Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
Yo! Sonic 2 co-op looks great as ever ^_^
Man, Mega Drive Sonic 2 with no slowdowns, are really amazing.
Well, I've been working on this for a while now, but I have had yet to post about it here.
I've been working on a full restoration of Sonic 3 and Knuckles back into SCE. While most of everything will be the same, I will also be adapting the game to work with SCE's engine changes, and also changing SCE's engine to restore features S3&K needed for the game to work properly. As of right now, a total of four zones have been mostly restored into the game, with FBZ about to join in as well. I will be restoring some cut content as well, such as the original zone order, some prototype DAC samples, (The tom drums sound slightly stronger in the prototype compared to the final release) and also add more moves to Sonic, such as the Super Peelout and Drop Dash, and also give Tails a flight cancel ability.
Most of everything works as intended, with some things not working as okay as others, due to some engine changes that I haven't yet been able to figure out, whether it's how to modify some code to fit the changes, or revert the change to the original S3&K Version. Playability has only recently been restored, and some zone transitions aren't complete yet, such as HCZ1's zone transition lacking a whirlpool to bring Sonic into Act 2. Speaking of HCZ, that pseudo-3D water effect in Act 1 has problems with actually loading the art for the water. While the waterline itself does work, the art doesn't load at all. So you instead get a mess of background tiles scrolling in the wrong way. There's also this weird glitch in the intro, where the water palette loads OVER the normal palette. I think this could be because of the water loading without the actual water palette for the intro, but I'm not entirely sure. One annoying thing that I haven't been able to fix is several bugs related to how level layouts are modified. In AIZ1, the hollow tree can end up reloading itself to before Sonic ran through it, instead of still using the hollow graphics. In CNZ, the level transition is VERY broken. The layout refreshes in the wrong way, and it causes Sonic to end up dying after the results screen. If you use debug mode, you can move back up to where the level transition normally happens, and aside from a slightly misdrawn background (and water palettes being entirely blacked out) the second act plays normally.
Despite the various bugs, the game still plays pretty normal, but there's still a lot to be done to completely adapt the game to SCE's modified engine. Below are a few screenshots of current development progress, and a YouTube video of a showcase I did two days after Sonic 3's anniversary. Once a decent amount of the game is restored, I plan to record another showcase, but this time playing through the game normally, as hopefully I will have gotten a lot of playability restored, and a lot of the engine adaptations done. But for now, here's the current showcase. I hope you like it! (Screenshots were taken in KEGA Fusion. For some reason, they were cropped to PAL resolution, even though they were taken in the NTSC resolution)
What state is this hack in? I am a big fan of this game and I am very happy to know that you are giving it love.
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