you will see is in Launch Base 2 for Knuckles. The area where he floods the lake and goes back up to Sonic's area is quite different - it flows much faster using the old Sonic 3 layout. So fast, in fact, that you could beat the water up to the top of the lake, which looks really stupid. To combat this, I've made the water rise faster unless you use the old S&K layout. The water already did rise faster if you broke the pipe while super/hyper, presumably for the same reason - that speed is now used even if you're normal on the S3 layout. (Incidentally, that pipe doesn't flood anything in the original layout - it's just classed as a regular blocking object. Presumably the flooding subtype wasn't implemented in Sonic 3.) One non-obvious change is that any grounded egg prisons are placed within the Sonic 3 object layouts, but aren't included in the S&K ones, where they are placed procedurally. This may have something to do with avoiding bugs like the one in HCZ2 in S3 alone, where you can get to the egg prison too soon. Knuckles' button at the end of that act is changed too - it's created by the Knuckles object in S3K but part of the layout in S3. Perhaps a similar situation could occur there. The Sonic 3 version, like the previous games, has a bright white background; it's a duller grey in S[3]&K, which I assume was done to make the white text on the Super Emerald version more readable; that darker background has been retained for the Super Emerald screen so they now differ. Also, in Sonic 3, the Chaos Emeralds flash every frame; it's less frequent in S[3]&K. This difference also applies to the save screen, but I haven't changed that, because it also affects Super Emeralds on Data Select, and they look a bit weird if they're flashing so fast. Effexor gives a good example I hadn't noticed. The place I remember noticing it when I was young was in the small underwater "bowl" by the final giant ring. You can see it in a few other places where the bottom of Sonic's route is close to the top of Knuckles' route. I haven't removed any of these flames - so Knuckles will still see them - but they won't spawn now if the current water level is higher than they are. I didn't notice this either until I was adapting that object for the continue screen. The easiest way to see it is to start up Knuckles' Sky Sanctuary. When EggRobo comes for Knuckles, you'll notice that his grabber arm is in a sort of open, square shape, and it changes to a more angled, clasped shape when he grabs Knuckles. The same happens when grabbing the Master Emerald in Hidden Palace. But for the final boss, the arm is in its unclasped, square shape while still apparently holding the emerald. That's now been changed. The first thing is to take a break for a little while. There are still quite a few things I want to do, but I try not to go into it too much in case I end up not doing something and disappointing someone. I already mentioned that I'm hoping to do some work on bringing back the old Sonic 1-3 style monitor interaction, so I hope I'll be able to get that sorted out. I probably won't do a great deal with Carnival Night 2, honestly - it's kind of a joke as Knuckles, sure, but it's a nice nod to the game manual's idea that Knuckles' ability to dig out different routes should make his life easier, rather than always leading him into some torturous hell-hole compared to the easy ride Sonic gets by being able to jump over conveniently placed obstacles. Leaving Sonic's route open gives Knuckles a bit more gameplay there if you want it, and you don't need to worry about blocking yourself from reaching his normal exit point any more. I will think about blocking off the boss, but it's now not somewhere you're likely to reach accidentally, since it takes a well-timed jump to climb up the final chute from the start point, and as soon as you go right a bit at the bottom, it's locked off. Moving Flying Battery is on the same list of things that the post-LBZ cutscene and Sonic 3 layouts used to be on, which is that I want to do it but I don't have a clear idea in my head of how I'd like the whole thing to hang together. The most significant part of that is still the loose end of tying Mushroom Valley to Sandopolis somehow. So I'll probably have a go eventually, but it might not show up for some time or at all. I have this joke transition in my head where Flying Battery flies over at the end of MHZ again anyway, and Sonic just looks bored because he's already done it, and runs off. I wouldn't seriously do that though. For me, the most exciting prospect of moving Flying Battery to its original position is the opportunity to set it at night. I've been wondering about just letting him keep it after Death Egg in most cases, and just scratching it out of the worst ending (where it shows up for two seconds and then mysteriously floats in space). The only time he really needs to drop it is for an emeralded-up Tails, who won't get another opportunity to claim it back in Doomsday. Why would he drop it sometimes but not others? I don't really know (unlucky with what the Eggmobile explosions happened to hit?) but I think it's probably more understandable than him mysteriously regaining it. I don't know - it's been suggested before, but it's not such a big moment in Knuckles' story. Plus, I rationalise the darkening sky as "something to do with the Death Egg" (fairly easily fobbed off, aren't I?) which ceases to apply for Knuckles. The alternative here is that we go for a complete reversal of S3&K and chop that boss out for Knuckles. The unfinished Knuckles bits in S3 alone seem to indicate that the laser columns boss should lead straight into the post-level bombing event. But you know, taking things out is no fun. I've heard of this - but I have no idea why S3K should work and S3C shouldn't in this respect. [Un]fortunately, the DOS/Windows versions of those emulators I've tested don't seem to have a problem, which makes it difficult for me to work on it. Well, you CAN do that with (quasi-)legitimate cheats and debug in S3C... and the old break-tons-of-super-monitors-and-reset-into-S&K will still work too. But if you did it via some other method, particularly if it's new to S3C and doesn't involve debug, please let me know and I'll try to sort it out! By the way, try finishing the game with Tails in S&K mode. It's not fascinating, but it gets mildly confused. I should've sorted that out when I did the other Launch Base stuff really. I can think of one fairly straightforward solution off the top of my head, if you don't mind him walking into a wall instead of cheerfully ending his life. But then you'd lose the ability to fly after Sonic in the hope that this time, just this time, one of those pillars will be solid, or you can stay in the air a little longer... Yeah, this is another thing I want to sort out eventually. Again probably not for a while. Since he's now the only character without an intro, it seems only fair. I want to give him a slightly different continue screen too, really. I'd forgotten he shared Sonic's until I was working on it recently. I might well rig something together as an option sooner or later. I probably wouldn't have it work quite like the original though, I'd want to treat the super status as an extra hit above shield/rings, so you don't lose anything but your transformation in that case (along with the ability to retransform for the rest of the zone). Thanks for all your comments and suggestions, folks.
It's funny, though: they added that spikes object which ends up being the only way Knuckles can reach the Relief's jewel, other than managing to wedge a spinning top into that room (which is easily possible, seeing as I did it on my first try when clearing S3C as Knuckles). Oh, I remember that -- isn't it working perfectly in Sonic 3 alone? If you go over the top of the stage and drop into Knuckles' route, I think everything works perfectly up until the boss, which is simply not there. (You can't get there through the normal path by using a top or otherwise because there's a Knuckles-only barrier blocking your way.) Will do. I had this idea where Sonic jumps on a small ledge, grabs onto one of those parashrooms, a gust of wind blows and he's soaring off into the desert. It's not nearly as epic as grabbing onto a flying ship while it's lifting off, but then again, go back to some of the Sonic 3 level transitions. It's S&K's fault for giving us impossibly high standards
How about it drops to the platform and an EggRobo appears and quickly takes it. Sonic jumps off the platform before it crumbles and the Death Egg explodes. In another idea, a small cutscene, the Death Egg is seen exploding and Sonic is blown away by the explosion, then to the next zone...
If we're going down that road, then I had an idea that would fix the Master Emerald continuity issues... Doomsday Zone starts off with a cutscene like in Angel Island, delaying the HUD and title card, and locking player control. Everything starts off like it would for the bad ending, with Sonic falling alongside the Master Emerald, except with no music. I'm not sure if an ambient sound like at the very start of Knuckles' ending would work given the setting is in space, but it's an idea. After a few moments, the upgraded mech from Sonic 2 darts across the screen, grabbing the emerald in its arms, and as soon as it exits the screen, again, much like in Angel Island, the title card and HUD appear, the music starts playing and Sonic transforms into Super/Hyper Sonic, continuing the stage as normal.
Hmm... But- no... Huh, that would solve the issues with the bad, good, and 100% endings. I actually had that idea while reading through the new posts, so it's god to see that someone had the same idea.
What about splitting flying battery up? Have Act 1 between CNZ and Ice Cap and Act 2 between Mushroom Valley and Sandopolis. Of course, there's plenty of issues with that idea, I realise. Sonic would have to end act 1 outside plus a transition and then start Act 2 outside as well. So this can probably just be tossed into the "bad ideas" category :P
Exactly that. There might be one more blocking pillar in the S3 layout to ruin it, but I can't remember whether it's Knuckles-only. That's pretty good, probably slightly better than the only realistic idea I'd thought of (which was using one of the swingy-spinny-vine affairs to fling you up like the CNZ cannon). Regarding transitions in general, I'm wary of going too far off into my own script - remember that what I've added after Launch Base is made almost completely out of an existing game sequence, just with a few effects added and some timing and camerawork tweaked to make it fit. The same is true of Knuckles in Angel Island. I'm not likely to add significant additional intermission content unless something else requires it, as moving Flying Battery would. I might still look at more mundane solutions similar to the one I put forward of Robotnik keeping the emerald, since this seems to fit with what's established in the following scenes better than the existing scenario, without requiring creative additions. Regarding Tails in the Eggmobile - yeah, it seems like they should both be able to get in - I always thought much the same. On the other hand, though, I'm trying to stick primarily to the Sonic 3 gameplay idea of Tails not being present on the Death Egg platform - which is now implemented - so I don't really want him to just go with you.
I'd suggest having Tails just fly away, but that'd really require some kind of addition like Sonic sending him away, otherwise it would just look like he chickened out. :P
Or: Tails follows you flying right behind the Egg Mobile, and when Sonic jumps out to start the battle, Tails jumps in and goes away :U
What about this: They both take the Eggmobile, then when they get to the platform, Sonic jumps out, turns around, does a pointing gesture—are there sprites for that already?--to shoo Tails off (due to it being too dangerous, I guess), and the latter leaves.
This is truly the most wonderful Sonic 3 & Knuckles hack I've ever had a go at, being able to play it as if it was just Sonic 3 along with all the new fixes and features, and the new cutscene between Launch Base and Mushroom Hill is a fine use of S&K's title screen sequence mid-game. This still needs a fix though:
From the Sonic 3 music put back in, to the various bug fixes and the awesome cutscene between LBZ and MVZ, this surpasses my expectations in every way. It's awesome and has replaced my "Sonic 3 & Knuckles" rom on my PSP, so well done and I look forward to anything else that you might change in the future, which I have no doubt will not feel out of place compared to the original game. On a side note, I did have a rather odd graphical glitch occur. After Knuckles bombs the tower in LBZ1, I went into a bonus stage via the starpost. I came back to LBZ1 with a glitched up miniboss. I tested this and it seems to happen every time. Something you might want to look in to. EDIT: On further testing, not every time. Just the majority of. It mostly affects the box the miniboss is in, but can make the miniboss appear as a jumbled mess on occasion.
Well spotted, thanks for the report. This appears to be a bug from Sonic 3 alone that was fixed in S3&K, but has been reintroduced by reusing the Sonic 3 object layout. The starpost is a lot closer to the boss room in the original layout, and sprinting straight towards the boss when respawning there causes similar confusion to Robotnik's face mistakenly showing up for Knuckles in Mushroom Hill - the art doesn't all load in time and stops loading at all. I'll fix it in a future revision. For now, if it's bothersome, you can avoid it by patching in the S&K layout, or taking a lazy stroll from the starpost to the boss.
Hi Tiddles! First post! I've been following this project for quite a while, and thought it was about time to add my own feedback/suggestions. First off, absolutely stellar work on this hack, its great to see S3K finally get the finishing touches it deserves. Highlights for me have beet he LB/MH transition, at last, it actually makes sense, & excellent touch including the S&K intro as a cut-scene, huge kudos to whoever's idea that was! And of course, Knuckles' AIZ intro, great to see it included in the full version of the game. Now a few suggestions for future versions: HPZ(Sonic/Tails): Just after Robotnik steals the Master Emerald, how about giving Sonic & Tails their "falling" animation when the ground gives way. To me it's always looked a bit weird to see Knuckles falling but Sonic/Tails just kinda standing there. HPZ(Knuckles): Maybe including a little scene somewhere showing Egg-Robo stealing the master Emerald. (Perhaps between LRZ/HPZ) HPZ/SSZ: Any chance of fixing the transporters so that both Sonic & Tails get beamed up together (assuming Tails is in range), just seems daft having Tails left behind all the time. (This also applies to the DEZ Act 1-2 transition, and to some extent the LBZ spinning elevator thingys) Misc: The post credits scene with Egg-Robo standing up from the wreckage (when you finish with all Chaos but not all Super Emeralds), it always bothered me that this is omitted from the ending with all Super-Emeralds collected. Any chance of putting it back in? Since it acts as a teaser to Knuckles' story. Finally, regarding recent discussion, I'm all for having an intro scene for the Doomsday Zone. Also, what to do with Tails for the LBZ Eggmobile, if you don't want to have Tails follow Sonic to the platform, why not have him stop at the edge (when sonic jumps in) & watch him go. All that aside, HUGE thank you to yourself and all those involved in creating this hack, you've made a long time S3K fan very happy!
Some good suggestions! As for your final one about Tails—slice! Ockham's razor makes ribbons out of my rubbish effort from earlier.
Whenever I play through Sonic 3 & Knuckles in an emulator, I always play this Complete version. I just tried out the latest version and I have to say that the cutscene between LBZ and MHZ was really well done! Having Tails drop in at the last second was a really nice touch, too! I like Koquillion's idea for what Tails to do when Sonic jumps on the Egg-o-matic. Simple, yet it works. I've also read your notes that when fighting the LBZ boss, Player 2 can have Tails drop in by pressing a button. I always thought it was weird for Tails to be on the DEZ when he comes and saves Sonic at the end, so why not have Tails jump off the burning platform in SSZ before Sonic runs up the pillar to the Death Egg? That way, there isn't a continuity error, Player 2 can just drop in when he wants, and we'd also have it Sonic 2 style where Sonic is in the Death Egg alone?