Hey, I forgot SSRG even existed! I have a lot of old friends here =) Anyway, in case you haven't heard elsewhere, I started this thing about 3 years ago called Sonic Boom. And to answer your first question, yes I know there's a product line by the name of Sonic Boom. And yes I know there's a Klik&Play fan game, a hack, and a number of other things by the same name. I came up with the name before Sega's stupid franchise anyway! So please, keep reading before you judge... jeeze!! Q: What is Sonic Boom? A: Saxman's Sonic Boom Engine, as I have officially named it, is an enhancement of Sonic 2's code targetted at the very people who modify the code to create their own hacks. It began as an unofficial revision 3 of Sonic 2 by fixing as many bugs as I could. It grew into something more. Sonic Boom includes a number of enhancements in the very foundation of Sonic 2's code that allows for more flexible level design, among other things. It is of course open source. I will provide a full run-down of the current and upcoming features -- keep reading. Q: Seriously, what's with the name? A: Well, it's based on Sonic. And I was inspired by Team TNT's BOOM engine (DOOM engine enhancement). The name "Boom" can be interpretted many ways, but in our case, it basically means to expand and progress. That is exactly what Sonic Boom's purpose is. And as for sticking my name in front of it, that was a last minute choice to differentiate the name from everything else titled "Sonic Boom". Q: Why should I care? A: Hacking the classic Sonic games is slowly becoming a thing of the past. It's less interesting to people. The games are quite old now, and there's more current stuff to look at now. But there's still life in the disassemblies of these old games. Sonic Boom attempts to put some new life into ROM hacking. The initial release has a good number of features I think that people will find attractive and make them want to use my code over other disassemblies. And with the features that I am currently working toward adding, I believe it will become the de-facto "no brainer" choice for starting any Sonic ROM hack. Features: === Sonic Boom Level Format (SBLF) === This at uses a variety of compression schemes to store levels into RAM using a minimal amount of memory. Some levels can be chopped down as much as 1/3 the original size, allowing more memory to be available to create larger levels. It is seperated into physical and visual layouts, allowing the level designer to associate any meta-block's collision properties with another meta-block at any given point in the level. In other words, collision is no longer tied to specific meta-blocks. Levels can also have a maximum theoretical size of 0x8000 by 0x2000, and vertical wrapping can be set at 0x100, 0x200, 0x400, 0x800, 0x1000, or 0x2000 for each individual level as needed. === Demo recorder === Every ROM hack should have its own demos. Sonic Boom has a built-in demo recorder that will log player movements straight to RAM where it is preserved for playback following the title screen and/or ripping to be inserted into the ROM itself. Demos can be of any length, starting from any position in the level, using one or two player modes. === Six buttons === I added full support for the six-button arcade pad. It is also supported by the demo recorder. Map the X, Y, Z, and Mode buttons to whatever functionality you wish. I personally like to use the extra buttons for debugging various things. === Patterns === One bug in the original code was the 15 PLC limitation. The code clearly intended to allow up to 16. Instead of doing a simple fix for this, I rewrote portions of the code so that 24 PLCs could be used, using the same amount of memory that the original code used to handle 16. I think this is a noteworthy improvement since it gives hackers a higher ceiling just in case they need it. === 32X support === Anyone wanting to make a 32X version of a Sonic ROM will have to go through a lot of trouble to setup the MARS security code, basic 32X header, and mapping all the memory so it works correctly in 32X mode (let's ignore the RV flag which allows 68000 addressing but has a number of drawbacks). Sonic Boom does all the hard work for you. While there is currently no PWM or 15-bit color code available, it can be added now that you have the capability to build a ROM that uses 32X hardware! === Knuckles in Sonic 2 === You don't have to port Knuckles, because I did it for you. Knuckles in Sonic 2 has basically been merged with the original Sonic 2. Though disabled by default to preserve the Sonic 2 as it was meant to be, using a cheat code (the same one used to give you access to the level select menu in Knuckles in Sonic 2) will enable Knuckles. Downloads: Saxman's Sonic Boom Engine -- https://onedrive.live.com/redir?resid=6C991B4888367A4D%211722 Sonic 2 R3 -- https://onedrive.live.com/redir?resid=6C991B4888367A4D%211723 Level format conversion tools -- https://onedrive.live.com/redir?resid=6C991B4888367A4D%211716 GitHub repository -- https://github.com/saxman727/sboom Upcoming: Sonic Boom v2.00 will feature PWM support for 32X ROM builds, the Sonic 3 object manager ported over for better performance with large levels, and a complete integration of Sonic 1 into the Sonic Boom codebase (i.e. build Sonic 1 or Sonic 2 ROMs from one source code). Features can be enabled/disabled and mixed and matched as needed. Extremely flexible.