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SCHG How-to

Fix Sonic 2's buggy spindash code and add spindash speeds

From Sonic Retro

In Sonic 2 and Sonic 3 & Knuckles, the spindash counter uses a word value for what's referenced in the spindash speed table as one byte and there's several instances where both word and byte values are used. Also, every time a button is pressed, the spindash counter value increases by 2 instead of 1 causing some spindash speeds to be unused. Due to the word and byte value confusion, the counter goes down rapidly to 0 making the top possible speed of the spindash unobtainable. This can cause some problems during game play, most notably how when charging a spindash with the buggy code on EHZ 2 at the start of the level and going as fast as possible with the code when discharged will cause Sonic to collide with the piranha badnik on the bridge near the start of the level and die. Fixing the code will increase the speed that Sonic can reach while spindashing and the revving down of the spindash will stop, allowing for less frantic button pressing to reach the top speed and the spindash will never have to be re-recharged while in the spindash position.

To fix the spindash code, find:

Sonic_CheckSpindash:
	tst.b	spindash_flag(a0)
	bne.s	Sonic_UpdateSpindash
	cmpi.b	#8,anim(a0)
	bne.s	return_1AC8C
	move.b	(Ctrl_1_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	return_1AC8C
	move.b	#9,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addq.l	#4,sp
	move.b	#1,spindash_flag(a0)
	move.w	#0,spindash_counter(a0)
	cmpi.b	#$C,air_left(a0)	; if he's drowning, branch to not make dust
	bcs.s	+
	move.b	#2,(Sonic_Dust+anim).w
+
	bsr.w	Sonic_LevelBound
	bsr.w	AnglePos

and replace it with:

Sonic_CheckSpindash:
	tst.b	spindash_flag(a0)
	bne.s	Sonic_UpdateSpindash
	cmpi.b	#8,anim(a0)
	bne.s	return_1AC8C
	move.b	(Ctrl_1_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	return_1AC8C
	move.b	#9,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addq.l	#4,sp
	move.b	#1,spindash_flag(a0)
	move.b	#0,spindash_counter(a0)
	cmpi.b	#$C,air_left(a0)	; if he's drowning, branch to not make dust
	bcs.s	+
	move.b	#2,(Sonic_Dust+anim).w
+
	bsr.w	Sonic_LevelBound
	bsr.w	AnglePos

now find:

Sonic_UpdateSpindash:
	move.b	(Ctrl_1_Held_Logical).w,d0
	btst	#1,d0
	bne.w	Sonic_ChargingSpindash

	; unleash the charged spindash and start rolling quickly:
	move.b	#$E,y_radius(a0)
	move.b	#7,x_radius(a0)
	move.b	#2,anim(a0)
	addq.w	#5,y_pos(a0)	; add the difference between Sonic's rolling and standing heights
	move.b	#0,spindash_flag(a0)
	moveq	#0,d0
	move.b	spindash_counter(a0),d0
	add.w	d0,d0

and replace it with:

Sonic_UpdateSpindash:
	move.b	(Ctrl_1_Held_Logical).w,d0
	btst	#1,d0
	bne.w	Sonic_ChargingSpindash

	; unleash the charged spindash and start rolling quickly:
	move.b	#$E,y_radius(a0)
	move.b	#7,x_radius(a0)
	move.b	#2,anim(a0)
	addq.w	#5,y_pos(a0)	; add the difference between Sonic's rolling and standing heights
	move.b	#0,spindash_flag(a0)
	moveq	#0,d0
	move.b	spindash_counter(a0),d0
	add.b	d0,d0

then find:

Sonic_ChargingSpindash:			; If still charging the dash...
	tst.w	spindash_counter(a0)
	beq.s	+
	move.w	spindash_counter(a0),d0
	lsr.w	#5,d0
	sub.w	d0,spindash_counter(a0)
	bcc.s	+
	move.w	#0,spindash_counter(a0)
+
	move.b	(Ctrl_1_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	Obj01_Spindash_ResetScr
	move.w	#$900,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addi.w	#$200,spindash_counter(a0)
	cmpi.w	#$800,spindash_counter(a0)
	bcs.s	Obj01_Spindash_ResetScr
	move.w	#$800,spindash_counter(a0)

and replace it with:

Sonic_ChargingSpindash:			; If still charging the dash...
	tst.b	spindash_counter(a0)
	beq.s	+
	move.b	spindash_counter(a0),d0
	lsr.b	#5,d0
	sub.b	d0,spindash_counter(a0)
	bcc.s	+
	move.b	#0,spindash_counter(a0)
+
	move.b	(Ctrl_1_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	Obj01_Spindash_ResetScr
	move.w	#$900,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addi.b	#$1,spindash_counter(a0)
	cmpi.b	#$8,spindash_counter(a0)
	bcs.s	Obj01_Spindash_ResetScr
	move.b	#$8,spindash_counter(a0)
	bra.s	Obj01_Spindash_ResetScr
	move.b	#$8,spindash_counter(a0)

next find:

CheckGameOver:
	move.b	#1,($FFFFEEBE).w
	move.b	#0,spindash_flag(a0)
	move.w	(Camera_Max_Y_pos_now).w,d0
	addi.w	#$100,d0
	cmp.w	y_pos(a0),d0
	bge.w	return_1B31A
	move.b	#8,routine(a0)	; => Obj01_Gone
	move.w	#$3C,spindash_counter(a0)
	addq.b	#1,(Update_HUD_lives).w	; update lives counter
	subq.b	#1,(Life_count).w	; subtract 1 from number of lives
	bne.s	Obj01_ResetLevel	; if it's not a game over, branch
	move.w	#0,spindash_counter(a0)
	move.b	#$39,(Object_RAM+$80).w ; load Obj39 (game over text)
	move.b	#$39,(Object_RAM+$C0).w ; load Obj39 (game over text)
	move.b	#1,(Object_RAM+$C0+mapping_frame).w
	move.w	a0,(Object_RAM+$80+parent).w
	clr.b	(Time_Over_flag).w

and change it to:

CheckGameOver:
	move.b	#1,($FFFFEEBE).w
	move.b	#0,spindash_flag(a0)
	move.w	(Camera_Max_Y_pos_now).w,d0
	addi.w	#$100,d0
	cmp.w	y_pos(a0),d0
	bge.w	return_1B31A
	move.b	#8,routine(a0)	; => Obj01_Gone
	move.b	#$3C,spindash_counter(a0)
	addq.b	#1,(Update_HUD_lives).w	; update lives counter
	subq.b	#1,(Life_count).w	; subtract 1 from number of lives
	bne.s	Obj01_ResetLevel	; if it's not a game over, branch
	move.b	#0,spindash_counter(a0)
	move.b	#$39,(Object_RAM+$80).w ; load Obj39 (game over text)
	move.b	#$39,(Object_RAM+$C0).w ; load Obj39 (game over text)
	move.b	#1,(Object_RAM+$C0+mapping_frame).w
	move.w	a0,(Object_RAM+$80+parent).w
	clr.b	(Time_Over_flag).w

now find:

Obj01_ResetLevel:
	tst.b	(Time_Over_flag).w
	beq.s	Obj01_ResetLevel_Part2
	move.w	#0,spindash_counter(a0)
	move.b	#$39,(Object_RAM+$80).w ; load Obj39
	move.b	#$39,(Object_RAM+$C0).w ; load Obj39
	move.b	#2,(Object_RAM+$80+mapping_frame).w
	move.b	#3,(Object_RAM+$C0+mapping_frame).w
	move.w	a0,(Object_RAM+$80+parent).w
	bra.s	Obj01_Finished

and replace it with:

Obj01_ResetLevel:
	tst.b	(Time_Over_flag).w
	beq.s	Obj01_ResetLevel_Part2
	move.b	#0,spindash_counter(a0)
	move.b	#$39,(Object_RAM+$80).w ; load Obj39
	move.b	#$39,(Object_RAM+$C0).w ; load Obj39
	move.b	#2,(Object_RAM+$80+mapping_frame).w
	move.b	#3,(Object_RAM+$C0+mapping_frame).w
	move.w	a0,(Object_RAM+$80+parent).w
	bra.s	Obj01_Finished

then find:

Obj01_ResetLevel_Part2:
	tst.w	(Two_player_mode).w
	beq.s	return_1B31A
	move.b	#0,($FFFFEEBE).w
	move.b	#$A,routine(a0)	; => Obj01_Respawning
	move.w	(Saved_x_pos).w,x_pos(a0)
	move.w	(Saved_y_pos).w,y_pos(a0)
	move.w	(Saved_art_tile).w,art_tile(a0)
	move.w	(Saved_layer).w,layer(a0)
	clr.w	(Ring_count).w
	clr.b	(Extra_life_flags).w
	move.b	#0,obj_control(a0)
	move.b	#5,anim(a0)
	move.w	#0,x_vel(a0)
	move.w	#0,y_vel(a0)
	move.w	#0,inertia(a0)
	move.b	#2,status(a0)
	move.w	#0,move_lock(a0)
	move.w	#0,spindash_counter(a0)

and replace it with:

Obj01_ResetLevel_Part2:
	tst.w	(Two_player_mode).w
	beq.s	return_1B31A
	move.b	#0,($FFFFEEBE).w
	move.b	#$A,routine(a0)	; => Obj01_Respawning
	move.w	(Saved_x_pos).w,x_pos(a0)
	move.w	(Saved_y_pos).w,y_pos(a0)
	move.w	(Saved_art_tile).w,art_tile(a0)
	move.w	(Saved_layer).w,layer(a0)
	clr.w	(Ring_count).w
	clr.b	(Extra_life_flags).w
	move.b	#0,obj_control(a0)
	move.b	#5,anim(a0)
	move.w	#0,x_vel(a0)
	move.w	#0,y_vel(a0)
	move.w	#0,inertia(a0)
	move.b	#2,status(a0)
	move.b	#0,move_lock(a0)
	move.b	#0,spindash_counter(a0)

now find:

Obj01_Gone:
	tst.w	spindash_counter(a0)
	beq.s	+
	subq.w	#1,spindash_counter(a0)
	bne.s	+
	move.w	#1,(Level_Inactive_flag).w
+
	rts

and then change it to:

Obj01_Gone:
	tst.b	spindash_counter(a0)
	beq.s	+
	subq.b	#1,spindash_counter(a0)
	bne.s	+
	move.w	#1,(Level_Inactive_flag).w
+
	rts

Go to:

TailsCPU_Respawn:
	move.w	#4,(Tails_CPU_routine).w	; => TailsCPU_Flying
	move.w	x_pos(a1),d0
	move.w	d0,x_pos(a0)
	move.w	d0,(Tails_CPU_target_x).w
	move.w	y_pos(a1),d0
	move.w	d0,(Tails_CPU_target_y).w
	subi.w	#$C0,d0
	move.w	d0,y_pos(a0)
	ori.w	#$8000,art_tile(a0)
	move.b	#0,spindash_flag(a0)
	move.w	#0,spindash_counter(a0)

and change it to:

TailsCPU_Respawn:
	move.w	#4,(Tails_CPU_routine).w	; => TailsCPU_Flying
	move.w	x_pos(a1),d0
	move.w	d0,x_pos(a0)
	move.w	d0,(Tails_CPU_target_x).w
	move.w	y_pos(a1),d0
	move.w	d0,(Tails_CPU_target_y).w
	subi.w	#$C0,d0
	move.w	d0,y_pos(a0)
	ori.w	#$8000,art_tile(a0)
	move.b	#0,spindash_flag(a0)
	move.b	#0,spindash_counter(a0)

Now find:

TailsCPU_Normal:
	cmpi.b	#6,(MainCharacter+routine).w	; is Sonic dead?
	bcs.s	TailsCPU_Normal_SonicOK		; if not, branch
	; Sonic's dead; fly down to his corpse
	move.w	#4,(Tails_CPU_routine).w	; => TailsCPU_Flying
	move.b	#0,spindash_flag(a0)
	move.w	#0,spindash_counter(a0)
	move.b	#$81,obj_control(a0)
	move.b	#2,status(a0)
	move.b	#$20,anim(a0)
	rts

then replace it with:

TailsCPU_Normal:
	cmpi.b	#6,(MainCharacter+routine).w	; is Sonic dead?
	bcs.s	TailsCPU_Normal_SonicOK		; if not, branch
	; Sonic's dead; fly down to his corpse
	move.w	#4,(Tails_CPU_routine).w	; => TailsCPU_Flying
	move.b	#0,spindash_flag(a0)
	move.b	#0,spindash_counter(a0)
	move.b	#$81,obj_control(a0)
	move.b	#2,status(a0)
	move.b	#$20,anim(a0)
	rts

now find:

Tails_CheckSpindash:
	tst.b	spindash_flag(a0)
	bne.s	Tails_UpdateSpindash
	cmpi.b	#8,anim(a0)
	bne.s	return_1C75C
	move.b	(Ctrl_2_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	return_1C75C
	move.b	#9,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addq.l	#4,sp
	move.b	#1,spindash_flag(a0)
	move.w	#0,spindash_counter(a0)
	cmpi.b	#$C,air_left(a0)	; if he's drowning, branch to not make dust
	bcs.s	loc_1C754
	move.b	#2,(Tails_Dust+anim).w

then change it to:

Tails_CheckSpindash:
	tst.b	spindash_flag(a0)
	bne.s	Tails_UpdateSpindash
	cmpi.b	#8,anim(a0)
	bne.s	return_1C75C
	move.b	(Ctrl_2_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	return_1C75C
	move.b	#9,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addq.l	#4,sp
	move.b	#1,spindash_flag(a0)
	move.b	#0,spindash_counter(a0)
	cmpi.b	#$C,air_left(a0)	; if he's drowning, branch to not make dust
	bcs.s	loc_1C754
	move.b	#2,(Tails_Dust+anim).w

then find:

Tails_UpdateSpindash:
	move.b	(Ctrl_2_Held_Logical).w,d0
	btst	#1,d0
	bne.s	Tails_ChargingSpindash

	; unleash the charged spindash and start rolling quickly:
	move.b	#$E,y_radius(a0)
	move.b	#7,x_radius(a0)
	move.b	#2,anim(a0)
	addq.w	#1,y_pos(a0)	; add the difference between Tails' rolling and standing heights
	move.b	#0,spindash_flag(a0)
	moveq	#0,d0
	move.b	spindash_counter(a0),d0
	add.w	d0,d0

and replace it with:

Tails_UpdateSpindash:
	move.b	(Ctrl_2_Held_Logical).w,d0
	btst	#1,d0
	bne.s	Tails_ChargingSpindash

	; unleash the charged spindash and start rolling quickly:
	move.b	#$E,y_radius(a0)
	move.b	#7,x_radius(a0)
	move.b	#2,anim(a0)
	addq.w	#1,y_pos(a0)	; add the difference between Tails' rolling and standing heights
	move.b	#0,spindash_flag(a0)
	moveq	#0,d0
	move.b	spindash_counter(a0),d0
	add.b	d0,d0

now find:

Tails_ChargingSpindash:			; If still charging the dash...
	tst.w	spindash_counter(a0)
	beq.s	loc_1C7F8
	move.w	spindash_counter(a0),d0
	lsr.w	#5,d0
	sub.w	d0,spindash_counter(a0)
	bcc.s	loc_1C7F8
	move.w	#0,spindash_counter(a0)

and replace it with:

Tails_ChargingSpindash:			; If still charging the dash...
	tst.b	spindash_counter(a0)
	beq.s	loc_1C7F8
	move.b	spindash_counter(a0),d0
	lsr.b	#5,d0
	sub.b	d0,spindash_counter(a0)
	bcc.s	loc_1C7F8
	move.b	#0,spindash_counter(a0)

Now find:

loc_1C7F8:
	move.b	(Ctrl_2_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	loc_1C828
	move.w	#$900,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addi.w	#$200,spindash_counter(a0)
	cmpi.w	#$800,spindash_counter(a0)
	bcs.s	loc_1C828
	move.w	#$800,spindash_counter(a0)

and replace it with:

loc_1C7F8:
	move.b	(Ctrl_2_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	loc_1C828
	move.w	#$900,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addi.b	#$1,spindash_counter(a0)
	cmpi.b	#$8,spindash_counter(a0)
	bcs.s	loc_1C828
	move.b	#$8,spindash_counter(a0)
	bra.s	loc_1C828
	move.b	#$8,spindash_counter(a0)

Now find:

Obj02_CheckGameOver_2Pmode:
	addq.b	#1,(Update_HUD_lives_2P).w
	subq.b	#1,(Life_count_2P).w
	bne.s	Obj02_ResetLevel
	move.w	#0,spindash_counter(a0)
	move.b	#$39,(Object_RAM+$80).w ; load Obj39
	move.b	#$39,(Object_RAM+$C0).w ; load Obj39
	move.b	#1,(Object_RAM+$C0+mapping_frame).w
	move.w	a0,(Object_RAM+$80+parent).w
	clr.b	(Time_Over_flag_2P).w

and replace it with:

Obj02_CheckGameOver_2Pmode:
	addq.b	#1,(Update_HUD_lives_2P).w
	subq.b	#1,(Life_count_2P).w
	bne.s	Obj02_ResetLevel
	move.b	#0,spindash_counter(a0)
	move.b	#$39,(Object_RAM+$80).w ; load Obj39
	move.b	#$39,(Object_RAM+$C0).w ; load Obj39
	move.b	#1,(Object_RAM+$C0+mapping_frame).w
	move.w	a0,(Object_RAM+$80+parent).w
	clr.b	(Time_Over_flag_2P).w

Now find:

Obj02_ResetLevel:
	tst.b	(Time_Over_flag).w
	beq.s	Obj02_ResetLevel_Part2
	tst.b	(Time_Over_flag_2P).w
	beq.s	Obj02_ResetLevel_Part3
	move.w	#0,spindash_counter(a0)
	clr.b	(Update_HUD_timer).w
	clr.b	(Update_HUD_timer_2P).w
	move.b	#8,routine(a0)
	rts
; ---------------------------------------------------------------------------
Obj02_ResetLevel_Part2:
	tst.b	(Time_Over_flag_2P).w
	beq.s	Obj02_ResetLevel_Part3
	move.w	#0,spindash_counter(a0)
	move.b	#$39,(Object_RAM+$80).w ; load Obj39
	move.b	#$39,(Object_RAM+$C0).w ; load Obj39
	move.b	#2,(Object_RAM+$80+mapping_frame).w
	move.b	#3,(Object_RAM+$C0+mapping_frame).w
	move.w	a0,(Object_RAM+$80+parent).w
	bra.s	Obj02_Finished

and replace it with:

Obj02_ResetLevel:
	tst.b	(Time_Over_flag).w
	beq.s	Obj02_ResetLevel_Part2
	tst.b	(Time_Over_flag_2P).w
	beq.s	Obj02_ResetLevel_Part3
	move.b	#0,spindash_counter(a0)
	clr.b	(Update_HUD_timer).w
	clr.b	(Update_HUD_timer_2P).w
	move.b	#8,routine(a0)
	rts
; ---------------------------------------------------------------------------
Obj02_ResetLevel_Part2:
	tst.b	(Time_Over_flag_2P).w
	beq.s	Obj02_ResetLevel_Part3
	move.b	#0,spindash_counter(a0)
	move.b	#$39,(Object_RAM+$80).w ; load Obj39
	move.b	#$39,(Object_RAM+$C0).w ; load Obj39
	move.b	#2,(Object_RAM+$80+mapping_frame).w
	move.b	#3,(Object_RAM+$C0+mapping_frame).w
	move.w	a0,(Object_RAM+$80+parent).w
	bra.s	Obj02_Finished

then find:

Obj02_Gone:
	tst.w	spindash_counter(a0)
	beq.s	+
	subq.w	#1,spindash_counter(a0)
	bne.s	+
	move.w	#1,(Level_Inactive_flag).w
+
	rts

and change it to:

Obj02_Gone:
	tst.b	spindash_counter(a0)
	beq.s	+
	subq.b	#1,spindash_counter(a0)
	bne.s	+
	move.w	#1,(Level_Inactive_flag).w
+
	rts

Doing this also helps to free up an OST Value. ($3B)

Now, if needed, you can add more spindash values by following these steps.

Replace:

Sonic_ChargingSpindash:			; If still charging the dash...
	tst.b	spindash_counter(a0)
	beq.s	+
	move.b	spindash_counter(a0),d0
	lsr.b	#5,d0
	sub.b	d0,spindash_counter(a0)
	bcc.s	+
	move.b	#0,spindash_counter(a0)
+
	move.b	(Ctrl_1_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	Obj01_Spindash_ResetScr
	move.w	#$900,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addi.b	#$1,spindash_counter(a0)
	cmpi.b	#$8,spindash_counter(a0)
	bcs.s	Obj01_Spindash_ResetScr
	move.b	#$8,spindash_counter(a0)
	bra.s	Obj01_Spindash_ResetScr
	move.b	#$8,spindash_counter(a0)

and:

loc_1C7F8:
	move.b	(Ctrl_2_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	loc_1C828
	move.w	#$900,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addi.b	#$1,spindash_counter(a0)
	cmpi.b	#$8,spindash_counter(a0)
	bcs.s	loc_1C828
	move.b	#$8,spindash_counter(a0)
	bra.s	loc_1C828
	move.b	#$8,spindash_counter(a0)

with:

Sonic_ChargingSpindash:			; If still charging the dash...
	tst.b	spindash_counter(a0)
	beq.s	+
	move.b	spindash_counter(a0),d0
	lsr.b	#5,d0
	sub.b	d0,spindash_counter(a0)
	bcc.s	+
	move.b	#0,spindash_counter(a0)
+
	move.b	(Ctrl_1_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	Obj01_Spindash_ResetScr
	move.w	#$900,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addi.b	#$1,spindash_counter(a0)
	cmpi.b	#$X,spindash_counter(a0)
	bcs.s	Obj01_Spindash_ResetScr
	move.b	#$X,spindash_counter(a0)
	bra.s	Obj01_Spindash_ResetScr
	move.b	#$X,spindash_counter(a0)

and:

loc_1C7F8:
	move.b	(Ctrl_2_Press_Logical).w,d0
	andi.b	#$70,d0
	beq.w	loc_1C828
	move.w	#$900,anim(a0)
	move.w	#$E0,d0
	jsr	(PlaySound).l
	addi.b	#$1,spindash_counter(a0)
	cmpi.b	#$X,spindash_counter(a0)
	bcs.s	loc_1C828
	move.b	#$X,spindash_counter(a0)
	bra.s	loc_1C828
	move.b	#$X,spindash_counter(a0)

then add the needed speeds to equal $X to Sonic_SpindashSpeeds, SpindashSpeedsSuper, and Tails_SpindashSpeeds.

Here's a ROM File with all the changes made in this guide. (info) (678 kB)

SCHG How-To Guide: Sonic the Hedgehog 2 (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix Super Sonic Bugs | Use Correct Height When Roll Jumping | Fix Jump Height Bug When Exiting Water | Fix Spin Dash Code and Add Spin Dash Speeds | Fix Screen Boundary Spin Dash Bug | Correct Drowning Bugs | Fix Camera Y Position for Tails | Fix Tails Subanimation Error | Fix Tails' Respawn Speeds | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix Rexon Crash | Fix Monitor Collision Bug | Fix EHZ Deformation Bug | Correct CPZ Boss Attack Behavior | Fix Bug in ARZ Boss Arrow's Platform Behavior | Fix ARZ Boss Walking on Air Glitch | Fix ARZ Boss Sprite Behavior | Fix Multiple CNZ Boss Bugs | Fix HTZ Background Scrolling Mountains | Fix OOZ Launcher Speed Up Glitch | Fix DEZ Giant Mech Collision Glitch | Fix Boss Deconstruction Behavior | Fix Speed Bugs
Design Choices
Remove the Air Speed Cap | Disable Floor Collision While Dying | Modify Super Sonic Transformation Methods & Behavior | Enable/Disable Tails in Certain Levels | Collide with Water After Being Hurt | Retain Rings When Returning at a Star Post | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Insert LZ Water Ripple Effect | Restore Lost CPZ Boss Feature | Prevent SCZ Tornado Spin Dash Death | Improve ObjectMove Subroutines | Port S3K Rings Manager | Port S3K Object Manager | Port S3K Priority Manager | Edit Level Order with ASM‎ | Alter Ring Requirements in Special Stages | Make Special Stage Characters Use Normal DPLCs | Speed Up Ring Loss Process | Add beta spindash to Sonic 2 | Change spike behaviour in Sonic 2
Adding Features
Create Insta-kill and High Jump Monitors | Create Clone and Special Stage Monitors | Port Knuckles
Sound Features
Port Sonic 1 Sound Driver | Port Sonic 2 Clone Driver | Port Sonic 3 Sound Driver | Expand the Music Index to Start at $00 (Sonic 2 Clone Driver Version)
Extending the Game
Extend the Level Index Past $10 | Extend the Level Select | Extend Water Tables | Add Extra Characters | Free Up 2 Universal SSTs