I don't know about Taxman since he's probably too busy these days but I would like your permission to use Sand Shower's art as well. I have a side project that involves beta zones and it uses Sand Shower's art with some edits here and there. I plan to make the source code for my project public if that changes anything for you.
New Build released ( Sonic Delta v0.62 ) / Hardware. -Fixed an issue with custom sound drivers (only version 0.61 was affected by this). -Everdrive X series users can get a custom O.S. in the hack page to enable support to hack (SRAM and SEGA Mapper enabled). Best regards: -------------- Neto.
Small bug, characters are unable to use their jump abilities after being launched by a sideways spring. This can be easily seen at the beginning of Spring Yard 1, if say Knuckles is launched by this sideways red spring and then jumps off the wall they run up they will be unable to glide.
Some more bugs I noticed: * During the fade out of the Sonic 1 bonus stage, the bubbles become misaligned. * The MTZ chunks for the parallelogram... thing don't have any top collision... or most collision (i.e., Sonic jumping through/walking through walls, this was actually present in Simon Wai). * Tails' head on the Tornado during Sky Fortress doesn't load fast enough, causing it to temporarily display whatever was in VRAM at the time. * This is also an oddity in Sonic 2, the signpost in Hill Top 1 is too far to the right (again, present since Simon Wai). * In Casino Night 2, the top 8 pixels of the BG are missing. * The animated tiles in Chemical Plant have black pixels where they should be white.
Minor graphical bug: a few frames of Super Sonic's teetering animation has some very significant overhang above his eyes. As usual, this was tested on Genesis Plus GX.
That bug actually happens in regular Sonic 3 since the developers optimized the amount of tiles used, but never got around to actually handtuning them (also happens with Super transformation sprites).
Esrael do you plan on including additional characters at some point ? Perhaps only adding the characters that are in sonics life during this time line ? You would have to use comics , cartoons etc as a source of reference of who sonic has met and helping him at this point but it be nice to have some variety to the original game play.
I mean if he was to add other characters, why go for comic characters? Mighty, Ray, Amy, and Metal Sonic all have pretty established gameplays, why reinvent the wheel for characters who aren't in games? EDIT: But yes, that's not the goal of this project. It's a Sonic 1-3K proto hybrid.
I don't think Esrael's goal is to add a multitude of characters in his hack. His primarily focus is to cram Sonic 1, 2 and 3K into one ROM with its beta elements and features.
New Build released ( Sonic Delta v0.63 ) / Hardware. -Fixed the exhibition of animated tiles in Chemical Plant; -Fixed background render issue in Casino Night when level is loaded nearest the bottom of screen; -Fixed Miles loading graphics issue in Sky Chase and Sky Fortress; And -New exclusive boss for Winter Hill; -New music for Winter Hill (Thanks for "Chron D" (Discord)). Best regards: -------------- Neto.
I encounted a few more issues (should've become a bug tester for Cyberpunk 2077): * Not a bug, but I do suggest that you remove the pillar at the beginning of NGHZ1 since it is hard to jump over it as Knuckles. * Rings are missing the flashing effect when they're about to despawn. * Grounder's mappings are one pixel higher than they should be. * In NGHZ, the Eggman eyes on the totems (non-boss ones) should flash red, but instead flash green. * A BUNCH of speed-reseting bugs (i.e., speed shoes no longer working after jumping out of water, noticable in NGHZ1). * A few bugs Flamewing posted here, from minor inconsistencies to rare crashes. * Sonic on the CNZ slot machines has a slightly incorrect sprite, as the developers of the original used dark blue where there should be light blue. * In HTZ (and possibly other zones), the monitor graphics decompress before the title card finishes going away.
Just a few suggestions if that is alright: Could there be an options menu in order to tweak certain features such as sprite art (Sonic 2 or 3K sprites) or music style to have some songs such as the invincibility and act clear theme. These are just a few choices so people can tweak how they want to stylish up their gameplay. Since this hack also focuses on prototype elements, could you possibly include some features from the Sonic 1 prototype such as Sparkling Zone, the proto ball and more. Some features are nitpicky but if your aim is for prototype features, then do give them a look. This will sound nitpicky but within the Sonic 1 and 2 zones, the spindash sound doesn't rev. I know for a fact that this has the Sonic 1 and 3 sound drivers built into one and there is the rev up. There is a tutorial to do this so including that may be a good idea. Also, could the insta shield also deflect projectiles. I'm not sure if that was also the intention to deflect objects such as the elemental shields. I do have some more in mind so if I'm willing to share it, I'll let you know. Either way, I'm impressed with the new Winter Zone boss, albeit being a bit repetitive and stressful. However, I also like the Robotnik Winter Zone port for Winter Hill however, it sounds a bit bland in some places. Besides that, cannot wait for the next update~
This is an unexpected behaviour and will be fixed in the next release. Best regards: -------------- Neto.
Esrael I'm a bit late so please forgive me if this has been answered already, Do you plan on adding cutscenes/level transitions between the various zones and acts?
Building on this, I'd really like to see seamless transitions between the acts also in the zones from Sonic 1 and 2. Cutscenes, eh, I can live without, maybe something before EHZ like Sonic Classic Heroes did would be nice, though.
Yes, I have some plan to add transitions between S1 and S2 levels and maybe add a cutscene to go from "Final" to "Emerald Hill", but first I am working in fixing issues and creating new bosses for scrapped levels. Some changes to level layout in Sand Shower are in my plans too. Best regards: -------------- Neto.