"Because hackers can't avoid this game forever." - Alex Field, 2021 Restore Full Super Sonic Palette Cycle: This first one is actually related somewhat to a bug in Sonic the Hedgehog 2. Specifically, hackers discovered awhile back that the palette cycle for Super Sonic is actually a lot smoother than what is seen in-game, having a proper loop instead of abruptly cutting: As-is: Intended: Well, as it turns out, this is actually caused by a minor logic error; at "SuperHyper_PalCycle_SuperSonic", you'll see this piece of code. Code (Text): ; increment palette frame and update Sonic's palette lea (PalCycle_SuperSonic).l,a0 move.w (Palette_frame).w,d0 addq.w #6,(Palette_frame).w ; next frame cmpi.w #$36,(Palette_frame).w ; is it the last frame? blo.s loc_3898 ; <-- if not, branch move.w #$24,(Palette_frame).w ; reset frame counter (Super Sonic's normal palette cycle starts at $24. Everything before that is for the palette fade) The problem is that the game is using 'blo' (branch on lower) instead of 'bls' (branch on lower or equal to), which causes it to miss the last frame of the palette cycle. Now that you're aware of the problem, the fix is quite simple, just change it to a 'bls'; keep in mind this also has to be changed at "loc_679D2" (the AIZ1 introduction). Sonic 3 Alone Level Select Code in Sonic & Knuckles: It's well-known at this point that the Sonic 3 Alone level select code is notoriously hard to input, but did you know it's in Sonic 3 & Knuckles too? Indeed! By searching up "S3_Level_Select_Code" in sonic3k.asm, you can see the original coding to handle the... code, with the only modification being a return command; even more interesting, it is not only does the Sonic 3 & Knuckles title screen branch to it, but so does the Sonic & Knuckles title screen. Humorously, the way the branch was handled in the Sonic 3 & Knuckles title screen makes it so that it can be inputted after the title screen pops-up; the only prototype this was useful in was Sonic & Knuckles 0608, and even then that was only via lock-on.