Ahh, never mind, I just missed it. For some reason I thought the results option had something to do with Competition Mode so I didn't touch it. It's great to hear the original themes in Sonic 3, thanks a bunch!
Love the choice of S+K Collection tracks, which have been ported very well. CNZ1's intro sounds a little odd though, like some instruments are off sync, might just be me though. That unused track works really well as a Super theme, fast, cheery, and has a loop that's more than ten seconds long. I did have a bug when Knuckles played Death Egg final boss and didn't skid when gliding onto the floor. He instead just landed and ran. I think this has already been explained, but the one option I can think of adding is giving Knuckles his one player stats rather than Sonic's in Competition Mode (the unused glide and climb sprites would suggest this was planned).
So, poking around the sound test, I notice there's a few SCD sounds on top of the peelout ones. Future options, perchance?
This is planned -- additional graphics have even been made, but Competition mode is about as low priority as you can get.
A small nitpick: I'd love to see the fade in/out routines work like MarkeyJester's (I implemented them in Sonic 1 & 2 REV C and they just look so much more beautiful) Such a small thing that is easily possible to implement that would make the game look so much better IMHO.
Okay then. Cool it's being considered though (far too many hacks neglect multiplayer, hell the original developers neglected multiplayer).
Ran into a bug. I was using Sonic CD 2011 and Normal stage design with Tails and the screen stopped scrolling vertically in hydrocity. It would be cool if we could bind music/gameplay loadouts to a character if we wanted. I got all into setting everything different for each of the 3 characters so I'd really be able to use something like that. oh yeah, super cancel doesnt turn off if you turn it on in multiple setting and then switch back to original. even though its grayed out you still have to switch to multiple, then turn it off, then switch back to original. Its a shame I guess about the yellow socks and icecap snowboard. it'd be cool to have a patch for those one the customizer page or something though. ------------ Now that I kinda know how it works I'm having some fun with these. I didnt realize tails cant fly in most of the modes, but knuckles still can. Its kinda fun giving knuckles Sonic CD 1993 and tails Sonic CD 2011 because it makes them not as fast as sonic and gives knuckles a weird spindash to kind of balance them out and add extra variety to the 3 characters. Flying Battery being moved to zone 5 really fixes all the pacing problems sonic 3 had. suddenly theres more of a buildup to the robotnik showdown in launch base, with the resolution of the airship that bombs you in angel island coming much sooner. the theming of the stages just work really well now. carnival night is like climbing to the top of this city, then you ride an airship into some mountains and find his hidden base. the cutscene you did kind of turns it into a "third act twist". from there the tone and level style kind of changes, with how the bosses and stuff works, the sonic and knuckles half of the game works really well without flying battery zone mucking up the pacing. it feels like you're going "deeper" into the mystery of the island, with more "nature" style level design and less impact of robotnik felt. it actually fixes the arc of the whole game and I love it. (having hidden palace use sonic 3 credits feels like the game is telling you "home stretch" when you hit that point) one neat thing is that it removes super emerald chances from the end of the game, so you have a really tight schedule to get emeralds as sonic. I also like how theres enough music choice to give all 3 characters different super form music and different ending music. (Peelout on sonic 3 style sonic feels so natural and good.)
Since you asked, I'll pick a few more nits. Let's see... First of all, those S&K Collection themes are WEIRD. I mean, I'm sure I'd feel differently if it'd been my first exposure to the game. But they just sound like something out of another game entirely, haha. Not that I'm complaining about 'em being here, I know there was quite a bit of demand, and they're sequenced well. Having only heard 'em occasionally before, actually playing the levels with them was quite odd. I was messing around with them though, and noticed something odd. My options are: Theme Control: Always Menu Choices Event Control: Pick by Zone Then I have the S&K Collection Knuckles music on. However, it only plays up until the end of Launch Base. From Mushroom Valley onward it becomes the S&K theme. It occurs to me that this may be by design... did the original Collection have its own theme for Sonic 3, and keep the S&K music? The more I think about it, the more that makes sense, but just in case, I'll mention it. Secondly, and I'm not sure if this is a bug or not since I long-since deleted my vanilla S3&K rom... but could Hyper Sonic always inhale air bubbles? It seems like he couldn't, but I was during the water section in CNZ Act 2. Again, this may well be intentional. By the way, I'm glad to see this still works: I hope you don't ever get around to fixing stuff like this. xD
Thanks - fixed for next patch release. The DEZ boss floor is made of objects, which he always did flat land on. Would be nice to change that sometime - I know SCH has it fixed. That's the idea. Of course dash release and dash charge (1DD) are already in use. Not all SCD though - there's a few S1/2 SFX waiting for primetime there too. Competition really needs a kick in the physics, and hopefully someday I'll give it one. Might be nice to give Sonic the peelout too, to balance the moves the others have/will have. Funny one, this. I've seen this reported against the original, albeit very rarely. It trips up all the way back at the start so by the time you realise you have the problem, it's too late to see what caused it. I did something extra that turned out to be triggering it, though, and I've added a workaround for the next release that will hopefully avoid it being an issue in future. That's exactly it - the S&K Collection-exclusive version replaced the S3 theme but not the S&K one. I really don't know why they didn't just do what they did with the miniboss theme and reuse the S&K one in S3, but there you go. And yeah, the PC tracks are quite different, though I'm really pleased with the way ValleyBell managed to sequence them in a pretty S3K style to minimise that. Thinking about it, though, if we weren't so used to them, you could easily level the same comment against the tracks they replace - they probably sound even less like the rest of the game! No change here - he can grab bubbles unless he has a water shield (which of course isn't visible until you detransform) which might explain why you remember it differently. Well, indeed, you have to leave some silly fun in there, which is why I've fixed up Knuckles going the wrong way in CNZ rather than blocking it (although you still get a non-sequitur cutscene... I mean, err, Flying Battery grabs him with a tractor beam between levels.) Anyway, if Sonic 3 has crazy bugs, and Sonic 3 Complete is a fuller version, it should have more bugs if anything, no?
Hey Little bug for ya. Magnified for clarity, using the S1 style sprites, Sonic's got some yellows on his face during Knuckles ending (with or without emeralds). I think it's on his smaller (further away) sprite too, but harder to see. Haven't tested with S2 style but it might be there too. Cheers
Yeah, it's gonna be there, albeit on the second-brightest blue, IIRC. I think what's happening is something in that sequence is trying to forcefully write yellow in the place of the sock green (which normally wouldn't be visible). Not sure why it's necessary at that point, but there you go.
So here's a glitch I found, albeit a minor one. If you do a super peel-out and release it immediately after Knuckles takes your emeralds in the intro, you'll zoom right past the glitched up Knuckles object. Wonder if there's an easy way to make him "fade out" sooner.
A yellow gets loaded somewhere around there for the credit sequence, but I thought I'd patched that up. Will look into it. You must have to be pretty quick on the intro thing with Knuckles - I can't seem to do it even doing frame input - although it's still easy to meet a MonkeyDude made of title card and a plant made of numbers. The PLC requests in AIZ1 are really messy, to the point that the SCD93 camera was screwing up the first midboss appearance at one point due to causing things to load in a different order. so I might look at tidying that whole thing up at some point, but that's probably going to be a future thing. Edit: New release 130602 is out. Changes: Bugfixes over 130601 Knuckles taking the wrong route at the end of Carnival Night no longer glitches out. Game Over music option now swaps in the requested theme for Game Over and Time Over. Corrected Sonic 1 walk frame alignment. Fixed Sonic's head colours in Knuckles' ending in S1/S2 mode. New Features and Options Additional figure-8 fast running sprites built by Neo added to all sprite sets, used if one of the Sonic CD control options is enabled. In max control mode, they are shown while charging a peelout, but not during normal gameplay. Bugfixes over S3&K Fixed incorrect positioning and animation when rolling into the Mushroom Hill 2 Knuckles cutscene Fixed rare issue with an incorrect vertical lock being set early in Hydrocity 2 (which was exacerbated by the last S3C release, but I'm putting it here to make myself look better.) Edit again: sorrrrrry, did another quick fix to make the classic Game Over stuff work better. Please redownload if you care about that. No other differences, other than the new ROM and IPS files aren't compatible with the previous ones, so if you wanted to patch it manually later, it'd be better to update. And now I will leave this alone for a while unless something gamebreaking is found.
Can I ask for a mammoth of a mode be implemented? I would absolutely love to play Angel Island without it being set on fire, it's something I have never seen anyone do so it would be a fantastic treat to have.
This release was simply divine. :D Just report a bug, I got out of the FBZ2 Barrier boss using the Super Peel Out (Max Control) while running side to side to escape the lazer (got out from the left side). Also just a little nitpick, while FBZ -> ICZ isn't Sonic's falling angle in ICZ a bit too low compared to his exit on FBZ, I feel that way.... But anyway I'm having too much fun with the game for my own good...
Any chance you'll make Blue Knuckles accessible from the debug menu for the sake of lulz? iirc, he's the character (if you can call him that) that occupys character slot 04. Unfortunately, since the game was disassembled and values are shifted around, there's no easy way to enable him in Sonic 3 complete without making new game enchancer codes or finding the values that control it.
I've yet to play this, but I'm looking extremely forward to it. In any case, seeing you guys pay painstaking attention to feedback, and fire out huge sets of changes in record time like it's no effort at all, is really a sight to behold! Keep up the phenomenal work. I, on the other hand, will just concentrate on amassing the self-control necessary to avoid spoiling the experience by watching videos instead of playing it. :v:
Ok all of this AND I found a significant bug. Spindash state is preserved when bouncing off the Ice Cap bouncy platforms. The same works for peelout.
That's been in since the original and I've always had fun with it, same with the see-saws in Hill Top in Sonic 2. I think it's pretty harmless.