No mod update here, I'd like some more bugs gathered first! I just wanted to show some cool stuff others have made!

MetalWario64, the spriter of Adventure Sonic made a surprise Super Mystic Sonic sprite in the style of Uekawa Sonic for me! (AKA, Adventure Sonic style!) He practically nailed it first try, which is why he's a living legend!

Blue Blur, X Sonic's spriter, made an SMS sprite in that style! I was even there to see it being created. This glow isn't technically SRB2-accurate, but with my current effect skills, something similar wouldn't be impossible. If you've seen X Sonic's Super aura, then you know.

He also made supercool fanart! There's more, but I think he's embarrassed of the older stuff.

Mirage (TheBandit) made his own interpretation of an SMSreborn sprite quite a while ago, not too soon after it was first released. It's clean and looks to be more Modern Sonic based!

Snappy Trashcan (Rage) created his own SMSunleashed interpretation based of SRB2's vanilla classic style. I've seen alot of you nostalgic for the final demo and 2.0 days of SMS. (some surprisingly young, even) If that's you and SMSReborn's legend mode can't sate you, there's actually numerous unofficial SMSunleashed 2.2 ports out there you may freely use!

Lightdasher, the spriter of many-a-female characters, made....oh. Nevermind this one. Send her death threats, please. (Don't, actually)

No SMSreborn resprite is planned on my end. My focus is on the future and new mods. But it's always interesting to fantasize, and I'm grateful for having gotten cult status in the first place.

For what I came up with as a baby to be going strong today is a miracle. Thanks for the support!
...because if I go and update this many releases in one night, I may as well do them all and include SMS too.

This one is mostly more revamped code for performance gains. For one, it seperates Battlemod code from the rest of the code until it becomes relevant. (Not that SMS' battlemod code is up to date anyway. I'm not even sure if Battlemod SMS works atm)

Feature-wise, this should fix the Ringslinger issues people have had with HMS and SMS' haymaker, and also fixes some bugs like that one squash&stretch issue!

A question oft repeated throughout history: "What if <insert character> used xmomentum plus an OP custom transformation? Could they beat SMS in a race?"

...the answer's no. Duh. But what if SMS was the one abusing xmom? Now you can try that for yourself! I made some minor gameplay improvements and fixed Chaos Mode while I was at it.

Oh. And I've fixed the most-reported bugs that affected other characters. Those were the main reasons for this update, actually. Hopefully now things are truly stable!


NOTE: This update removes SRB2 v2.2.11 support for better optimization. Update to SRB2 v2.2.13!

-HMS can now spamdash by mashing spin.

-SMS' initial walljump now gets reduced penalty when close to a death pit.
-Buffed momentum scaling from upwards momentum on your initial walljump speed+height (like when walljumping from slopes/springs)
-In coop/SP, SMS now gains an extra burst of invincibility if he successfully dodges through obstacles. This has a 2 second cooldown.

-SMS now has modified boost physics if Xmomentum(v1.3 or higher!) is added.
-Chaos Mode now uses SMS' Single Player/COOP parameters, but locks HMS until you've obtained all 7 Chaos Emeralds!

-Camera now zooms out for players that get thrown ridiculously hard by HMS.

-Fixed a colorswap glitch when switching stages/untransforming, that usually happened in the initial bootup stage.
-Fixed SMS weapon ring restrictions passing to others in Match. ...whoops...
-Adjusted Walljump penalties being too high in some modded stages.(Like the 2023 OLDC hub)
-Corrected the flip jump acting glitchy underwater. It wasn't intended to be available underwater initially.
-Fixed rare "unknown sprite frame ELAU" error. ...probably!
-Disabled HMS music transitioning system once again because there still seems to be music issues.
-Cleared some redundant freeslots.
Wow. I wasn't expecting to come back to SMS this strong.

This is the closest we'll ever get to an SMSreborn-reborn. It keeps the spirit and potential of the original, but I've overhauled as many fundamentals as I could before my vacation takes me.

The massive changelog TLDR is:
-Massively overhauled controls, much more intuitive. SMS' core moveset handles differently but smoother with his extreme speed.

-Literally hundreds of new effects/GFX animations.

-Huge performance gains. HMS going wild in GFZ2 on the highest graphics settings now averages more frames than vanilla SRB2 on ERZ2.

It's a miracle v3.0 was born, I hope my rush didn't do leave anything serious in!

-MANY code optimizations! Re-ordered code. Decreased redundant checks/collission code/data saved. Merged hooks. Incorporated more efficient object searchers. Spaced GFX apart better. Replaced RNG seed calls...and MUCH more. This is huge for performance & netcode strain, and is what allows the fancy new GFX!

-Fixed netgame desyncs originating from sound checks and minecarts.

-1 HMS now counts as 5 players for the auto graphics system.

-The enemy gibs system is now smarter adjusting to the game's current strain.

-Disabled music-continuing/fading features if you're still in 2.2.11 since Lua's music functions are crash-prone.
-Fixed save files breaking. Note that SMSreborn v3.0 uses a seperate save file!

-You now auto save when you leave the menu.

-You'll no longer take over the server's admin-locked settings when you save now.

-Simple Haymaker controls are now the default option.

-Added option for old Air Boost Controls. Instant is now the default.

-Added option for old Homing Attack Controls. Simple is the new default.

-Removed fake analog options for homing attack and footsweep. This solution existed because analogmode sucked ass, but I'm confident enough now in SMS' analog controls now that these are no longer a necessary compromise.

-Removed the alternate double-tap SPIN Atom Dive method. It got in the way of the new walljumping style.
-The HUD displays a walljump penalty circle. The higher the penalty, the less powerful your walljump will be.

-Added a tiny boostlevel meter. When this bar is full, you'll be in boostmode! Also displays if Ring Burst is ready.

-Added a bunch of context-sensitive moves on the HUD, mostly the ones I thought non-experimental players might miss. A tutorial "lite", if you will! You can still use the mega screenfill list of moves tutorial, but it'll deactivate this new less-intrusive HUD when active.

-If no save file exists, you'll receive a prompt to touch the Mystic Emerald for the menu.

-Added alot of minor sound/visual cues to better convey when actions are or aren't available.
-Added a billion new effects and SFX for practically everything. Literally hundreds of new sprites and animations, I'd be here forever listing them individually.

-Added a variety of new enemy kill animations and updated gibs physics.

-Added an SMS ragdoll feature if you crash into objects like TNT, fling from minecarts, or run into stuff hard.

-SMS now defaults to his canonical colorset(Mystical). The pre-3.0 SMSreborn colorset remains accessible in the menu.

-Added 5 anonymous fan-submitted colorsets to SMS' special menu list.

-Added visual cue when SMS is ready to walljump holding spin

-Added cues for charging up a Diffusion Flame, and improved GFX for all flametoss variants.

-SMS now uses minor offset and stretch & squash systems to make many his animations livelier. Let me know if I overdid it.

-SMS' roundhouse spin trick now adjusts to your momentum.

-Disabled boost aura in 1st person so you're not blinded.

-Gained Metalwario64's approval.
-Added input buffering for many, MANY actions.

-Vastly improved SMS' responsiveness + accuracy with Analog Sticks. SMS in Simple Mode is actually playable now.

-Air Boosts now activate instantly. (Old double-tap method is toggleable in the menu, though not recommended!)

-Walljumps are now activated by tapping spin. The OG method of thokking into walls works too, but exclusively targets walls in front of you! You can't sideflip that way.

-SMS now always homing attacks when able with the jump button. The Brake Multi-Thok remains possible. (Old method is toggleable in the menu)

-All control schemes can now press spin without holding any directions to turn their rolling state into a spincharge.

-Quickly tapping the Atom Dive button (Weapon Prev/Toss Flag) now auto-launches you with SMS' Drop Dash readied.

-Atom Dive + Novablast custom cameras now auto-activate & auto-cancel depending on your movement rather than asking for CUSTOM3.

-Removed double-tap SPIN controls for Atom Dive.

-You won't lose control as easily skid-running across walls.

-Made SMS' spamdash easier to perform.

-SMS can now airboost/atomdive/thok from spring states without curling up first.

-Homing Attack momentum is now curated by a mix of momentum AND input angle rather than just the former.

-Pro Haymaker controls no longer require holding CUSTOM1, nor prevents you from stomping with no target in range.(Easy is default)

-The Ring Burst's horizontal phase now activates with JUMP or SPIN. The forward-tap method is gone, it led to FAR too many accidents/confused players.

-The Ring Burst can now ALSO be activated with Toss Flag or Weapon Next. (Original methods are 2-tapping CUSTOM1, or BACK+JUMP, and all still work too!)

-Tapping the Atom Dive button now auto-cancels the Ring Burst.

-You can now ALSO hold the Melee Button to crouch!

-SMS now Auto-Aims flametosses on nearby objects if his vertical aim is straight.

-SMS can now also taunt with WeaponNext + WeaponPrev
-Hold and release spin to walljump. SMS doesn't need to face a wall. Most airborne states work, even airboost/stomp/thok/spring/fall frames.

-The walljump no longer delays before activating, its inputs are buffered, travel speed is buffed, and it handles better with all control schemes.

-Cooldowns no longer exist. Your height gained is instead penalized based on repeatedly walljumping off similarly-angled walls + your action state(*stomping/airboosting/thokking/etc*). Penalties build up each walljump and decrease overtime. Penalties fully disappear when hitting springs/enemies/floors.

-The direction SMS jumps into is based off the wall's angle + your movement input. (It's no longer based on camera angle!)

-Vertical momentum can both positively or negatively affect your jumpheight. Boostmode gives extra jump distance+speed.

-SMS' legend mode walljump is untouched.

-There are 6 walljump variations. Each offer different advantages, and you're penalized less for switching things up within a wall-jump chain:

-Straight Jump: Hold forwards towards the wall in front of SMS. Gains the most height + penalty. Best used as the final walljump in a chain.
-Super Straight Jump: Sacrifice boostmode to supercharge your Straight Jump! Ignores alot of your current walljump penalty.

-Wall Bounce: Hold sideways from the wall in front of SMS. Has the most distance+speed, but bad height + penalty. Useful for strafing around pillars & corners.

-Turnaround WallJump: Don't tilt the stick / hold the stick back from a wall in front of SMS. Most well rounded. Useful for climbing vertically in large walljump chains.

-Side Flip / Hand Jump: Jump from a wall to SMS' side. Has furthest reach towards the wall. Medium stats. Visual trick varies by height gained.

-Back Kick Jump: Jump from the wall behind SMS. Great height, medium distance, lowest penalty. Useful for recovering from harsh penalties & staying airborne.
-The Walljump is COMPLETELY revamped into a snappier, more versatile version sporting several context-dependant variations.

-Dodge Leap! Turns a previous exploit into an animated move with special properties. Press jump right as you dodge for a powerful burstleap!

-Rapid Stomp! Mid-stomp, mash custom 2 to convert some horizontal momentum into vertical momentum. Your landing impact powers up as well once you gain enough speed!

-Homing Bolt! When in boostmode, homing attacks turn SMS into a bolt of lightning capable of aiming upwards, reaching further, and striking with intense speed!

-Create Shield: Crouch and press custom3 to turn your shield into a usable monitor! This costs 10 rings.
-Added special Animations+SFX to SMS' Dodge-Leap exploit, made it less frame-perfect, and you can now perform it in all directions.

-The Blinddash is now faster if you're HMS, or have Boostmode/Speed Shoes.

-You can no longer lose boost while charging a spindash, but cannot use the Comet Haymaker anymore once you're stationary, and still lose boostmode if you jump from the spincharge.

-The Atom-Dive's Dropdash is significantly faster across the board, and atomdiving speed is boosted with runshoes.

-The Atom Dive and Ring Burst(rising phase) and now bounce off using the wall's angle.

-Decreased stun/slowdown penalties across the board.

-SMS now snaps to the floor if you're trying to a dodge-boost while slightly above it.

-Raised amount of players needed before graphics are auto-lowered when graphics setting aren't set manually.

-Increased Legend Mode's running speed. Not as accurate, but vanilla running speed is unbearable.

-Going into the SMSreborn menu in Tag/H&S now tags you as "IT" to prevent abuse.

-Booster items and horizontal springs now properly convert your speed if you're moving faster than their launch speed.
-SMS' spring/fall states now retain jump actions. Curling up/tricking remains possible, but is practically just cosmetic now.

-SMS' airboost scales stronger with momentum. Amount of "boostlevel" gained is decreased due to increased spam-ability with the new controls.

-SMS' homing attack now works from an airboost. (but not airdash) Reach increases slightly when mid-boostmode/thok/airboost.

-SMS' homing attack are now empowered in boost mode, capable of aiming upwards and creating lightning impacts!

-SMS now gains minor "boostlevel" from non-penalized walljumps. (Though the straightjump is exempt from this!)

-SMS can now sacrifice Boostmode for an instant Diffusion Flame. (Hold FIRE!)

-SMS' Diffusion Flame(*Your fully charged flame!*) has a buffed explosion radius in Coop/SP, and creates an AoE fireblast around SMS.

-SMS' Cross Flame now has a larger initial hitbox+knockback. (Tap FIRE instead of NORMALFIRE for Cross Flame!)

-SMS can now dodge in ANY angle, rather than just the 4 cardinal directions.

-SMS' dodgeboost can now be activated too by holding CUSTOM2 in boostmode, and is also much faster in boostmode.

-SMS' dodge-followups (footsweep/spincharge/dodgeboost/quickflame) now snap him to the ground if he's barely above it.

-SMS' footsweep attacks now have super armor against lasers and most objects with MF_PAIN.

-SMS' 2nd Footsweep can now be flipjumped out of(even in midair) and gains projectile reflection.

-SMS can now act freely in midair after his footsweep combo ends, and retains more strafe-control.

-SMS' Ring Burst now consumes your final ring too, bounces off walls when rising, can be atomdived out of instantly, and now retains more strafe-control.
-HMS can now cut his transformation into more actions, like the Hyper NovaBlast.

-HMS can now rapidly stack his Hyper Airboost for infinite speed gain by mashing custom1.

-HMS can now strafe during his airdash.

-HMS' speed gain from rapid-Stomping/Hyper Rise is boosted, extra much so if using the 2-tap jump method since it's not as mashable as Toss Flag.

-HMS' minimum blinddash speed is 80% stronger.

-HMS' Spincharge Tornado no longer requires you to fully charge up the spindash.

-HMS' Hypernova blasts now pushes you away from nearby walls, without slowing your firerate, and spin/jump button aiming is steeper.

-HMS has increased control in the air and when spinning now.

-HMS' Instant Movement (Weapon Next) now instantly selects players without scrolling times.
-Removed automatic SMSreborn.cfg loading, since SRB2 2.2.11 removed Lua's ability to do so. You'll have to manually use the 'exec SMSreborn.cfg' command.

-Shoo'd away SRB2 2.2.11's P_TeleportMove complaints.

-Resolved issues where SMS could retain some airborne animations on the floor.

-Drifting GFX/SFX no longer acts awkward with certain control settings.

-Fixed SMS flying out of control when mashing jump on springs. You could've called this one a "tech", but it happened too easily by accident and felt too much like a glitch in the matrix, so sorry about that!

-SMS 2.5's new aura should now properly align in cases where it didn't before.

-Fixed some sprite freeslot interference if SMS was added after Adventure Sonic or Samus.

-Removed "stompjumping", which was usually harmless but got in the way of dodging at times and looked confusing.

-Fixed HMS' airboost sometimes not activating if the button was tapped shortly.

-The Atom Dive no longer ping-pongs off non-existent objects.

-You can no longer bypass forceskin by manually transforming into SMS.
-Disabled the Golden Shoes' Light Speed Attack. I didn't have time to fix and maintain it, unfortunately. Maybe I'll bring it back later!

-I future-proofed SMS 3.0 for SRB2 2.2.12, but as a result, SMS uses very simple wall-busting code in 2.2.11 compatibility mode. Until 2.2.12 comes around, you can just casually walk through strong-walls.



Due to SRB2 2.2.10 dropping musicslot support, SMSreborn needed a hotfix to prevent error-spam and silence whenever Sonic obtains speed shoes or brings HMS panic to Match.

However, I also went ahead and added some of the shiny new rendering techniques to some of SMS' effects and finally...FINALLY, gave SMS the aura I always envisioned him to have in the first place. Everything falls into place 16 years later.


-Updated music swaps to use strings rather than musicslots since 2.2.10 dropped support for slots.
-Hyper Mystic Sonic's spamdash now increases speed (even) faster exponentially.
-SMS' wall cornering correction now uses SA-Sonic's system as support.

-SMS's "outline" glow now looks exactly like I've always wanted it to.
-Mystic Supers will now wield SMS' aura as well.
-Some effects are now updated to use the newly available "shiny" rendering.
-Afterimages and boost effects should now obstruct the camera less and be more dynamic.

On another note.

The HMS tutorial video is officially canceled. I don't know what'll become of a future SMSreborn update. I have plenty of inspiration, yet far too many other things to prioritize. We might get an SMSreborn v3 with completely updated controls, we might see a new SMS with a new suffix, or never get an update again.

For now, treat this as the final SMS version and see where the future takes us!