Golden Shine here! v1.9 was deleted and banned due to the Advance gameflair's spindash sprites being made with the help of SuperPhanto. Regardless of my opinion on that action, I'll try to stay neutral and not get our favorite Adventure boy perma-deleted. You can judge for yourself if you must, our response and docs on Phanto were posted here: https://mb.srb2.org/threads/adventure-sonic-v1-9.34146/post-686857
For now, I'll repost the same update post and changelog for v1.9, because it's HUGE and I seriously don't wanna rewrite it later. But the actual SA-Sonic version posted will be v1.8c-SAT19.
SAT stands for the "Shining Alpha Tests" Discord server, followed by revision number. This was the last version we had before Phanto helped Wario with the spindash sprites. It'll be buggier than v1.9 and miss some features, but our Changelogs should still match up 70%-ish.
At some point, Metalwario will try to remake the spindash sprites from scratch to prove SuperPhanto's not involved this time and rerelease v1.9. Spriting takes a while and the man has it rough lately, so please be patient with us!
Everything below is the original v1.9 update post! We hope you can still have fun with v1.8c!
I know I (Golden Shine) said this would be v1.8c, but clearly this has become FAR too large to be some lettered "hotfix"!
v1.9 has new animations by Metalwario64 himself, a new "SRB2 mode" to match the vanilla cast's balance (And mimic vanilla's playstyle so long as that goal was met), new shield abilities & effects, a unique flight mode & spindash for Rush Mode, Super Time Attack and many other big features. v1.9 should also still be backwards compatible with SRB2 v2.2.13 & v2.2.14!
Enjoy some massive changelogs or just grab it and go!
Visual Changes & New Animations:
There's been alot of visual updates, not least of all these new sprites! [DRWN] - New SA1-style drowning animation by Metalwario64, with new behaviour to match. [TAL6] - Super Sonic now ALSO has Humming Top sprites! Made by Metalwario64! [TAL7] - New wall jump animation for GS Grind Rails by Metalwario64. Includes Super Sonic! [TAL8] - Added dedicated spindash frames for the Advance Gameflair. Props to SuperPhanto!
General Visuals:
-When going superfast in some conditions, you now spawn more harsh SA2-esque speedlines.
-When falling/springing up superfast, you now spawn vertical speedlines.
-Updated jumpball visuals RNG to be more chaotic like in SA1! Jumpball behaviour is slightly different for each gameflair!
-Added Adventure-styled animation for zoomtubes. Doesn't happen with the Advance Flair.
-Updated bounce effects for the Advance gameflair
-Added a bit of squash&stretch to the airdash.
-If not holding any direction and your lightspeed dash ends on the ground, Sonic now automatically goes into a brake animation like in Adventure 1.
-Added confetti effect + sound when doing the silly Custom1 cheer.
-Added confetti to the gift boxes SA-Sonic throws.
-Added more possible spots for Sonic to spawn in for his endlevel celebration.
-SA-Sonic may now spawns on a platform instead of either falling to his doom celebrating or not celebrating at all.
-If there is no signpost in normal stages, Sonic can still sometimes find a way to celebrate now.
-Slightly edited HUD zoomline rendering for Super Sonic.
-The camera now resets when you cancel a taunt or cancel the menu.(2.2.14+ only)
Color related:
-The Single Player Color menu may now be accessed in multiplayer. Your primary multiplayer color still takes priority, however!
-The vanilla black colors now automatically avoid using additive blending unless forced through player setting.
-SRB2's supercolors and SKINCOLOR_GOLDENROD now default to using additive blending.
-The boost bar now becomes pink if it's infinite. (so people hopefully stop thinking it's bugged)
-The Ancient Light orbs now recolor more gracefully.
-"Blue Bolt" floor/ceiling glow is now red instead of blue when you're Fire Super Sonic.
-A random skincolor update or two.
Sound Effects:
-If your LSA is locked off, such as when holding a CTF flag or in Rush Mode, your spindash now plays the non-ancient Light sound instead.
-If your LSA is locked off with the Advance gameflair, your spindash plays classic-style SFX.
-When using the SA1 gameflair, the SA1 spincharge sound now mixes with your LSA SFX.
Spindash Charge Effects:
-Restored the Adventure-Styled spindash charge & unleash effects from older SA-Sonic versions.
-Added fading and blinking strengths, which depend on when you unleashed your spindash or how strong your current charge is.
-When using the SA1 or Hybrid gameflairs, these effects will be slightly purple-ish if you're using a default color.
-Super Sonic uses a slightly flamey effect charging the spindash, similar to how it looks in NiGHTS.
-The Advance gameflair doesn't use these effects except when bouncing.
-Just like the effects before, all new effects have optimized versions software mode, as well as on other players that aren't you.
SARUN5, the upgraded Physics & Controls system!
This was a long time coming to make the physics more accurate to Sonic Adventure while still working within SRB2! Here's all the gameplay improvements this time around:
SArun5 physics:
-Spring physics now gradually transition back into SA-physics rather than instantly all-at-once.
-Decreased sideways swooping in midair when doing turnaround manuevers.
-Improved control stick direction calculations, for all scenarios, including alt cameras, 2D, and 2Daxis.
-Un-janked some occasional "control stick-cutting" issues.
-"Automatic" control scheme users can now insta-redirect their LSA dash before launching.
-Sonic won't have favorable momentum cut off as easily by certain actions.
-Your analog stick's directional input now has more precise influence on your momentum upkeep. Slope Physics:
-Speed loss when running up slopes is decreased.
-Speed loss when spinning up slopes becomes gradually less harsh once you've lost some initial speed already. (< 55 FRACS)
-You can now retain your running speed for even longer after speeding down slopes depending on steepness+speed.
-Max (soft) speed cap when running down slopes is increased.
-Once Sonic's picked up speed(110+ FRACS when spinning, 56+FRACS when running), acceleration from slopes becomes more gradual.
-Sonic's uncurl animation now adds extra slopefriction if he's moving faster than he would've on flat floors.(+101 FRACs)
-Super Sneakers & Super Sonic now increase favorable slope-momentum, while decreasing unfavorable momentum.
-Unfavorable slope momentum is negated further when in Super Sonic's Blue Bolt mode.
Spawning Changes (Coop/Single Player):
-If Sonic spawns at considerable height (200+ FRACS), you'll now start in a falling-jumpstate, instantly able to bounce/thok/boost/etc.
-Pressing jump upon a midair-spawn now performs an airdash instead of a midair jump.
-If Sonic spawns on the ground instead, your spindash can now be buffered.
Active Gameplay Changes:
-Airdrag intensity is more dependent on whether you hold JUMP or not, like in Sonic Adventure 1.
-While charging a spindash and not holding a direction, Sonic now has more braking power.
-If either Custom3 or Tossflag is held, homing tricks may now be performed even with the Advance & SA1 gameflair, or while you're Super! (Though Super Sonic only has a Humming Top trick.)
-You now retain your score combo on your first bounce attack! But any consecutive bounces still cancel the score combo.
-While charging a spindash and not holding a direction, Sonic now has more braking power.
-Increased ground acceleration at lower speeds with speed shoes. Lightdash Revamp:
-The Lightdash now has more generous reach and moves 50% faster horizontally.
-Once the Lightdash or LSA are locked on, Sonic will now ignore springs and carry-objects until the move is done. (like grindrails and rope hangers)
-The initial lightdash burst now searches in a 50 degree cone in front of Sonic, rather than ONLY checking for proximity.
-The Lightdash must now find a MINIMUM of 3 nearby rings to activate at all!
Other gameplay changes:
-Homing Attacks now lock your camera angle like in Sonic Adventure. The "Strafe" control scheme will still use the default SRB2 behavior, however.
-Breakdances now make you auto-leap in Mach Speed sections.
-Sonic now attempts to dynamically reposition a bit more when homing attacks can't connect due to being blocked.
-Made it so when admins forcibly change your gamemode, your preferred setting doesn't change in your save, and you'll be auto-switched to your preferred style once the setting is turned off or the gametype changes to Coop.
-Sonic no longer bounces on Force-Spin sectors, instead canceling the bounce and insta-rolling.
-The Ledgegrab is now stricter, but can pull you slightly higher if you would've required 2 grabs to move upwards.
-Humming Tops & Breakdance kicks now send TNT barrels & Eggman Monitors flying rather than triggering them instantly.
-Added an extra frame for bounce-thok buffering.
-SA-Sonic bots are now a bit more intelligent and responsive to taunts from various characters.
-The SA Menu cannot be used in Time Attack anymore.
-Disabled the SA Menu in Time-Attack.
Superforms, Super Time Attack, and NiGHTS:
The golden embodiment of Chaos has gotten many little updates. There's also a new Super Time Attack mode, a controls revamp for NiGHTS, and the SMBZ homage to Fire Sonic has come far from just some cosmetic upgrade.
General Super Stuff:
-If you're about to transform into Hyper Sonic, you can now hold SPIN to force Super Sonic instead. You'll hear a sound and see the Super Emeralds replaced with Chaos Emeralds.
-SA2 Flight Mode's homing attack (Instant Lightspeed Attack) now only targets above you if you tap JUMP, and only targets below you if you tap SPIN. Holding both buttons does the old behavior.
-Super Sonic can now also perform the C3 bounce-trick. (though flightmode takes priority...which makes it very tricky.)
-Your Super Sonic flight-encouragement icon now changes color if you're using the supercolor mod.
-Disabled Blue Bolt from ever activating during a bounce attack.
-Hyper Sonic's stand-still aura is more transparent now.
Fire Sonic (Super+FireFlower):
-Now always has Flame Shield's abilities, and can always perform a unique fiery Megabounce.
-Gains more unique auras, Blue Bolt becomes a Spiral Flame, and leaves behind unique fire-effects when dashing/spinning.
-Abilities stack with Hyper Sonic, though Hyper Sonic's visuals are prioritized.
Super Time Attack:
-When Time Attack starts with SA-Sonic, you have a few seconds to either press or hold Custom3. This window is indicated by a Super Sonic HUD icon.
-If you press C3 in time, Sonic insta-transforms, and SUPER Time Attack will be active!
-If you jump, spindash, or boost, that window for Super Time Attack will end early.
-Running out of rings in Super Time Attack = death
-Flight is unavailable in Super Time Attack, even the Spindash Hover's! Let's see some skill!
NiGHTS mode:
-Increased NiGHTS' spindash control to feel similarly smooth to SA-Sonic's regular gameplay, but vertical spindash momentum is reduced.
-Added a small boost effect when just starting your spindash.
-Decreased possible rate of spamdashing.
-When floating still, you no longer slowly descend.
-Fixed rolling animation not playing properly while depositing blue spheres, not spawning a jumpball either.
-Fixed some "brake-blast" ability jank, and increased its cooldown.
-Sonic now uses his vanilla game's super pain frames when stunned in NiGHTS.
-You can no longer use SRB2's vanilla brake when out of drillmeter.
-Compensated for a vanilla issue messing with SA-Sonic's sprite offsets while flying straight up.
-Sprites + jumpball are now more consistently fullbright.
DISSOLVING THE SHIELD SINGULARITY:
Before v1.9, some shields were completely inferior to others (Bubble & Flame VS Elemental, for example), or had zero differences as SA-Sonic. Those shields now have some fun new properties to play with, giving new incentives to better explore the game levels!
__FLAME SHIELD__
Main Mode: The Far Thok now stacks momentum, much like Sonic Advance 2's airdash. You also briefly get fire attack properties. Rush Mode: Get a stronger fixed boost to your airdash & airboost with fire attack properties. Your airboost also now deals 2x damage!
__BUBBLE SHIELD__
Main Mode: Hold SPIN when bouncing to charge a Megabounce! Partially charged MegaBounces are possible! Has a very small AoE range. Rush Mode: Gain unimpeded boost speed underwater, as if you were boosting on land!
__ATTRACTION SHIELD__
All: Hold JUMP and a direction when homing to bounce off enemies & monitors with extra speed.
__THUNDERCOIN SHIELD__
All: Hold JUMP when homing to bounce off enemies & monitors with extra height.
══════════════════════════════════════ Rush Mode specific Changes+Bugfixes:
Rush Mode's got some buffs and fixes! The big ones are the introduction of a new spindash, a unique new flight mode, and shield ability changes! (Shield stuff listed above, not here!)
New Rushmode Spindash:
-When not holding any direction, Sonic can now charge up the spindash from a standstill.
-Performing a decently well-charged spindash now instantly starts your passive boostmeter gain!
Humming Top:
-Can now be performed by Super Sonic as well.
-The Humming Top is now much faster if you've got runshoes.
-The Humming Top now bounces off foes and monitors, giving a small speedboost AND letting you do another hummingtop!
-The Humming Top can now use the Fire, Lightning, Water, and Air elements of your shield to increase attack range. crash through scenery for extra boostgauge, and gain elemental damage.
-Gain the supershield from a fellow Super SA-Sonic for a Super Humming Top!
-Decreased amount this move fills the boostgauge.
General Rushmode changes:
-You now gradually gain a higher boost maxspeed limit the longer you're boosting, though this accumulating speed buff ONLY activates on the ground!
-Smoothed out boost acceleration, increasing Sonic's initial accel and giving more accel at higher maxspeeds, but making your mid-speed acceleration a bit slower.
-Your boost gauge drains a bit slower, and fills quicker from singular rings when below 1.6 bars.
-Buffed Sonic's minimum airboost speed, with more airdrag negated, but it also cuts your upwards vertical momentum more harshly.
-Boosting with runshoes (or when Super) now lets you crash through scenery as if you had Blue Bolt, filling your boostgauge.
-When boosting, Sonic gains more speed running downhill, but slightly less running uphill.
-You now require a Force Shield to use your Custom3 airstall ability.
-[NETGAMES]: Halved "SArushmode" command cooldown, halved nocontrol duration, and allowed freeswapping when standing still without CD in first 10 seconds of a stage.
Rushmode Super Sonic:
-Rush Mode now has its own unique "flightmode"! Simply hold jump whilst boosting to fly for as long as you hold both buttons! You can't rise like with SA2 Flight, but keep full boostspeed, gain increased control & acceleration, and gain access to Orbital Homing Strikes!
-While boostflying, tap JUMP to Orbital Strike nearby enemies/monitors below. This Orbital Strike has crazy range and recoils you sky-high quickly. You may keep holding JUMP and BOOST to seamlessly continue boostflight at full speed without stopping.
-Super/Hyper Sonic now boost slightly faster on the ground at all times.
-Added AoE blast radius when Super/Hyper Sonic starts a boost. Clears out small fry only, doesn't affect bosses!
-Super Sonic can now perform a SUPER Humming Top, and influence his Humming Top fall speed with JUMP & SPIN.
-Buffed height gained from your upwards springtrick when Super.
-Nerfed Hyper Sonic's farthok speed in Rush Mode since you can't decide when to use it or not.
-Gave Hyper Sonic an OP spammable Humming Top.
Rushmode Specific Bugfixes:
-Fixed the SA2 superaura not rendering in Rush Mode. (The aura that appears when transforming/running out of rings)
-Fixed Super Sonic not creating a massive impact when boosting into enemies, unlike in base form.
-Made Super Sonic's boost-trail not so incredibly ugly and choppy.
The new SRB2 Mode:
This came to be mainly as a trial to accommodate competitive gamemodes like Battlemod, but you can activate it anywhere for novelty/practice! Try a campaign challenge run and find out how much of SA-Sonic's fluency and QoL you've taken for granted!
Outside of coop, server admins may also force SRB2 mode using console commands to ensure fair competitions with vanilla characters.
Cosmetic changes:
-Zoomed in the camera to match SRB2's view.
-The Homing Attack camera is now always SRB2's.
-Sped up walking animation a bit.
-Slowed down certain running frames while moving at "jogging" speed.
Hard nerfs: While SA-Sonic has awful acceleration and is slow in midair, never underestimate how immobile the vanilla cast is. Some nerfs had to made.
-Decreased max running & spindash speed by 20%.
-Your jumpheight gradually scales down to a vanilla character's the faster you move.
-Spincharging makes you brake more harshly.
-You must now wait until your bounce attack finishes to airdash.
-On hangropes and rollout rocks, your jumpheight now mirrors that of the vanilla cast.
-During your uncurl animation, you now cannot spindash again until it's finished.
-The Far Thok's extra momentum is lost sooner.
-The Airstall can now only be used when you have a Force Shield.
-The Megabounce and Burning Dash are less powerful.
-Bounce Attacks and Spindash Hovers now slow you down more.
-Homing Attacking springs/enemies no longer grants you quick-accel.
-You no longer gain rewards from checkpoints. Ancient Light nerfs: It's difficult balancing the LSA without making it useless, since the homing attack exists to do basically the same thing in an instant. SRB2 does trend towards making combat pointless otherwise, so I think this is a good compromise.
-Removed the Quick Charge mechanic.
-The LSA longer deals 2x damage, but you can still act after hitting a boss.
-The LSA can now only hit a maximum of 5 targets.
-Nerfed LSA range.(-10% horizontal range, -33% vertical) Seeking range is untouched for rings.
-Shortened the Light Speed Dash's distance.
-You can no longer thok/bounce after an LSA/lightdash, unless you hit an enemy/monitor.
-You're less mobile after hitting an LSA attack.
-You can no longer kills Egg Robos or Brak's electric shield.
-Hitting Egg Guards with a shield now destroys only the shield instead of bypassing it entirely.
-Clashing with Metal Sonic in LSA to end his dash phase early now makes you drop your rings. (I couldn't find it in my heart to remove this skip entirely.)
-You no longer get a free recovery if you bonk on walls.
Reduced Leniency/Quality of Life: SA-Sonic's fluent controls means players rarely make big mistakes for opponents to capitalize on. Rather than remove abilities, I leaned into matching SRB2's high-commitment, unforgiving controls to increase his windows of vulnerability, creating more opportunities for punishment!
Like in SA1 & SA2: At times, I purposely deviated from Adventure to better satisfy a player's expectations from inputs. But in SRB2, you're expected to track many frame-perfect specifics. Tiny oversights might cost you dearly...this scare players from taking risks to avoid getting screwed over. This is punishing design. For a franchise emphasizing speed and being cool, probably outright frustrating design.
But in player battles, such consequences create opportunities and prevent overextending, making fights feel more meaningful than just throwing out attacks and pray for the best. So, I'm reverting these changes here!
-You can no longer jump out of your spincharge state.
-You now cancel your spincharge if you lose contact with the ground.
-The Far Thok timing is tighter and no longer resets vertical momentum.
-You can no longer thok, bounce, or ledgegrab when rolling in midair. (This does make Spin Hovering easier, though!)
Like in SRB2: I know for people used to SA-Sonic's fluency, this'll feel bad. But it wouldn't be fair if SA-Sonic didn't have to deal with the same jank as everyone else, and Adventure Mode isn't going anywhere.
-You no longer have an automatic edge-stop mechanic.
-You no longer have coyote time (5 frames where you may still jump in midair)
-There's no more buffering mechanics like spin, jump, or bounce buffering.
-Slope & friction physics are now less useful.
-You no longer snap to nearby floors from horizontal springs/boosters
-You no longer retain momentum from boosters/horizontal springs unless spinning.
-You no longer retain your spincharge state when hitting boosters/horizontal springs.
-Boosters/Horizontal Springs no longer grant momentum and actually slow you down if hit when moving faster than their propulsion.
-Slopejumps may now work against you, rather than always giving favorable jumppower.
-Eggman Boxes & TNT may now make homing properties a disadvantage by hurting you.
-There's no crusher leniency.
-There's no damage leniency after homing attacking (or other such actions)
-There's no recovering when hit. If you're hit over a death pit, you're going straight to hell.
-You must now sit through minecart sections, and cannot destroy saloon doors.
-Fire Flowers don't respond to the SPIN button.
-You can no longer act after homing attacking bosses. (Unless by LSA)
Misc QoL:
-You must now tap JUMP to ledgegrab, can only do so 2x before failing, and cannot act after.
-You must now tap SPIN immediately after flinging off a ledge to perform an uncurl boost.
-Spikes, turrets, and spikeballs are indestructible to you now.
-There is no hitbox leniency when bounce attacking.
-Whirlwind Shields won't save you from pits, launch you less high, and are no longer actionable.
-THZ goo now cancels your bounce attack if you lose speed/bounce, leaving you inactionable.
-You no longer curve around walls when you roll or Blue Bolt.
-Removed ability to immediately act when spawning in midair.
-While charging a Megabounce(watershield ability) and slipping off ledges, you'll now simply fall instead of bouncing anyway.
Super Sonic Specific: I'm mixed on nerfing superforms, but let's try at least a little to match SRB2 superforms, I guess...
-You regain the ability to spindash during an uncurl.
-You can no longer redirect the Lightspeed Dash. (distance & wallbouncing remain buffed)
-SA2 Flight Mode is slower and drains 2x rings.
-Switching to Flight Mode now costs 5 rings each time.
-Blue Bolt is slower, will be lost more easily, and does not destroy scenery.
-Super Sonic no longer deals 2x damage to foes.
-Super Sonic no longer gains as many acceleration-based buffs.
-Touching death pits will kill you regardless of what mode you're in.
══════════════════════════════════════ Compatibility & Optimizations & Bug Fixes:
Man, minor updates like SRB2 2.2.14 breaking so much stuff was morale draining. But we're here! If you can, please try Battlemod and other battle gametypes with SRB2 mode enabled and tell me how well SA-Sonic holds up against the standard cast now! Battlemod support was promised for v2, so I'd like to see if SRB2 mode either overnerfed him or I overlooked something crucial!
SRB2 2.2.14/2.2.15 frustrations:
-Shield Button: Added future compatibility for the new shield button introduced in SRB2 v2.2.14. Mostly it was disabled since it got in the way, but it does allow airstalling & Shield abilities while Super Sonic. (This does nothing in versions where there is no shield button, like v2.2.15.)
-Fixed 2.2.14's super-sprite handling shenanigans.
-Fixed 2.2.14's taking away jump properties when bouncing off platforms.
-Fixed 2.2.14's moving platforms messing with bounce-momentum and even killing all jump properties entirely.
-Fixed 2.2.14's messing with SA-Sonic's momentum properties.
-Fixed 2.2.14's messing up NiGHTS in many ways.
Mods and Object compatibility:
-Battlemod Now loads properly, in any load order! Also disabled parry and special ability text.
-Improved compatibility with GS Grind Rails, such as the new walljump animation.
-When launched from the Janasol & SA2Blast JumpRamps, Sonic now uses the Lightdash anim, retains aerial momentum better, and has initially reduced air control.
-When launched from the Janasol Trick Ring & Plushima's Flight Boosters: Same changes as Jump Ramp, plus LSA-dashing into these now let you perform tricks. In Rush Mode, you can now perform tricks from these!
-When on Janasol Pulleys Sonic now exits in jumping state regardless of how you landed onto them.
-Improved support for newer MRCE versions, a few physics mods, and X Sonic.
-Added more modern checks for "fan sectors" and new UDMF features so Sonic properly uses the helicoptering animations where intended, and his behaviour should no longer be different in custom UDMF levels vs binary levels.
-Dark Super and Sol forms now also gain rings from SA-Sonic's gift feature.
-You can now gift Power Rings to X Sonic. (+ Bubble Shield if underwater)
-Modern's bank account now gets drained of Flame Shields when gifting him in Coop. (Bubble Shields if underwater)
-Adventure Sonic now starts with a Flame Shield when racing Modern, SMS, or X-Sonic! (Bubble Shield if underwater)
General Optimizations:
-Optimized away lag from spintrail/boosttrail.
-Revamped Sonic's jumpball's flickering code so SRB2 doesn't randomly decide to keep every instance eternally in memory when you're Hyper Sonic. This caused eventual lag, sometimes outright crashes.
-Optimized Super/Hyper transformation sequence, making it animate smoother and be lighter on performance.
-Optimized and improved SA2 flightmode stars.
-Updated color compatibility to pick better aura/spintrail colors when set to AUTO.
-Optimized Lightdash and LSA object detection performance.
-Optimized custom target markers. (Metal Sonic/Turrets/Egg Shields/etc)
-Alot of SA-Sonic's mod compatibility code now only loads when the mods are being added, which should decrease strain. (2.2.14+ only. 2.2.13 uses old method.)
-Added software+netgame downgrade system for the bounce attack. (Not that it was THAT bad, but eh.)
-Merged a global MobjDeath hook into the MobjDamage hook, hopefully optimizing performance a bit.
-Optimized some object interactions, such as TNT barrels, Eggman Monitors, monitors, etc.
-Cut Spinrev objects from 3 to 2.
-Optimized signpost code.
-Removed MT_YUJUMPTRAIL object and modified a simpler object through a PostThinkFrame instead.
-Removed MobjThinker from MT_VAULTJUMP, modifying it through PlayerThinker instead.
-Decreased P_RandomRange calls for decreased netgame strain.
-SA-Sonic's own RNG system is more robust now.
-Optimized spindash aim-lines, and the lines no longer render for other players.
-Support for MT_EMERALD8 was removed.
-Other minor misc things.
Non cosmetic fixes:
-CAM_SPEED adjustment system not always being accurate
-Interaction where Pointy Sonic could crash the game.
-2D SA2 Flightmode not controlling correctly, and added extra braking power.
-The SAmenu can now only be opened during real regular gameplay, preventing errors.
-Traced an invincibility glitch to the Advance gameflair and killed it.
-Faulty slope "momentum checks" causing extra high bounces, but slightly buffed height gained from bouncing off actual moving platforms/floors.
-Maximum ledgegrabs sometimes refreshing despite not properly landing.
-A few quirks with SA-Sonic's momentum on conveyors.
-Bug where the Light Speed Attack's Range wouldn't scale up or down with SA-Sonic's size.
-Sonic occasionally suddenly flinging way upwards after a vertical lightdash.
-Blue bolt crash collission not taking into account height differences on some objects.
-A few instances where holding left in 2D equaled "go right". (LSAdash, Attraction Homing Bounce, etc)
-Emerald token collection issues in mods like SUGOI.
-LSA upwards homing glitch in very rare conditions
-Being able to go super with the SPIN button when you have a fireflower, but no shield.
-Added extra safeguards to prevent the LSA & Lightdash from targeting objects outside of the 2D boundaries.
-Some rare instances where you'd get stuck in "strafing" mode.
-SA2 flight drifting very slowly sometimes when idle.
-Ledgegrab on objects being wonky AF when you're inverted, but the object you're grabbing is not.
-Sonic's sprite sometimes facing the wrong way during a lightdash.
-Sonic's reaction to Amy's hug sometimes not playing, alongside other Amy-related stuff.
-Dark X Sonic never getting any gifts. No wonder he went dark.
-Hyper transformation animation not playing fully sometimes.
-Some ridiculous bugs involving character switching.
-Some bugs with the LSA/Lightdash canceling early/not detecting objects.
-The complete inability to lightdash downwards.
-Several 2D speed throttle issues.
-Amy not letting go in some instances when you're no longer nearby.
Cosmetic fixes:
-Fixed bounce attack trail being a bit TOO ghosty.
-Some cases where ghosts didn't spawn correctly scaled.
-Fixed your speed-windlines not lining up well in inverted gravity.
-Tried to fix the invisible "Advance" jumpball glitch for SRB2 on Android.
-Fixed SA-Sonic's waiting animation being broken by SRB2 v2.2.14+.
-Smoothed out the LSA trail, which became really ugly for some reason.
-Fixed SA2 jumpaura weirdly rising up from Sonic during LSA.
-Disabled skid animation triggering sometimes mid-breakdance/mid-boost.
-Rollout Rocks now instantly stop your Far Thok animation.
-Fixed SA1 gameflair bug where Sonic would enter his spring frames when uncurling, braking & jumping on the same frame.
-Fixed LSA bonk stars not alligning properly.
-Fixed random visual oddities with the Advance's flair's Super Sonic flashing.
-Fixed a small jitter of the SA2 aura when jumping with the 'hybrid' gameflair.
-Fixed SA2 jumptrail effect drifting up during a certain homing trick.
-Objects flung by BlueBolt/Humming-Top not scaling with the original object.
-Minor animation bugs on Super Sonic after tricking or transforming.
-"You got all emeralds" HUD not properly switching after a NiGHTS stage.
-Hyper transformation animation not playing fully sometimes.
-Taunt voiceclips will not overlap with the breakdance shouts anymore.
-Some rare rollangle/stretch issues from breakdancing.
-Brief animation bug after doing slope-launch tricks.
-Airdash animation sometimes showing spring sprites or the wrong rolling frame.
-Removed potential error prints that could occur on gamequit or from Humming Tops.
══════════════════════════════════════
Lastly...console commands!
FREESKIN: "FreeSkin" is a QoL console command letting you quickchange skin & color anywhere, or add any bot as follower. It disregards all gamemodes & mapheaders and doesn't activate cheats, so you may continue playing Record Attack afterwards without being haggled.
FREESKIN NAME: Switch to the character of your choosing. If no name is given, it'll switch to Adventure Sonic. (Example: freeskin adventuresonic)
FREESKIN NAMECOLOR: Enter a color after the name to become that color. If nothing's specified, you switch to the skin's default color. (Example:freeskin knuckles black) (Alt Example: freeskin tails SKINCOLOR_BLACK) (Alt Example: freeskin metalsonic 6)
FREESKIN FORCE: If enabled, this prevent maps from forcibly changing your skin.
FREESKIN ALLOWALL: Allows non-admins to use the command in netgames. Repeat to lock permission again. Non-admins can only change their own skin, and cannot mess with permissions or spawn bots.
FREESKIN NAME BOT: Changes your bot buddy. (Example: "freeskin xsonic bot") If no bots exist, player 2's slot isn't occupied, and you're in Single Player/Coop, it'll simply spawn one on the spot.
FREESKIN NAME BOT COLOR: You may specify a color here too to change the bot's color.
FREESKIN NAME BOT REMOVE: Type in "remove" to delete your bot if one exists.
NOTES:
-The freeskin command disables SRB2's default forceskin if it's on.
-Alternatively, you may type FS instead of FreeSkin. (Example: "FS amy bot purple")
FORCESASONICMODE: "ForceSASonicMode" is a new command for netgame admins to force SA-Sonic players into the Adventure/SRB2/Rush gamemode. Has no effect during Coop.
FORCESASONICMODE: Disables any enforced gamemodes. Alternatively, if an admin changes mode, enforcements will be disabled too! FORCESASONICMODE ADVENTURE: Force the default Adventure mode. FORCESASONICMODERUSH: Force Rush Mode. Takes priority over "SArushmode" command. FORCESASONICMODE SRB2: Force SRB2 Mode.
If any mode is currently enforced, the "SArushmode" command will not work until it's undone!
The Shining Alpha server is open yet again! This time we're un-janking GS Grind Rails before its first official release, as well Adventure Sonic's next update,v1.8c!
Golden Shine posting! A few weeks ago, Metalwario64 just casually dropped his SA2 model for public use! Yes, the very same one you've seen used for all of the main page's renders, and indeed also the same one he's used for sprite referencing.
I figured this would be worth posting in an official update, so it wouldn't get buried in the 90+ discussion threads. I've already heard of people working on porting it into places like Frontiers(just like Wario's Amy model for Amy Frontiers) and VRchat, and the model's even seen a cool-as-hell 3D printed figurine earlier on.
As for Adventure Sonic's v1.8c/v1.9 version, it's in the works! I've released a comprehensive update blog here for those of you who missed it! It'll likely release alongside my Grind Rails mod!
Sorry to keep you waiting! We ended up handing over a hundred tester roles. Much obliged to everyone who participated in testing!
Adventure Sonic's v1.8b release features a bunch of bugfixes, QoL updates, and an always-welcome performance boost. One of our test games held about 24 people at one point without framedrops or other issues, so here's hoping this SA-Sonic version can last us a long time!
MAIN/MISC:
-New LSA Revving GFX! The old GFX were SA-Sonic's biggest performance bottleneck by far, so this is a great boost! The Advance flair uses a subtler version, and it's barely visible if screenflashes are off. Our lord Metalwario learned Sonic Adventure 1 modding JUST to obtain these sprites!
-Tweaked spintrail to suit various renderers better, and mildly improved performance too.
-Hitting checkpoints in COOP/SinglePlayer with 30+ rings now grants a pity shield if you've no shield! At 60+ rings it gives runshoes, and at 90+ rings you get invincibility. To preserve SRB2's perfect ring bonuses, I've decided against granting rings or magnet shields. You can receive these rewards once per stage. You can still get lower tier rewards on the next checkpoint if you skipped over them. None of this applies in Rush Mode, where you're given boostgauge instead.
-Mild nerf to slope jumpheight when badly timed. (AKA, you flew off the ledge and only managed to jump because of coyote time)
-Reworked the entire antislip code. Goodbye to SO much freetime....
-Improved the SA2 style jumpaura.
-Sonic now...gently...removes NPC Amy from the premises when she tries interrupting him mid-breakdance.
-Removed "jumpbounce" input. It only got in the way and made superbounces harder.
-Added extra descriptions for the Adventure menu options.
BUGFIXES:
-The boostgauge HUD properly adjust for ALL resolutions now. (It overlapped the Rings HUD in some resolutions)
-Fixed Sonic not always exiting the SAmenu correctly. (Think of that floorsliding glitch)
-Fixed Super Sonic transform anim cutting off when using certain settings, and emeralds not alligning properly upside down.
-Fixed taunts not respecting conveyors.
-Fixed Hide and Seek/Tag control locks letting you do actions when you're not supposed to.
-Fixed Standard control scheme allowing Sonic to face the camera while boosting.
-Fixed a few cases of edge-stops happening where they shouldn't.
-Fixed Thundercoin shield not properly changing to Advance Magnet shield.
-Fixed flying into the sky when homing onto Egg Shields from some angles. It's a vanilla SRB2 bug, but it was a simple fix in this case.
-A TON little polishes and extra minor bugfixes. Boosting when you probably shouldn't, NiGHTS' Brake Blast animation not playing, some occasional ghost animations scaling weirdly in uncapped framerates, etc, etc. I didn't log lost most things.
RUSH MODE:
-Metalwario64 cleaned up the initial boost "explosion" sprites!
-Starting a boost now lets you roll under tight gaps. (So you don't have to breakdance/awkwardly jump)
-Slightly buffed max boost speed, mostly for Super Sonic.
-Humming Top spring trick now increases thrust with your maxspeed, but can also crash into walls, which diminishes boost gained.
-Smashing spikes now grants boost. Checkpoints also give boost, and set your gauge to a minimum of 1 bar.
-Managed to make SA1's airstop work in Rush Mode.
-Nerfed gauge gained from rings if you've got a Magnet Shield.
-Multiplayer boostshare gives a message, and multiplayer boostgauge scaling now only applies to modes that spawn enemies.
SARUSHMODE CONSOLE COMMAND
-Added "SARUSHMODE infiniteboost" cheat. (Single Player/Splitscreen only)
-In netgames, spamming "SArushmode" now gives an empty gauge.
-In netgames, you must now stand still as SA-Sonic to use the "SArushmode" command. Your controls also lock for 2 seconds on switch.
Credits to Piraoni and @BlueRiver for the cool snapshots!
v1.8b uses a seperate settings file from v1.8, so don't be surprised to find the defaults active!
EDIT:
By the way! RedEagle64 send me a voicepack that replaces all of Sonic's voicelines with Jason Griffith's, for those who like to take Rush Mode extra serious or are simply huge Jason fans.
You can use a pack to replace either Sonic's Japanese or English voice! These are 100% clientside, so you can use them even in someone else's netgame. Just remember to add them AFTER Adventure Sonic!
To prevent the return of The Milne Chronicles™, I'm hosting a temporary Discord testing server to make sure v1.8b gets all the QA it needs before it's official release! If you are up to do some preliminary bug hunting for v1.8b, come on over and apply for testing roles!
EDIT: Testing Period is over! Thanks to everyone who came to test stuff!
Golden Shine: Fixed some quick oversights, made boosting break spikes on request, and made boosting break floors below you. Breaking floors with a boost is awkward, but being getting stuck (without turning off Rush Mode) in some Deep Sea routes would be awkward...er.
I think we learned the value of beta testers! If we get more issues tomorrow, we'll save it for a v1.8b with a traditional list of fixes!
Behold a massive 57 extra frames from our overlord Metalwario64! (Golden Shine writes & posts all these updates, btw, lol)
Adventure Sonic v1.8 primarily comes with new sprites and a new Sonic Rush moveset, among other things! Check out the changelog!
NEW BREAKDANCE, FLIPJUMP & HUMMING TOP ANIMATIONS:
-New breakdancing animation! Is the old stupid cheer still available? ...maybe!
-You can press custom1 or TOSS FLAG in the taunt menu to breakdance!
-Alternatively, you can double-tap TOSS FLAG to breakdance on-the-go!
-Hold jump when coming out of a dance to transition into Advance's victory animation!
-...or hold spin to transition into your SA2 taunt!
-Sonic also uses this new taunt if you beat a boss stage before the 1 minute mark!
-New Humming Top animation! (Sonic Advance/Rush Adventure's roundhouse kick) This appears as a new ability in Rush Mode!
-The Humming Top also appears visually as a new homing trick and when bouncing upwards off bumpers. There might be a way to do it manually whenever...
-Sonic uses these frames for his new surfboard jump too!
MAIN/MISC:
-Added a Sonic Rush moveset! Open the Rush Mode text in the update post for details.
-When running, Sonic now decelerates slower from gained slope momentum, but also accelerates slower.
-When rolling down slopes at extreme speeds, you now gain extra no-airdrag frames.
-Added Humming Top as Sonic's fourth homing trick.
-Added new breakdance trickjump as Sonic's third homing trick, moving the original to be the 5th trick!
-Added v1.7b's new flame effect to lava deaths as well.
-Removed all custom sprite2s. This stops SRB2's tiny sprite2 limit from being breached, but comes with a downside that models require updating. With 1.8's new animations that had to happen anyway, however. Notes for MD2 creators in the update post!
BUGS FIXED
-Fixed Super Sonic's invisible shield-share object being solid for 1 frame. (Or CONSTANTLY with Samus...)
-Fixed new issue with 2D Far Thok not snapping correctly when using automatic mode.
-NPC Amy's hug no longer causes a sprite error.
-Dimmed momentum when Super Sonic's flight-homing attack fails so you won't lose control. Also stopped targeting a non-vulnerable Metal Sonic and monitors below you in tight spaces.
-Fixed the Rush Chars jetski (surfboard skin for SA-Sonic) not following Sonic properly since v1.7.
-Some other minor bugs and typos polished out.
HOW TO ACTIVATE:
-Show your Lightspeed Charge to Marine, Blaze, or Modern Sonic for an opportunity to receive Rush Mode! This option's permanently available in the SA-menu.
-May also be toggled with the new console command SARUSHMODE
-In netgames, a server/admin can type SARUSHMODE LOCK in the console to lock or unlock everyone's access to Rush Mode.
MOVESET:
-Replaces the Spindash & Bounce with the Boost & Airboost. Your gauge refills when hitting enemies. We're not implementing a full Rush Trick system, rings refill the gauge too, and your gauge regenerates passively after a while too!
-When launched off springs/ramps, you can either Flip-Jump with JUMP or launch the Humming Top kick with SPIN! These abilities also refill your boostgauge in place of airtricks!
-Your airdash defaults to a Far Thok in Rush Mode. (You can still home onto stuff!)
-Holding a boost lets you run on water and partially negate SA-Sonic's airdrag.
-Rush Mode increases SA-Sonic's gravity and disables his custom slope & Xmomentum physics.
-Super Sonic's Air Accel & Blue Bolt are replaced with an infinite faster boost + spammable airboost. His flightmode is unchanged.
SPECIFIC BOOST MECHANICS
-Boosting topspeed gradually increases when held on the ground.(or anywhere if Super)
-Momentum after deactivating a boost is kept longer the longer a boost was held.
-Your aura colors/shinyness is similar to your spintrail settings.
-Gauge drain diminishes overtime when your boost is held continuously.
-Gauge drain diminishes when you hit the 30,60,and 120 ring benchmarks.
-Gauge drain is halved with supersneakers.
-Airboosts cost 50% more gauge to start up than grounded boosts
-The closer you are to maxing out your gauge, the harder it gets to keep filling up.
-When your gauge overflows, you enter Overdrive, temporarily gaining infinite boost! Extend Overdrive the same way you'd refill the boostgauge.
-More players present in COOP means more boost gained. (+8% per player, up to 80%.)
-Getting near other SA-Sonic players in COOP with less boostgauge than you fills their boostgauge up to your level. (To a maximum of 2 full bars!) This has a cooldown of 10 seconds!
By the way....I held off on changing SA2-Sonic's sprite2 slots to keep 3D models compatible, but since this update added so many new frames, now was the best time to go ahead and finally do it since 3D models would need updating anyway. MD2 creators, check out these notes below to see what's different!
-SPR2_JBAL is now SPR2_TAL0 (Sonic Adventure Jumpball)
-SPR2_BBAL is now SPR2_TAL1 (Bounce Attack Jumpball)
-SPR2_ADVJ is now SPR2_TAL2 (Advance Jumpball)
-SPR2_WIND is now SPR2_TAL3 (Helicoptering pose when rising from fans or launched from dustdevils/steamjets)
-SPR2_HTRC is now SPR2_TAL4 (Homing Attack Trick where Sonic rotates horizontally with knees tucked in)
-The lying down death animation is now SPR2_TAL5 instead of SPR2_DEAD.
-SPR2_DEAD is now a copy of SPR2_PAIN. (This change was made to make modded death behaviour look less awkward.)
-The new breakdance as well it's jump use SPR2_TAL6, transitioning back to SPR2_FLY_ after the full animation completes.
-The humming top frames are also SPR2_TAL6, starting at frame 21 (V), ending at 28 ("2").
-SPR2_HUG's pose is now copied onto SPR2_TAL6's frame T. SPR2_HUG still exists, however. It's just not added as freeslot by SA-Sonic himself.
Dynamic sprite2 animations:
These next sprite2 animations are not freeslotted by SA-Sonic, but he does use them when appropriate mods are added
-SPR2_GRND was added in SA-Sonic's Rushchars Jetski update, and are his surfboard/railgrind frames. These also have a Super Sonic variant.
-SPR2_JSKI is a clone of SPR2_GRND. You can use the same animation, but there's no Super variant here since Sonic will auto-detransform.
-SPR2_SHIT is Xmomentum's trick-fail sprite. It's a copy of SPR2_TAL5. This was dynamic even in v1. If you supported it already, you're good.
-SPR2_FROZ is Sonic's frozen-by-Dirk sprite. This was dynamic even in v1. If you supported it already, you're good.
-SPR2_HUG still exists.
Lastly, v1.8 uses it's own settings save file! Alright, it's out! Have fun, everyone!
I got a very important note from Metalwario64. It read:
"For v1.7, please burn Sonic the Hedgehog alive. Yours truly, Pyro Wario"
Aaand....I completely forgot to implement it. So now, the emergency ultra-high-priority update! Sonic now catches fire. Enjoy!
CHANGELOG:
-Sonic now catches fire. -Super Sonic gains the look of SMBZ Fire Sonic when he has a fire flower!
-Reimplemented slope physics on SA-Sonic's running. SRB2 2.11 or some later update broke it and I forgot to bring it back.
BUG FIXES:
-If you jump out of dancing, you no longer get the wrong jump-anim in the SA1 gameflair.
-Fixed SA-Sonic's custom color sometimes being applied to the vanilla chars.
-Forgot to double-check Mindscape's support code. Seems the super portion got messed up when I started SA-Sonic's moving code around. It should work now.
Medium-sized update incoming! While this was mostly performance/cleanup focused, I went ahead and removed some of the camera-snapping that was bugging a few folks, amongst other things. Go on and check out the logs!
INTERNALS:
-Moved, optimized, and restructured a bunch of code. Performance should be better, GFX could look a little different at times, scaling and alot of other misc things might feel better, etc!
GAMEPLAY:
-The camera no longer snaps into Sonic's angle during these actions: Homing Attacks(analog mode), Ledgegrabs, Edge-snaps, Wallbonks. The camera still snaps if you homing attack enemies directly behind you.
-Added a "fail" animation for when a homing attack fails, rather than vanilla SRB2's weird "fake roll" state without jump or roll properties.
-Super Sonic's flight homing attacks are now quicker, allow steeper angles, and are more responsive.
-The LightSpeed Attack now has an enemy cap of 99 before it auto-cancels.(Unchanged in Chaos Mode)
MOD SUPPORT:
-Updated Milne support again! (You can now also freely activate your dance by pressing C1 in the taunt menu.)
-Sonic can now gift E102 more time to live!
-Added support for Facciolo/Mindscape, making it (technically) possible to beat. Applies to all non-Silverhorn chars.
-Reduced sprite2 slots
BUGFIXES:
-Fixed the Far Thok sometimes being unable to cancel your homing attacks.
-Fixed a color overload glitch when loading saves from heavily modded sessions.
-Fixed Taunt Menu not always working correctly when multiple people were using it at once.
-Super Sonic can no longer be softlocked onto ceiling deathpits (New UDMF feature)
-Super Sonic no longer ledgegrabs destructable objects when he's in a state where he'd destroy them.
Golden Shine here with some minor fixes for the v1.6 release!
Changelog below!
SA-MENU
-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.
VISUAL
-Redid the SA2/Hybrid jumptrail.
-Removed Z jitter on certain afterimages.
MOD COMPATIBILITY
-The Advance Jumpball now works with Icezer's supercolor mod.
FIXES
-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.
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