SRB2 v2.0 in 2.2

[Open Assets] SRB2 v2.0 in 2.2 v1.6.1

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I don't know if you're aware of this, but if you were to enter Neo Aerial Garden Zone and check the zone icon on your save file, it shows the icon for Haunted Heights Zone, this happened on the lastest version of the game (2.2.15) and addon (1.2a).
I was not aware of this. This seems to happen because NAGZ doesn't have a level select icon, and NAGZ and HHZ are both MAP40. In theory this should also happen with every other map that overrides a vanilla one and has no level select icon, but the rest I can find that meet these conditions either don't save the game in that map, or are inaccessible in save files and level select.
 
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Here they are
 

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Here they are
Ah, the left one is intentional, as 2.0 didn't have ledge frames for those angles.
The right one, yup, you were right, that is the v2.1 frame, I can fix that really fast though.
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Ah, the left one is intentional, as 2.0 didn't have ledge frames for those angles.
The right one, yup, you were right, that is the v2.1 frame, I can fix that really fast though.
Huh, that's weird, I checked in the mod and it's using the correct sign image?
 
What 2.2.15 Android port?
Someone made a very buggy port of 2.2.15 for Android in the SRB2 Discord, and as with most android ports of things, mods work on a schedule of "when they feel like it". As it's not an official version of SRB2, I don't really care if something doesn't work on it.
 
Re_ updated SRB2 v2.0 in 2.2 with a new update entry:

v1.3b - New Bonus Content

A few more extras. Along with me realizing I forgot about poksoc.

Patch Notes:
  • Typing poksoc now does what it did in v2.0
  • The "TIME UP" graphic should no longer appear if you didn't run out of time.
  • 2 more unlockables have been added, Special Stage 8, and an Unused Cutscene.
  • Instead of the big download button downloading a zip file, I just attached both files.

Read the rest of this update entry...
 
i got the 23 minutes emblem right after starting a new gamedata. I believe it is supposed to unlock after playing every main campaign level with the desired combined time?
 
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i got the 23 minutes emblem right after starting a new gamedata. I believe it is supposed to unlock after playing every main campaign level with the desired combined time?
It is meant to unlock for record attack, this is a known issue that's listed on the main page.
 
A small nitpick that I have is Super Sonic's sprites having Sonic's (Basic) spring and fall animation, whereas in the original version, Super Sonic would override those with his Idle animation, and I'm pretty sure it's an error (also I'm sure it doesn't happen with any addons IIRC.)
Also also, one last thing is that when other characters transform (Tails & Knuckles), how come they don't have any transformation sprites? Was it like the original or another bug?
 
A small nitpick that I have is Super Sonic's sprites having Sonic's (Basic) spring and fall animation, whereas in the original version, Super Sonic would override those with his Idle animation, and I'm pretty sure it's an error (also I'm sure it doesn't happen with any addons IIRC.)
Also also, one last thing is that when other characters transform (Tails & Knuckles), how come they don't have any transformation sprites? Was it like the original or another bug?
I just checked actual 2.0, yeah you're right on the first thing, I'll get that fixed.

Tails and Knuckles didn't have any transformation sprites in 2.0, due to not being able to transform outside of ringslinger, so they defaulted to Sonic's.
 
Re_ updated SRB2 v2.0 in 2.2 with a new update entry:

v1.3c - More Random Fixes

A few bugfixes. Nothing major.
  • It was pointed out to me that there are random 2.2 springs in DSZ1, this is now fixed.
  • The Rope Pulleys in ACZ now play the correct sound.
  • Super Sonic now uses his idle animation while on springs. This is also corrected in the characters PK3.
Also, since people kept asking about 2.0 physics in a server hosting this I was playing on, ME_STRAFEJUMPING is now off by default. If you want 2.2's jump physics back, use the...

Read the rest of this update entry...
 
The platform-jumping still has momentum in V1.3d...
 

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The platform-jumping still has momentum in V1.3d...
That's odd, I tested this on the moving platforms on the secret exit of CEZ2 and it worked for some reason. The wiki doesn't say anything about pmomz only applying to some floors so I'm not really sure what the issue would be here.

Edit: The CEZ2 stuff did not work and trying to get the game to print p.mo.pmomz just prints 0. I think v2.2 uses a different way of handling that momentum.

Another Edit: Looking at SRB2's source code, an objects pmomz is set to 0 right after applying it. But I think I can fix the issue by just removing the MFE_APPLYPMOMZ flag.
 
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