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"What you see is what you get! Just a guy that loves adventure!"
- Easy to digest physics and moveset taking the best from Sonic Adventure 1 and 2!
- Outstanding support for controllers and simple mode. Give it a try on SA-Sonic and be surprised! (NOTE: Bind "Center Camera" to a comfortable button, you might prefer it over manual camera turning!)
- A fleshed out super form, custom NiGHTS moveset, many easter eggs, and deep-rooted mechanics hardcore fans will instantly recognize!
- A custom Adventure menu for cosmetical and accessibility options!
Sonic has more turning control and air resistance like in Adventure, and much stronger interactions with slopes! SRB2 normally encourages you to stay airborne to keep your speed and zoom over obstacles, but SA Sonic is instead at his fastest on the ground!
Adventure Sonic supports all control styles! (strafe, standard, & simple) Normally SRB2 prioritizes keyboard+mouse, with controllers being a massive self-induced handicap. But SA-Sonic was designed with a controller-play in mind, as that's what comes to mind for us when we think "3D Sonic platformer". The primary goal was to make Adventure Sonic control naturally for both casual players and SRB2 physics loyalists both. Here's hoping we achieved that goal!
SA-Sonic is purely a character mod for the sake of lightweight filesize and wider compatibility. But if you wish to go further blessing SRB2 with Adventure's style, here's some recommended external mods and methods to add them all at once!
-ALT SUPER THEME (Open Your Heart) : Plays Open Your Heart instead of Live and Learn!
-ALT SUPER THEME (What I'm Made Of) : Plays What I'm Made Of instead of Live and Learn!
-Adventure Emblems! Emblems become SA1-style, appearing even in modded/online games!
-Adventure HUD! Gives an SA1-style HUD and Boss meter!
-Adventure Monitors! Monitors look and act like Sonic Adventure!
-Goal Ring Mod! Uses SA2 Goal Ring with unique sprite for SA-Sonic!
-SA-styled enemy explosions! Self-explanatory!
-SA 1-UP! Replaces Extra Life Jingle & SFX. Toggle the Life Icon SFX from "Jingle" to "Sound Effect" in SRB2's sound options so the music won't be interrupted with every 1-up!
MD3 MODELS FOR OPENGL
- Jeck Jims (SA2 Saturn style)
- PepperMint (SA1 & SADX style)
EASY QUICK-LAUNCH SHORTCUTS
Copy & paste the text below to into a text file called AUTOEXEC.CFG. You now have a command called "SRB2adventure" or "Adventure" that instantly load everything!
alias adventure SRB2adventure
Simply use this after you've downloaded the mods listed above.
SRB2adventure bat file
Start with SA-Sonic bat file (Version that just quickboots vanilla SRB2 with only SA-Sonic)
Here's some obscure mechanics, or things you may not have thought to try! You'll do just fine without them, but knowledge is power, right?
-Superbounce: You can perform this as Super Sonic or with Sneakers! Look up a tutorial for SA2 Super Bounce if you're curious, the execution is the same!
-Spindash Hover: If Jump is held when spinning off a ledge, you'll be way floatier! You'll straight up soar as Super Sonic!
-Maximum Heat: Tap Custom3 with the Ancient Light charged to do the Lightspeed Attack but ignore rings entirely!
-Brick Drop: When ineligible for Super Sonic, press Custom 3 mid-jump to drop like a brick. This also detonates certain shields.
-Bounce Cancel: Airdashing as you descend will cancel bounce attacks!
-Spincharge jumping: You can always jump when charging spindashes, even in midair.
-Lightdash jumping/spinning: You can always jump or start charging after a lightdash, even in midair. No need to time it, just hold either button.
-Taunting: Press TossFlag+Custom2 or WeaponPrev+WeaponNext to taunt. The weapon number buttons can select specific voicelines beforehand! Holding jump, spin, or both during the taunt even has Sonic end with alternate poses!
We'll keep supporting SA-Sonic and updating it as he goes. Here's the changelogs on each version!
-Save file is no longer backwards compatible. This avoids the issue of Sonic going white upon conversion from 1.5, confusing some players. If you're clever (and remember how to open the SAmenu!), you can still rename your SAsettingsv1-3.dat to SAsettingsv1-6b.dat and have it use the old conversion system.
-Introduction text now conveys the new pause button feature.
-New alternate method for opening the SAmenu. Hold pause, then press jump. SRB2 apparently has 3 completely distinct ways it deals with inputs and 2 of them require their own stupid workaround before as the pause function interrupts their input. Sorry about that.
-Redid the SA2/Hybrid jumptrail.
-Removed Z jitter on certain afterimages.
-The Advance Jumpball now works with Icezer's supercolor mod.
-Patched a MacOS specific additive blendmode issue.
-Runshoes no longer slow you down by 4% in midair.
-Fixed one of Super Sonic's grinding sprites having overlapped sprites.
-Advance Spindust sprites are properly flipped now.
-Removed the Xbox 360 controller's back button being an option for the "instant" SAmenu opening. It caused issues with other controller types.
-Added all-new grinding sprites! They're used for the surfboard frames atm, but perhaps they're hiding a secret use you'll see come to light real soon?
-Replaced invincibility GFX with flashy new ones that are less CPU-demanding.
-Fancy new water splash effects when dashing across water surfaces as Super Sonic.
-Ancient Light and invincibility now ignore colormaps.
-Added new animated Chaos Emeralds for Super Sonic's transformation.
-Improved and changed certain effects for Super/Hyper Sonic.
-Added a present animation when SA-Sonic hands out gifts.
-Added 1st person GFX when the LSA quickcharge is ready
-Future-proofed all GFX for SRB2's upcoming uncapped FPS integration.
-Recreated final demo coronas effects! We've debated on including this, since SRB2's got no way to stop rendering these across edges, but it's cool enough to include despite that limitation. They rarely appear on the Advance gameflair. (Stylistic choice)
-Added pain grunts for SA2 & Hybrid gameflair.
-Taunts now open a convenient menu to easily let you pick voicelines! Your cursor sprite depends on gameflair and button input! ( As a reminder: You can taunt by holding either TOSSFLAG+CUSTOM2, or WEAPON NEXT+ WEAPON PREVIOUS. )
-You can now pick a taunt pose when you clear a signpost! Hold jump, spin, or both!
-Enemies/Bosses with LSA resistance now have ancient light effects surrounding them!
-Far Thok is easier by 1 frame
-Sonic's homing cancel angle is more accurate.
-Increased gifting range, and you can now gift every player once per stage individually rather than having to try gift them all at once.
-You can now gift to bots in Single Player. (Reminder BuddyEX "bots" aren't actually player bots)
-9% buff to the spindash's maximum chargepower on flat surfaces. Spindash jump distance/height potential and chargetime is unchanged.
-Momentum now increases spindash charging rate. (max of +25%, reached at about 145*FU speed)
-NEW GAME FLAIR: Sonic Advance! Easily the most unique gameflair! Metalwario64 even made unique jumpball sprites for it!
-The spintrails menu now splits into a "color" and "spintrails" menu when in Single Player. This replaces the old C1/C2/C3 spawn trick and lets you pick ANY desired skincolor for Sonic.
-You can now hold pause to open the SAmenu! Rebound pause buttons must HOLD the button due to detection limitations. ...for now, anyway!
-Redid the way the game detects keypresses in all menus
-Sonic can now ride Marine's Jetski as a surfboard! ...wait, what? (Single Player debug command: "SAnoquakes surfboarder")
-Added further support to the supercolor mod, letting you pick any dynamic supercolor. No plans for Hyper.
-You can now encourage Whisper, Marine, and Duke Nukem when carried!
-Fixed Speed Highway's machspeed jank on SA-Sonic's side.
-Added basic compatibility with HalfPipes.(loops/wallrunning mod) No sprites, but the glitched behavior from v1.5 is fixed, and SA-Sonic now has custom wallrunning physics.
-Fixed save corruption glitch overwriting a player settings when picking a vanilla supercolor for spintrails
-Fixed misalignment on one of the Super Sonic aura angles.
-Super Sonic's 5th English taunt no longer defaults to Japanese.
-Removed some visual drift on the SA1 flair jumpball when hanging onto a maceswing rope.
-Sonic's running footblur sprites position more accurately for hyperspeed TAS shenanigans and weird slope setups.
-Super Sonic can no longer spawn inside a cage when revisiting the Spring 2022 ULDC Hub.
-SA-Sonic now properly continues LSA after destroying a turret if the next target is another turret.
-You no longer keep getting up a tad early while on a "force spin" sector.
-Removed camera jitteryness/sway when using the far thok to cancel homing attacks or flip tricks.
-Properly scaled vaultjump and a couple of gfx.
-Improved homing failsafe when a large map's corrupt nodes screw up SRB2's vanilla targeting system
-A couple minor misc visual bugs.
-Slightly buffed the Super Bounce's power when underwater.
-The Golden Shield(Given from SA Super Sonic) now lets you super bounce anytime.
-Ledgegrabbing many times without landing now makes Sonic slip. (To balance stalling tactics in competitive modes. Doesn't apply when Super.)
-Uncurling down a slope now slows you down a little more, to further encourage staying curled in those situations.
-Weak spindashes are slowed a bit more when going up slopes, to further encourage charged spindashes/hoofing it in those situations.
-You can now run through strong and spin-bustable walls with invincibility.
-Lightspeed Attack's homing is faster and less interruptable when Sonic is huge
-SA-Sonic bots can now be vaultjumped off anytime they're grounded, regardless of their state.
COMPATIBILITY WITH MODS:
-In ULDC and OLDC HUB worlds, you'll now enter the stage as Super Sonic if you have all 7 Chaos Emeralds!
-Added basic Battlemod functionality. Full support with balancing and Special Moves coming in v2.
-Added taunt presents for Marine and Blaze.
-Maximum Heat LSA now prefers enemies over monitors in the custom Chaos gametype.
-Corrected Super Sonic's shield giving seizures to Samus/Hyper Mystic Sonic players.
-Certain mods like Lilac used to interfere with SA-Sonic's death behavior. Should be fixed now.
-Sonic no longer tries to encourage Duke when hanging onto him.
-Fixed SA-Sonic's Milne dance being buggy/untriggerable (AGAIN.), and made it futureproof.
METAL SONIC BOSS: Created many Metal Sonic specific LSA reactions
-If you LSA onto Metal while he's in a dodge-ready state, Metal will dodge and Sonic will slam into the ground. OOPS!
-If you hit him while he's stunned, he'll take 2x damage. LSA resistance system does not apply like with normal bosses.
-If he's invincible, you'll pierce his invincibility for 1x damage.
-If you strike Metal in his dash rampage, you'll cause a massive cinematic explosion ending both of your attacks early!
-Added a subtle snapcam to the homing attack.
-Colormaps no longer apply to Ancient Light and Blue Bolt effects.
-Hyper Sonic flight stationary aura updated. Should overlay more consistently as well.
-Added a warning if you've loaded SA-Sonic on old SRB2 versions, since apparently people keep doing this.
-Added a Japanese voice option! Toggle it with the SAmenu command! (Special Thanks to Icezer for fetching the JP voiceclips!)
-Added "Here we go...!" voiceclip when obtaining invincibility and speed shoes. This voice clips is now also used for skin switching.
-Sonic now alternates 3 voice clips when using an airdash, rather than the same one.
-Removed Silver Token feature. Something about token spawns isn't synced properly in netgames, and it seems to cause issues with some mods.
-Fixed momentum bug when dying in the middle of a Lightspeed Attack/Dash.
-SF_SUPER flag now comes into play only below 25 rings.
-Fixed Super Sonic's sprite-y offset sticking around when switching skin on the ground.
-Crusher-close calls can no longer push you into the y axis in 2D mode.
-Zoom Lines now can't appear when carried by something, like a minecart or ropes.
-Fireballs shot with custom3/spin now properly scale with your speed and consistently play sfx.
-Fixed some jank when Lightdashing/LSA-ing into ropes and other carry objects.
-Misc fixes I forgot to detail.
-Player 2 now uses their own seperate save file
-After exiting SAmenu the menu for player 2 will open up.
-Some HUD effects are disabled in splitscreen
-Moved encourage tutorial text to the center of the screen.
-Put a dark background behind NiGHTS brake tutorial.
-In COOP, SA-Sonic leaves a silver token so all players may get 50 rings with all emeralds.
-You now regain thok if bouncing off eggguard shields in rolling frames. Dw, I didn't fix shield launching.
-Invincibility now breaks spikes/guard shields.
-Reduced ledgestop sensitivity
-Disabled directional controls for a few frames when ledgegrabbing to stop players from disorienting themselves.
-When you have the fireflower, custom3 and spin now both shoot fireballs as well.
-Hybrid game flair now uses SA1 spin sfx.
-Switch to SA-Sonic to get a client-side "Here we go" voiceline!
-LSA now bonks off rather than dealing 1x damage on resistant foes. Not a nerf for optimal play, but this should make bosses last longer in netgames against uncoordinated LSA spam, and also make convey the existence of LSA resistance better!
-Updated Tails encouragement emote sprite, tracking behaviour, and added super version!
-Updated SACYANTRAIL color.
SUPPORT FOR OTHER MODS:
-SA-Sonic's Chaos Emerald sprites are now freeslotted to YTK5.
-SA-Sonic can now give Jet air, you now receive a message on who gave you a gift, and Super Sonic can now gift with his alt taunt.
-AFK mods should no longer mess with SA-Sonic's level exiting.
-Stopped potential spazzing during player hugs.
-Cageless Egg Colosseums should be properly fightable now.
-You can now revenge-drag Pointy players with spin.
-Completed "flyswitchdisabled" behaviour. Allows for SA1 or SA2 exclusive Super Sonic behaviour in mods:
--Change number to your map's.
--If your map goes into the letters, this page can do the counting for you.
if gamemap == 01
if p.powers[pw_super] and p.mo and p.mo.skin == "adventuresonic" and p.yusonictable
p.yusonictable.superflight = 0 --Make this 0 for SA1(Perfect Chaos), or 1 for SA2(Final Hazard)
p.yusonictable.flyswitchdisabled = true
-Record Attack, NiGHTS and gamemodes other than COOP no longer give SAmenu tutorial text.
-If you're using SABLUETRAIL as your custom aura color, your bounce sprite is no longer forced to also be blue.
-If you finish the stage while spinrevving, Sonic now brakes rather than sliding awkwardly in his standing sprites.
-Fixed a bunch of rare cases where animations could hang or interrupt.
-Minor stuff. Disabling flight control while in SAmenu, rare random error messages, etc.
-Added extra variable to SAnoflashes. "SAnoflashes hyperwhite" : for those who want white AND all the flashy effects. I/O saves this.
SUPPORT FOR OTHER MODS:
-Goal Ring mod's behavior will no longer lock you out of unlocking Black Hole's reward.
-You can now encourage Silver when he carries you!
-Fixed faulty translucency on Chaos Emerald afterimages.
-Fixed a new animation breaking error with flightmode.
-Should've fixed harmless but panic-inducing buffer notification.
-Removed accidental ability to self-inflict seizures with Super Sonic's flying taunt while in Single Player.
-Added I/O. Your SAmenu settings and minor other things are now saved and loaded.
-Beating Black Hole as SA-Sonic now unlocks your reward permanently. (This save will not load in netgames!)
-Game now gives you a one-time notification about the SAmenu command.
-Bounce attack now isn't as harsh when used while submerged in goowater.
-Reduced range of vaultjump a little bit.
-You can now ledgegrab onto Eggman statues and most trees in the vanilla game.
-Super Sonic's blast taunt now blows up enemies.
-Added legendary destruction chop
-Redid Super Sonic's flying particles so the code can safely not execute at all for other netgame players.
-SRB2 now displays a less detailed Super Sonic aura on players that aren't you, or if you're in software mode.
-Other players now display even less detailed invincibility effects.
-Merged MobjDamage Hooks.
-Shields can take on alt appearances when collected by SA-Sonic. You'll keep whatever shield appearance you got on collection, even after switching skins.
-Bouncing now uses spin aura rather than revving aura
-Revving aura updated to be more consistent among colors.
SUPPORT FOR OTHER MODS:
-Once per level, taunts can give Skip, Samus, Duke, Mario, Shadow, Modern Sonic, or super characters a supportive gift!
-Kirby now gets abilities from sucking SA-Sonic.
-Improved compatibility for the newer L_Cosmetics-v1_3 mod.
-SA-Sonic can now speed up Dirk's ice skating with spin, and uses his braking animation.
-Surge can now charge herself by vaulting off a spinning/ancient light-charged Sonic!
-Added support for the footsteps mod.
-Wrestled with Axis2D to try improve compatibility. Keyword: try
-Added better model support. SPR_YTK6 is the Ancient Light glow effect(not the blue part). SPR_YTK7 is SA's jumptrail, SPR_YTK8 is the spintrail, SPR_YTK9 is the spindash revving aura. Also put in code to support models in NiGHTS. Good luck!
-You can now ledgegrab Dirk's ice platforms, and any custom objects modders want SA-Sonic to grab. To add ledgegrab support to your custom objects, add this to an Lua file!
s.saledgegrab = true
addHook("MobjSpawn", LedgeGrabAble, MT_YOUROBJECTITEMNAME)
-Fixed a few minor NiGHTs hiccups
-Sonic's angle no longer shifts when ledgegrabbing up into an intangible platform.
-Fixed Super Sonic's uncurl animation not playing.
-Patched very specific bug where a lone SA-Sonic can suicide in a netgame to abuse Black Core's level teleport.
-Removed PF_CANCARRY when you die and a few Super Sonic flight oddities.
-The LSA now ignores enemies/monitors below platforms you're on.
-If everyone's doing the victory pose, new joiners can no longer stop it and prevent the level from exiting.
-Edited Metal Sonic to kill himself (NOW!) if he has 0 or less health, no matter his state or circumstance.
-Changed circumstances at which Sonic disabled SF_SUPER so transform sectors won't bug out.
-Now saves and loads your last Single Player (Advance/SADX/SA2) colors.
-Now auto-loads I/O saves in netgames as well.
-You no longer have to manually save to stop the "memories" scene from showing on reload.
-Tails encouragement emote now uses player's skincolor.
-Removed darkness oversight. Miss the darkness? Here it is in a funni command mod!
-New players joining no longer delay the level exiting if you're already doing your victory pose.
-You can now gift Yoshi eggs, gift a pity-shield/shieldless Nasya a shield, and gift either Wido or SMS a speed shoes powerup!
-Input buffer now activates from midair uncurls as well.
-SA Sonic now tricks off bosses as well.
-Buffed post-homing attack accel after hitting springs. (+8%)
-Buffed post-homing attack accel after hitting enemies. (+25%)
-Nerfed post-homing attack accel after hitting a boss. (Unless Super Sonic)
-Thundercoin Shield now uses a Sonic Advance-inspired attraction shield!
-Your SP colors no longer apply to other characters than SA-Sonic. Ouch, that's embarrassing.
-Disabled custom SA-music in splitscreen. It was buggy if player 2 was the cause of music changes.
-A quick tutorial message first time you boot up NiGHTS with SA-Sonic. Yes, you can indeed brake!
-Renamed GAME STYLE to GAME FLAIR, to not give the impression it changes actual gameplay elements.
-Buffed bounce-thok's speed and friction-override a little! (PS: Bounce Thok does not utilize the Far Thok!)
-Ledgestop mechanic no longer activates based on turning angle. It'll now only do it if you've braking or aren't holding the stick.
-You can no longer command-line your reward out of Black Hole Zone early. -Fixed silly Minecart taunt bug and turned it into a silly Minecart feature!
-Sonic (base form) now bonks off walls if he hits one during an active Lightspeed Attack.
-Added compatibility with L_SuperColorsRevamp-v1.pk3
-Players other than you now display less detailed Ancient Light lines
-Whether the LSA cam activates or not should be more resistant to resyncs.
-Spinrev Aura now adjusts sprite depending on additive blendmode or not
-Super Sonic now flashes Advance-style when using the Sonic Advance skincolor.(And Flash Effects are on)
-Improved Ancient Light line drawing for Software Mode.
-Super Sonic speed aura kicks in sooner.
-If hitting a horizontal/diagional spring, properly reset forced playerangle.
-Homing Animation now properly plays in the case of a corrupt nodes bug-failsafe.
-Fixed some errors with how/when Sonic died
-Fixed rollangle seldomly screwing up if you trick into a ledgegrab.
-Stopped taunts clashing with certain behaviors.
-SA-Sonic's 50-ring token behavior now only activates in COOP. Should fix Chaos Mode tokens!
-Fixed "YEEEEESSSS!!!" earrape if there's a billion end level signposts.
-Updated signpost camera again to try pick the closest signpost incase there's multiple.
-Minor other issues.
-Gain less acceleration from running downhill. Not really a nerf when spinning is more optimal.
-Optimized invincibility aura in software render
-Optimized spintrail a little bit.
-Other players in netgames now display less dense spintrails to save on performance.
-Jump Aura trails should now properly disappear when you switch to game-over/spectator.
-Offset for gravity flipped Super Shield is fixed.
-Doing an LSA off a hanging belt now properly resets the LSA.
-Super Sonic no longer gives infinite rings to HMS
-Other minor things.
-If a platform has the "Block only Players" property, Sonic cannot ledgegrab it. This is unfixable as is, but thankfully very rare. (It's applied unnecessarily on a few AGZ platforms) This CAN be applied purposely if you want SA-Sonic to NOT grab a FOF's ledge, so that's a plus at least.
-In rare specific spots in a few maps Sonic can ledgegrab walls he shouldn't be able to. This is partially from wonky SRB2 collision, and partially from the ledgegrab being very generous. Fixing it requires getting MUCH stricter with the checks, and I'd rather ledgegrabs work a little too well than risking it becoming unreliable.
-Sonic's death animations depend on the properties assigned to a hazard! If Sonic catches fire on an ice platform or falls through a solid floor like a death pit, that's because the level assigned "fire" to that ice or a "death pit" instead of "instant kill" to that floor. Correctly assign damage elements if you want to properly support mods!