Having just been validated on Sonic retro; I have decided to show out my current hack of Sonic 2. here is the link for the screen shots, Turbo SuperSonic 3. Sorry for the link posted, I don't have a photobucket account. But there are new features reassigned to the assembly code. And Turbo SuperSonic fianlly makes his debute in the hacking universe. Please help out if you want, you will be included in the credits list Changes: Fixed Pallets and fade in/ fade out features between menues. Fixed Emerald Hill zone deformation bug. New debug mode cheats. (New posts will reveal more) Extended water maps (Needing help on importing water for other stages other than the assigned ones.) New Turbo SuperSonic monitor (refined SuperSonic code mixed with invincability to seem better than Hyper (This code is defined in the real SuperSonic code) SEGA 1992 text on the title was changed to 2012 Mike B Debug is activated at the start (No button is needed, the assembly bugged up but I like the effect) Debug code was changed from 19, 65, 09, 17 to 03, 16, 20, 12 as told that this should be a more stable build. The Chaos Emerald code was changed from 04, 01, 02, 06 to 03, 08, 01, 02 The 255 continue cheat is now 01, 09, 09, 02. (This destroys the bug that freezes the Z80 to play the Oil ocean theme forever without other sounds.) Custom art imports (Turbo SuperSonic(curtesy of the Mystical Forest zone) SuperSonic ring drain is now 6x faster, now that he consumes more choas energy. Issues present) The EHZ boss is broken and dosent load correctly: (Broken EHZ Boss) This lead me to the point of forcing level skipping EHZ 1 to CPZ 2 The Teleporter monitor bug is still present. He still floats in the air and the controls lock up. The dynamic water in CPZ 2 dosen't rise or lower, do to the fact that I extended the water tables for every stage. If the player runs through EHZ 1 at maximum speed as Turbo SuperSoninc on the higher route above the first loop; The bridge was raised a pixel to far, so he will fall through the bridge instead of running on through the course. The arrows that sonic can stand on in ARZ 2 have screwed up collision, so he is render to walk on air: Arrow bug. Those are the only bugs that I have noticed; If this project is posted on the Hack list, I will provide the download sure thing. Here are some plans that will possibly be in the next update. Add a new Splash screen. Pallet and layout changes. Water imports for EHZ and MCZ. Wood zone and Hidden palace zone sould be imported. New drum samples and songs Add a new cutscene for Tails. (More info will be provided for this later.) import a specific code to allow Tails to Transform into Super Tails (Turbo Miles) Import the CPZ Boss's unused "splatter" sprite when he his destroyed. Allow a code that will disable the ring drain when Turbo SuperSonic 3 when the final boss is destroyed. This will make the transformation seem full; Having Him turn back into Sonic (Watch the cutscene) and turn back into TSS3 for the final cutscene is just a terrible feature. Fix the dynamic water bug on CPZ 2. allowing the water to rise and fall; dpending on the Dynamic water pointers. If you would like more info or would like to help out, please contact me on either my email or PM me. This info should be provided on my profile.