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| PATCH NOTES FOR PROJECT 06 SILVER RELEASE
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| 22/04/2023 to 30/11/2023
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| How these patch notes work:
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| Only changes/additions/polish/removal of content that is already in the game and
was presented in previous |
| releases gets documented here, for new releases, new stuff is not documented, to
keep the new content as fresh |
| as possible.
|
| Also worth noting not all valid changes may be documented for different reasons.
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(Patch 1.4 Summary)


Fixes:
* Fixed the main menu missing the black bars in ultra wide screen in patch 1.3,
oops
* Fixed enemies that fly along a spline not being able to be slain by normal
attacks (ex.: Iblis Takers in Silver's Crisis City)
* Fixed breakable gothic towers in Kingdom Valley disappearing when breaking them
and looking away (would become invisible in some instances when navigating with the
hovercraft)
* Fixed some objects not meant to be uplifted by Silver being able to be anyway
* Fixed Shadow getting pushed inside geometry by the sandwaves in Dusty Desert
(maybe)
* Fixed Amy's jump sound not playing when jumping off rails
* Fixed swinging vines in Tropical Jungle getting broken if failing a jump then
trying to jump off other vines
* Fixed me forgetting to update the spline data for the scripted paths in Shadow's
Kingdom Valley section 3, oops again

Changes:
* Balanced some of the additional routes to some stages
* Tails' airborne Tail Swipe's enemy bounce has been nerfed a bit to make the move
more effective than the regular jump enemy bounce (akin to Amy's airborne hammer
attack)
* The breakable gothic towers in Kingdom Valley no longer 1-hit destroy Shadow's
vehicles, instead it knocks them back and takes a big chunk of HP away from them
* Mixed the code of old enemy bounce with the new code to create a more balanced
hybrid of the height gained from a bounce
* Lightly sped up Sonic & Elise's walking animation to better match with their
movement speed
* Made a new shader for the leaf roof area in the first section of Sonic's Tropical
Jungle that adds a bit more visual flare to the ceiling (noise and iridescence)
* Cleaned up some wind particles in Tropical Jungle
* Stretched the splines for the initial automation in Flame Core a bit more to fix
the path ending right before reaching the jump ramps (original game quirk)
* Silver's main menu select animation has been aligned to face the camera properly
* Updated "New Future" track in the credits and Audio Room to the extended cut
released in my channel (@ChaosX) back in 14th November

Additions:
* Added some more additional object placement to Silver's Dusty Desert
* Added new wind draft particle at the peak of the first section of Tropical Jungle

(Patch 1.3 Summary)


Fixes:
* Fixed yet another instance of white water bug in Dusty Desert section 2
* Fixed Mach Speed Super Sonic's victory pose animations still having the broken
bracelets
* Fixed the last ramp in Shadow's Flame Core section 1 releasing shadow's controls
right before transitioning to the second section
* Fixed Shadow's Chaos Blast damage radius staying active after the visual effect
has faded out
* Fixed Tails' flight hitbox being a bit too big that it would break objects in
front of him
* Fixed Discord Rich Presence text and image for Dusty Desert being broken
* Fixed a lightdash spline right after the first checkpoint in Sonic's Crisis City
section 2

Changes:
* Lowered density of lake fog in Radical Train section 2 by a small bit
* Moved the scripted patch trigger for the big trunk segment in Sonic's Tropical
Jungle section 2 to avoid the dash panel not setting speed properly sometimes
* Sped up a ramp that crosses islands in Shadow's Wave Ocean section 2
* Smoothened the rainbow ring jump ramp's trajectory in at the beginning of Sonic's
Wave Ocean
* Sonic & Elise's action gauge now carries over from previous sections (oversight)
* Improved activation particles for Aquatic Base's magnets (both modes)
* Shadow's Chaos Blast effect and damage radius now properly match in size
* Added a small bit more drag to Dusty Desert's billiards

Additions:
* Added a small cooldown to Dusty Desert's billiards in order to fix Silver's
Psycho Smash being able to take away several HP off if attacking 2 or more
billiards at a time

(Patch 1.2 Summary)


Fixes:
* Fixed first section of Dusty Desert (all stories) displaying an entirely black
screen if turning off Bloom in the Video Settings
* Fixed the frozen mantle after destroygin Iblis' core in Silver's Flame Core
section 2 not properly setting off the lava sink property
* Fixed outdated occlusion culling in Silver's Kingdom Valley section 1 affecting
the starting cutscene with Sonic
* Fixed Sonic's Radical Train Mach Speed section having VERY outdated occlusion
culling data
* Fixed white water bug in Tropical Jungle and Aquatic Base that I always have to
fix :)

Changes:
* Reversed Blaze's Fire Claw top speed being nerfed change
* Moved an unfitting dialogue for Silver in Radical Train to Tropical Jungle (:^D)
* Moved a dialogue a bit further back near the start of Silver's Crisis City
section 1 so that it fits better
* Improved fur normal map of Blaze's fur cuffs

Additions:
* Added a zoom-out camera volume on the first platform with an Iblis Crawler after
the first breakable bridge in Silver's Crisis City section 1
* Added an object in Silver's Radical Train
* Added vertex color shadow mapping to Radical Train's height fog below the
playable area (applies to both sections)

(Patch 1.1 Summary)


Fixes:
* Fixed some collision in the first section of White Acropolis
* Fixed the cyan embers of Silver's upgrades displaying abnormal motion blur
artifacts when moving around
* Fixed Silver's ESP aura sound effect not looping at the correct volume
* Fixed Dusty Desert's second section for Silver not having water reflections
* Fixed the final billiard in Dusty Desert's second section for Silver getting
stuck if it fell in the gap in front of the ramp
* Fixed one row of iron boxes in Dusty Desert's second section for Silver not
lighting up if enabling them with the Psychokinesis Rune
* Fixed Silver's aerial Psycho Smash not applying the global falling speed cap
* Fixed Tails' Wave Ocean S rank requirement still being 52k instead of 50k
* Fixed Silver's Kingdom Valley section 2 not being marked as a rainy stage
(footstep FX and camera lens water drops not appearing)
* Fixed some collision in the first section of Flame Core
* Fixed one of Silver's retail loading screen control tips displaying the wrong
button prompt
* Fixed a rendering layer issue with shaders used by Blaze and Amy
* Fixed some input bugs with Blaze's Accelerator Jump and Spinning Claw
* Fixed some input bugs with Amy's Double Jump
* Fixed some input bugs with Sonic's Green Gem Tornado move
* Fixed Super Sonic's wrist upgrade models not displaying properly in the results
screen animations
* Fixed Blaze being able to walk on lava while using Spinning Claw
* Fixed one of the rising iron boxes in Silver's White Acropolis second section not
working properly
* Fixed Silver's non-charged Psycho Smash being able to damage breakable walls and
similar objects (originally must break them with a full charge)
* Fixed some breakable walls not applying higher damage values from character's
attacks
* Fixed being able to interrupt and break Sonic's functionality when getting pulled
by the Sky Gem while moving on top of the giant mercury balls in Aquatic Base
* Fixed Amy's Aerial Hammer Attack using the wrong voice clips
* Fixed one of the oasis ponds in Dusty Desert having solid collision for Sonic &
Elise
* Fixed some out of reach switches in Dusty Desert being able to be activated by
doing certain actions with characters
* Fixed some collision in Shadow's Radical Train first section being out of place
allowing to skip the trains by doing certain actions
* Fixed cinematics triggered by characters being able to interrupt important camera
volumes in some stages
* Fixed activating Silver's ESP power-up picking up nearby objects silver is facing
* Fixed some enemy projectiles not getting repelled by Silver's ESP power-up
deflection
* Fixed some inconsistencies and oversights in the Game Manual
* Fixed Shadow clipping through collision on his rising motion when performing
Chaos Blast on the ground
* Fixed Shadow being able to perform Chaos Blast while using the Spindash on
ceilings
* Fixed video settings bugging out if the current maximum resolution of the monitor
was lower than the saved one in game prior
* Fixed up messy text for some hint rings in Silver's Tropical Jungle
* Fixed up Knuckles' eye clipping out of his eyebrow in the results screen
animation
* Fixed an oversight with Shadow's Chaos Snap chain limit allowing to chain Chaos
Snap indefinetly
* Fixed some camera volumes for Silver's upgrade courses not being marked as
important when enabling "Disable Camera Volumes"
* Fixed Silver's Teleport Dash not working when attempting to perform it while
moving on a mercury ball section
* Fixed Silver, Sonic, Shadow and Sonic & Elise not being able to perform aerial
moves after falling off grinding rails
* Fixed Shields disappearing when using Warp Holes while having a shield on
* Fixed Iblis Crawlers/Gazers not having homing attack targets in some situations
* Fixed S rank reward notification on Gold Medal Screen sometimes not showing up
* Fixed more collision weirdness in Flame Core section 2
* Fixed some arched rocks in Wave Ocean missing collision
* Fixed some trees in Dusty Desert missing their lower base models that connected
them to the ground
* Fixed some internal code with the shader used by Green Shields and the Thunder
Guard (doesn't impact anything really, it just bothered me)
* Fixed Sonic using the wrong spin animation for jumping (and other animation
calls) after 6 years of using the wrong animation lol
* Fixed Mach Speed Sonic's full speed turning animations ignoring control lock
passages and the Character Sway options
* Fixed an area where Blaze could be skipped in Crisis City (by enlarging the
trigger by a million kilometers)
* Fixed a Rainbow Ring in Kingdom Valley throwing Sonic onto torches below his
landing spot
* Fixed various doors across several stages for all stories allowing the player to
pass through them when closing
* Fixed Amy's double jump inheriting an ungodly amount of vertical velocity from
jumps made in certain situations
* Fixed Silver being able to skip Sonic's amigo switch trigger in the second
section of Sonic's Kingdom Valley
* Fixed Silver's S rank upgrade instructions dialogue upon collection using an
outdated description from early development
* Fixed yet more general out of boundaries in Wave Ocean section 1
* Fixed some inconsistencies between regular Shadow and amigo Shadow's face
expressions
* Fixed amigo Amy not having the new tarot card idle animation
* Fixed Silver's and Super Sonic's skin materials not having the subsurface
scattering effect turned on
* Fixed Sonic, Shadow, Silver, Sonic & Elise and Omega not being able to do certain
moves for a second after falling off a rail
* Fixed the Billiard counter in Dusty Desert's billiard sections resetting all of
the billiards instead of the ones that weren't holed if draining all their HP
* Fixed some oddly misaligned conveyor belts in Silver's Radical Train
* Fixed TGS Sonic not having the correct jump animations set in the 1.0 version
* Fixed Radial Blur bugging out on certain types of camera volumes
* Fixed broken cooldown timers for Knuckles' and Rouge's glides (they didn't work)
and extended the cooldown a slight bit
* Fixed particles for the Aquatic Base doors not playing properly
* Fixed camera reset at start of a scene not working properly
* Fixed loading screen fade out transitions not working properly for some reason
* Fixed model rotation smoothing for several objects that launch characters (most
notable in Sonic & Elise stages)
* Fixed some textures of dead bushes having bright edges around them in certain
stages
* Fixed a shader used on water foam displaying abnormaly while affected by fog
* Fixed reflective water in stages like Kingdom Valley having a darker opacity than
intended
* Fixed Chaos Blast tanking framerate in certain spots by optimizing the damage
code it uses
* Fixed some rendering issues that would carry over to regular situations with
Shadow's flashing effect when using certain moves
* Fixed breakable towers in Kingdom Valley missing vertex colors (the tool used to
convert the models into useable ones doesn't export them correctly sometimes so I
edited them in)
* Fixed some rendering issues with the swinging pole jump indicator in certain
stages
* Fixed some in-game cutscenes up for higher FoV values and did some extra clean up
in a few of them
* Fixed Super Sonic's Adventure 1 jumpball getting bugged if leaving the super
state while it's being displayed
* Fixed TGS Sonic's results screen pose not transitioning smoothly
* Fixed being able to skip the rolling snowball trigger in Silver's White Acropolis
section 1 by raising the trigger volume
* Fixed Shadow not being able to perform Chaos Blast in a Tornado Kick jump and
Homing Attack Recovery state
* Fixed Rainbow Rings and Hints textures scrolling the wrong way and a bit too
fast, as well as adjusted shader to make them easier to see (now more faithful to
original game)
* Fixed boxes on top of the first falling bridge in Sonic's Kingdom Valley section
1 flying up when spawning in
* Fixed janky rotation and motion blur visual of Aquatic Base's Giant Mercury Ball
ride object by changing how rotation works for it and the characters riding it
* Fixed some janky collision bits that would sometimes stop the player in Kingdom
Valley section 2, 3 and Radical Train section 1
* Fixed Tails character switch triggers in Sonic's White Acropolis section 2 being
too low making them skippable with Sonic (thanks Gordon :D)
* Fixed being able to perform actions with Rouge in between her intro cutscene in
Tropical Jungle for a small bit
* Fixed Tropical Jungle's Swinging Vines' jump timing sometimes not working, and
adjusted the bud's visuals for better readability
* Fixed Press Start sound in the title screen changing pitch if using the menues
fast enough
* Fixed an oversight with the Action Gauge replenish of Sonic & Elise not applying
while airborne
* Fixed a spot in Shadow's Crisis City where a spring would send the player to a
platform at full speed thus sending the player off to a death pit (added new
property to springs
and jump panels that force the landing pose and setting the speed to zero)
* Fixed the regular Egg Bombers' back lights missing the green side that the
original one had
* Fixed the Jump Dash speed deceleration values using the wrong update logic so it
now is properly consistent
* Fixed the intense jitter that occurs when Knuckles and Rouge climb on uneven
surfaces
* Fixed explosion points of some enemies being offset from their models, fixing
explosion effects and damage areas also being offset cause of this discrepancy
* Fixed some Stained Glasses in Kingdom Valley facing the wrong directin in some
gothic structures
* Fixed oversight with some of Silver's UI Results Screen sprites having abnormal
color hues
* Fixed Silver's amigo version using the glowing eyes when his Psychokinesis
effects are on that should only be present when using the ESP awakening
* Fixed enemies thrown by Silver's Psychokinesis sometimes not dealing damage to
breakable objects while they still haven't exploded
* Fixed Silver inheriting a lot of vertical air speed when jumping while lifting up
an object with Pychokinesis
* Fixed some dashpanels on walls in Sonic's and Shadow's Crisis City section 2
dropping the player off the wall right before getting to the spring they point at
* Fixed itemboxes still granting a shield to Sonic while using the Thunderguard
shield (Yellow Gem)
* Fixed E3 loading screen reusing the name display version on every section change
in a stage isntead of displaying the black screen version
* Fixed Shadow sometimes steering off the automation after the chainjump sequence
in the open lake area in Kingdom Valley section 2
* Fixed Warp Holes sometimes failing if getting teleported too far away from them
* Fixed age old issue with the "I-Frame" blinking for characters rings and other
objects and now properly show in 60 fps update logic
* Fixed sharp edges on model of mountain cave in Wave Ocean
* Fixed Dash Rings not applying the same model rotation smoothing that other
objects like Rainbow Rings and Springs applied
* Fixed some walkable collision in Radical Train section 2 being mistagged for
terrain footstep effects
* Fixed Egg Gunners/Lancers/Stingers/Busters moving straight into their attack
modes right after landing when they spawn, therefore skipping their landing
animation

Changes:
* Changed the effect color values of Shadow's Memory Shard (Light) upgrade to
display a more yellow color as intended
* Changed Blaze's eyelid color to a brighter shade of its original color
* Made the Pulley's handle collider a bit bigger
* Removed one stray enemy in the middle of nowhere in Shadow's Radical Train
section 1
* Increased global falling speed cap from 35 to 40 units per second
* The effect of Warp Holes when teleporting to a different position in the same
section now plays at the proper length and has a few more particles
* Adjusted some time bonuses for Silver's stages (TPJ, DTD, FLC, CSC, WAP, AQA)
* Removed some volcanic rock volumes near the volcano in Flame Core's first section
* Adjusted some invisible collision and enemy placement in Sonic's White Acropolis
second section
* Removed unnecessary physics components off the giant breakable towers seen in
Kingdom Valley (prevents some reported rare oddities)
* Lightly increased the collision radius of Silver's Psychic Knife and modified the
effect to better represent the change
* Reduced the cooldown time of Amy's dizzy state when using the Hammer Spin from
7.5 seconds to 6.0
* Increased the range of Silver's Psycho Smash by a few units
* Dark Shot projectiles from Iblis Trickers now have a slightly smaller collider
detection and their explosion effect was adjusted as well
* Silver's Psychic Shot now has stronger homing speed which prevents it from
sometimes circling enemies until it explodes
* Chaos Drives and Light Cores now have a stronger homing speed which prevents them
from sometimes circling the player for extended periods of time
* Rotated around one of the final breakable towers in Silver's Kingdom Valley
second section that could interrupt and bug out Silver riding the eagle
* Jumping on enemies now sets the animation to the spin animation instead of the
spring one, and it no longer resets the fixed vertical velocity timer (now works as
intended)
* Increased a bit of the general vertical speed limit for jumping
* The sound played when the Action Gauge is fully recharged now plays at a lower
volume to make it less annoying on constant repeat
* Made head colliders of Iblis Worms bigger in hopes to make throwing objects with
Silver actually hit them more frequently
* Made Flame Core's Volcano spitting lava less visually busy
* Rebalanced Blaze's Spinning Claw's duration to last less, the previous parameters
were based on the original Spinning Claw which is now fundamentally different in
Project '06
* Swinging trunks in Tropical Jungle now have a bit more impact power when hitting
objects
* The giant runic ball of Tropical Jungle now gets influenced more by impacts from
objects or characters
* Changed the camera angles for better visibility on the downhill snowball area in
Silver's White Acropolis section 1
* Adjusted a weird camera volume in Silver's Radical Train
* Omega's Omega Shot now has a bit more range and speed I guess, and his shotgun
effect has been tweaked a bit
* Removed a bunch of realtime lights in a lot of objects, enemies, some particle
effects and objects that aren't characters or have minimal or unimportant use of
lights now use
optimized objects that work in a vertex/object mode in hopes of improving
performance, and adjusted environment lights across all stages to use a closer
approximate to the
radius and intensities the original game uses
* Optimized and simplified shader for the item displays on Item Boxes for better
visibility and fixed some rendering issues with their glass
* Tweaked Sonic's Blue Gem effects to look a bit nicer
* Changed the way reflection settings are handled in order to optimize the game
* Sonic's Tropical Jungle now has a better camera angle when going down the hollow
tree trunk at the end of section 1, and repositioned an Item Box out of reach
inside it
* Tweaked the fur shader of some characters as previous parameters ocationally
resulted in very intensive glow around them
* Iblis Crawlers/Gazers now throw bombs at a slower speed (now faithful to original
game)
* Tweaked specularity values on distant terrain and some foliage across all stages
that contain these assets to look less overdone
* Slightly unnerfed the Legacy Jumpdash
* Adjusted some innacurate colliders on the scale platforms of Radical Train
* Removed some weird innecessary explosion code for vehicles I've made in the past
* Reworked a good chunk of the camera collision to only affect stage geometry
collision (now faithful to original game), should make the camera easier to deal
with on stages
with a lot of objects (had to tweak a few parts in certain stages where
respawning or switching to amigos would allow doors to block the camera cause of
this change)
* Changed the code for thrown objects by psychokinesis, hopefully making the throws
a bit more accurate
* Tweaked a bit of Amy's top speed run animation and made her Piko Piko Hammer
appear when accessing that speed
* Changed the texture of the SA2 jumpball effects to be more accurate to the SA2
textures, and made it so Super Speed Sonic's effect is tighter for fast speeds
* Changed the pendulums near the end of Silver's Kingdom Valley for easier
traversal
* Lowered the cooldown time between button presses related to the double input
glitch to lessen missing inputs if pressing actions fast enough
* Tweaked the range and radius of Silver's Psychokinesis to grab objects to
ressemble the original radius more faithfully (so basically it reaches a bit more
widely)
* Tightened the levitation motion of Silver's moves that stop his vertical movement
(Levitate, Psycho Smash, Teleport Dash, etc.)
* Adjusted some more invisible collision in the Shadow's Kingdom Valley section 2
* Slightly rotated Blaze's spawn point in Crisis City to avoid the camera getting
stuck and shaking into collision
* Removed Wind rise volumes in XBLA Kingdom Valley since the original demo didn't
have those in
* Retweaked the glide parameters for Knuckles and Rouge to feel a bit more akin to
the adventure glides (enemy bounce height & speed, acceleration & decceleration,
etc)
* Made Tails' fly up animation transition a bit faster
* Omega's Hover now drains energy a slight bit faster to compensate for his higher
horizontal hovering speed
* Changed the way the arm and sphere projectiles from Egg Guardians/Keepers deal
damage to be more in tune with the rest of the logic used for projectiles
* Hazardous objects and enemies no longer hurt Silver when he is holding objects
* Cleaned up the collision models for the Glowing Cage object, and made the
collision disappear as soon as the cage is opened
* Tweaked acceleration values to be slightly slower for Silver and a good part of
the amigos that used to accelerate a bit too fast
* Changed collision and model setup for Dusty Desert section 2's sand floors
located in the halls with the moving sandwaves, now more faithful (floor no longer
makes player sink)
* Tweaked the collision of the rising platforms in Dusty Desert to be more accurate
to the model itself (it bothered me how Omega's laser shots get blocked by it)
* Reimagined the vertical hall section of Amy's part in Silver's Dusty Desert to
make more use of the room, and slightly expanded the end of her part before
switching to Silver
* Increased range of Psychokinesis Runes present on a few select objects (swinging
trunks, bending iron bars, etc.) for better visibility
* The scrolling texture of wind roads in Kingdom Valley now scroll in reverse and
have been stretched a bit to look more faithful to the original game
* Color tinted the sand textures of Dusty Desert to have their more yellow-ish tint
back, and made the fresnel effect of the sand to look a bit more accurate to
surrounding lighting
* Revamped the object placement for the area where the White Gem is located in
Kingdom Valley, and added a brand new unused Kingdom Valley object to sprinkle it
up
* Restored the original wind rail that was replaced with a bridge in Sonic's
Kingdom Valley first section, I've already fulfilled my desire to use the bridge in
the TGS
Recreation project, it feels out of place in P-06 with it now
* Fixed some inconsistencies with the skin color of characters and very slightly
made their skin a bit less yellow-ish
* Changes on Elise's textures/shaders/proportions to look a bit nicer (added a dark
fade from the knees up, thicker outer eyeshadow, tweaked and added more detail to
her eyes,
reworked the hair shader for proper transparency and softer edges, slight ambient
fresnel on skin, among other small things)
* Added red glow to Dusty Desert's bat's eyes
* Dialed back the camera rotation speed from 125 to 100, and made the vertical
speed when panning up faster (something the original game's camera did)
* Reinstated the original game's climbing speed for Knuckles and Rouge
* Removed some extra building explosions from the first section of Sonic's and
Shadow's Crisis City that weren't present in the original game (makes Sonic's a bit
easier)
* Remade the lava shader for Iblis creatures and their projectiles to look more
faithful to the original (with a few of my touches to make them fit P-06's
renderer)
* Removed some flying fire cars thrown by the Tornados from far away in Silver's
Crisis City
* Reversed the security lamps in Silver's Aquatic Base upgrade course to start
active and be turned off when activating the door
* Knuckles' and Rouge's glides will now be activated automatically when holding the
A/X button while cooldowns are active (based on the SA1 glide)
* Removed 1 annoying camera volume in one of the caves in Silver's Flame Core
section 2
* Added more contrast to the test stage texture and simplified the shader used for
it
* Removed an unnecessary camera volume setting that was rendered useless after the
fade out transition rewrites
* Removed a camera volume in Sonic's start of Kingdom Valley section 2 to recreate
the presentation seen in one shot of the XBLA demo trailer
* Tweaked shader of Stained Glasses in Kingdom Valley to make use of the original
texture properties and look closer to the original game's (with some improvements)
* Updated option text in the main menu for the Game Room
* Changed the way some camera volumes update the code logic so that there's less
jitter in certain instances
* Stained Glass in Kingdom Valley and Ice Walls in White Acropolis now have
dithered transparent shadows instead of casting no shadows
* Made a brand new skybox shader to recreate the skybox of Kingdom Valley seen on
pre-release screenshots and footage (it is different believe it or not)
* Further tweaked the lighting, fog, color grading, materials, textures and
mountain models of section B and D of Kingdom Valley to look closer to how it looks
in the
XBLA demo trailer
* Went ahead and reinstated a lot of unused texture blending in Kingdom Valley
across all sections. Kingdom Valley has an insane amount of texture blending data,
and due to the
rushed development of the original game, changes and revisions have made this
into an amalgamation of data from different versions of textures and models of the
stage.
I've done the best to my ability to curate and research what textures to blend
and not with this unused data, giving the stage a lot of neat detail and flare
* The breakable bridge with enemies at the star of Silver's Kingdom Valley now
falls down when approaching that area
* Adjusted one camera angle in Silver's first section of Kingdom Valley that
obstructed movement when crossing over water
* Made Shadow's Kingdom Valley lighting slightly brighter for better visibility
* Restored missing texture blending data to the breakable brick walls in Kingdom
Valley seen on pre-release screenshots and footage
* Tweaked particle effects on the Whirlwind section of Crisis City to look closer
to pre-release footage (aka better) adding dust and making the flying papers more
intense
* Reworked a bit of how acceleration and speed dampening works for Mach Speed Sonic
to give it a more consistent/better feeling, and tweaked running transitions a bit
so they don't
look too janky
* Changed the Reinforced Wood Box textures for a more faithful recreation to the
original ones
* Replaced the old Circle button icon used by the E3 Hud text boxes for a proper
circle instead of a letter
* Removed some more unnecessary dash panels in Sonic's Kingdom Valley
* Tweaked a good chunk of torch particles to look a bit redder than yellow (and
some other kinds of torches like the dark flames in Flame Core to look better)
* Tweaked logic for Adventure 1 jumpball to faithfully recreate the blinking of the
original game's jumpballs
* Adjusted hold time and upwards gravity pull of homing attack flips to feel a bit
closer to the original game (practically unnoticeable, unless you're a speedrunner
lol)
* Homing Attack trick flips now reset when landing (faithful to E3 depiction)
* Modified vegetation shader to optimize it and to make it look better overall
* Reverted some texture changes to the original versions in Tropical Jungle
* Removed the TGS camera option to clean up code, and it simply was not a faithful
recreation, in order to recreate it properly I'd have to change way too much code,
the
TGS Recreation project doesn't have this limitation so it is properly recreated
there
* Tweaked S rank requirements for some of Silver's stages to be more consistent
* Objects that can hurt characters now don't damage Silver when grabbing them with
Psychokinesis
* Changed an enemy in Sonic's Aquatic Base section 1 to add variety to the
difficulty (and to reflect the review version of 06)
* Renamed "Disable Camera Volumes" option to just "Camera Volumes" for better
readability/context
* Moved some enemies around in Sonic's and Silver's Radical Train section 1
* Reinstated original camera volume of Shadow's Crisis City section 1 start and
mixed it with the custom one so both can play out
* Adjusted some Aquatic Base and Kingdom Valley normal maps to be less overly
intense
* Improved walkable collision of scaffold platforms of Kingdom Valley to be less
janky
* Changed the way character turning deceleration works using samples of code from
the Adventure games to make traversal movement more precise and reliable (thanks to
Ceramic for
helping out)
* Made Sonic's shoes very lightly brighter and redder
* Improved break particles of breakable towers in Kingdom Valley to look like in
the XBLA Demo trailer (so they look better now basically)
* Edited some object placement in Silver's Kingdom Valley section 1 to reflect the
promotional (and XBLA Demo trailer) placement
* Increased acceleration speed of Silver's Levitation move and balanced this by
lowering the Levitation top speed by 2 units (now same to ground top speed)
* Reverted edited wallrun walls of Kingdom Valley section 1 to the original ones to
maintain consistency with the XBLA Demo trailer visual
* If performing Silver's Psycho Smash, Psycho Shock or Psychic Shot/Knife and
holding a direction at the end of the move, Silver's speed will be set to his walk
speed so his
movement can feel a bit more fast paced
* Tweaked shader of characters' eyes so they are a bit more balanced with
brightness and environment reflections
* Reworked the way objects thrown by Silver damage objects and enemies they impact
with so they're more consistent
* Changed the speed at which areas that change lighting to be faster in order to
reflect the original game's speed properly
* Changed normals calculation for some characters' models to improve their shading
in certain places
* Lightly increased radius of Bomb Boxes to reflect the original game's radius
* Adjusted some item boxes sitting on the ground in Radical Train being offset from
the ground
* Rotated some enemies facing the wrong way in Shadow's Dusty Desert & Wave Ocean,
and Silver's Aquatic Base
* Adjusted color of Shadow's Chaos Spears to reflect the original color pallete a
bit more (the blue color I originally used started to bug me) and adjusted the
particles of
the spears to be a bit more refined
* Changed the way the speed of character projectiles works to properly use their
LUA code speed values (this affects things like Shadow's Chaos Spears, Omega's
projectiles, being
slightly faster)
* Shortened timer for Knuckles and Rouge to be able to Glide and do other moves
when jumping up a ledge while climbing
* Added a small top route on an area of Sonic's Crisis City section 2 that is used
in Hard Mode
* Added back a Cage object in Sonic's Flame Core section 1 that was removed before
the initial appearence of the stage, and made it work with the different routes the
stage has
* Adjusted particles that play when damaging enemies with characters to look like
the higher quality pre-release version of the particles
* Sonic's Red Gem and Purple Gem no longer have a minimum Action Gauge requirement
to use them since they constantly drain without an initial cut of the gauge
* Changed skybox of the Test Stage section 2 for a different one
* Tweaked Sonic's, Sonic & Elise's and Shadow's Homing Attack start particles to
look more faithful to the original game, and made Sonic's look like the pre-release
particles which
are higher quality
* Adjusted Jump Dash speed deceleration intensity to reflect the original game (so
a bit less decrease of speed)
* Modified values for Curved Jump Dash to apply the same gravity as seen in E3
footage of the game as well as using the correct timer for how long the move lasts
* Completing the test stage or an extra stage inside the test stage now doesn't
display the auto save icon when completing them since there's no data saved for
those stages
* Remade the explosion effect of defeated Eggman Robots to look like the pre-
release version of the effect (I think this adds more variety among the saturation
of duplicated
explosion effects of other objects)
* Simplified the animations and code logic of Wall Jumping sections to make them
look flashier (now also faithful to E3 wall jumping)
* Improved scale flicker and particle effects of laser beams used by Egg Cannons,
Egg Searchers, and Iblis Stalkers
* Tweaked colors of the question mark for Hint Rings to be more accurate to the E3
Hint Rings' color
* Accentuated verte color ambient occlusion around characters' eyes to make the
visual look closer to pre-release visuals
* Rewrote a good bit of the camera to handle a few things differently and add a few
details that were in retail that make the camera feel better; Rewrote all the
camera angle
volumes fade out transitions to use the normal camera state logic making the
transition more seamless than before; Added vertical re-centering feature that
retail '06 camera
had when the camera is pointing from below the height level of the character that
moves the camera up while moving; Changed update methods for a lot of the type of
camera angle
settings to increase the seamless feeling of the camera transitions and dynamics
of it
* Final chain jump section for Sonic & Elise in Dusty Desert now properly puts them
into the spring in front of their old landing spot
* Silver can now do 180 turns properly when levitating
* Moved a trail of rings on the ground near the end of Sonic's Kingdom Valley
section 3 and Shadow's Dusty Desert section 2 that were a bit too high in the air
* Recreated the effect of Item Boxes when collected seen on E3 footage
* Removed some unnecessary clutter on particles for Crisis City's Tornadoes
* Extended/improved some camera sections at the end of Silver's Tropical Jungle and
halfway through Amy's section in Silver's Dusty Desert
* Added doors that close when switching to Knuckles or Rouge in Sonic's and
Shadow's Flame Core section 2 to indicate the point of no return
* Slowed down some floating platforms inside the first dark cave in Sonic's Flame
Core section 2
* Lowered the sounds of missile reloading of Shadow's Buggy and Glider even MORE so
it's not so loud
* Changed the treasure hunting radar sound for the way less annoying SA1 sound
effect
* Increased spawn radius for enemies in Shadow's Glider sections
* Improved visibility and telegraphing of the final switch segment in Shadow's
White Acropolis section 1
* Tweaked common switches to be more easily visible (in turn now looks a bit closer
to their original game look)
* Tweaked some common switches in White Acropolis so they're more easily noticeable
* Modified grinding particles to look nicer and be more in time when doing grinding
tricks
* Grinding state now smooths model rotation
* The tornado in Sonic's Mach Speed section of Crisis City now properly throws
hazards towards Sonic instead of flying a thousand miles ahead of him
* Tweaked end of Sonic's Crisis City section 2 to reflect pre-release footage with
proper glass pane explosions and camera recreation
* Removed problematic enemies in Shadow's Kingdom Valley section 1
* Shadow's bike now has a faster maximum speed allowing it to move at faster speeds
* Remade base shader for Item Boxes to allow them to fade out like in the E3
footage of the original game (the model animation was made more simple to reflect
the E3 visual properly)
* The rolling snowball usually found in the first section of White Acropolis now
works more faithfully by damaging the player, and then killing them if they hold no
rings at all
* Made Sonic's trail (Homing Attack/Spindash/Bound Attack) color a more cyan color
to reflect the original game's color more closely
* Made the camera raise up a bit more when riding Shadow's Glider in order to
improve frontal visibility
* Implemented dithering transparency to shaders that render fur on characters in
order to give a better visual (may apply dithering to more things in the future)
* Improved camouflage shader that Eggman robots use
* Adjusted volume and added doppler effect to sounds of enemies that fly
* Improved Discord Rich Presence to add stage icons and names

Additions:
* Added Points of Interest (head turning) to the hidden collectables & unlockables
of the main characters
* Billiards now take damage when pushed by physical objects or pushed by Silver's
Teleport Dash
* Billiards now get their angular speed nullified when they're reset, restored or
touched by the player (final billiard no longer drifts away into the previous room)
* Amy's Aerial Hammer Spin now stabilizes the camera inclination (similar to moves
like Bound Attack, Aerial Tail Swipe, etc.)
* Certain Snowboard ramps to jump off from now lock left and right movement where
necessary
* Blaze's Fire Claw's movement speed now changes based on if the player uses the
movement analog stick/keyboard keys
* Shadow can now trigger Chaos Boost on the ending flip of the Tornado Kick and
when jumping out of the Tornado Kick
* Added another rising iron box to the group of boxes raised by a Psychokinesis
Rune to Silver's White Acropolis second section to make platforming a bit easier
* Added missing feature from the original game where Silver's Psycho Smash (no
holding objects) could deflect active enemy projectiles if on range
* Silver's Psychic Knife can now activate switches
* Dark Shot projectiles from Iblis Trickers can now be picked up with Silver's
Psychokinesis (now faithful to original game, but with a better effect lol)
* Added brand new Jumpball option derived from the "Normal" setting that removes
the jumping aura (emulates the original look, even has it so that only Tails has
the effect)
* Added missing exit timer to Blaze's Fire Claw
* Homing projectiles from enemies now stop following the player after a second of
being deployed (now faithful to original game)
* The maturity meter UI now has a highlight effect when using Silver's ESP power-up
* Added missing and apparently VERY important dashpanels in the loop de loop of
Shadow's Radical Train section 1
* Shadow's Chaos Blast now has a slight rising motion upwards when performing Chaos
Blast on the air
* Added backtracking routes in areas the player could fall in without a way out in
Sonic's Tropical Jungle (first section 1 swamp) and Silver's Flame Core (room
before iblis)
* Added a handful of pages to the Game Manual containing information on previously
vague information
* Created new Color Grading profile for Radical Train
* Added some more objects to Silver's Tropical Jungle
* Added new anticipation shake animation and particle effects to the falling stairs
of Kingdom Valley for better telegraphing (and updated the models from .dae to .xno
on the way)
* Added missing detail to the camera; The camera now auto pans up when going up
inclines (this is something the original game did but I haven't noticed it before),
this aleviates
the need to manually pan the camera up in numerous instances, and this
implementation also replaces some old regular & mach speed camera logic.
This also incited a rewrite on the fade out transitions from camera volumes to
accomodate this change
* Made a brand new variant of the freight containers that explode in order to
replace the bomb boxes used to destroy pedestrian trains in Sonic's Radical Train
* Created brand new shader for cobwebs in Dusty Desert and Tropical Jungle to
change the broken visual they had before
* Added an option to turn off rain weather or only show the splashes of the rain
drops in the video settings
* Hitting the arms or spheres of Egg Guardians/Keepers now deal proper damage to
them
* The ambient light now returns to normal in the dark caves of Flame Core played
with Knuckles and Rouge (though it makes little to no difference anyway lol)
* Added option to switch between the Retail and E3 Field of View values (changing
camera type sets the option to the recommended one, but different combinations can
be saved)
* Blaze's Fire Claw can now be interrupted with Accelerator Jump
* Sonic can now scroll gems out of the Gun Drive aiming mode on ground (this could
be done in the original game)
* Silver's Psycho Smash can now interact with Item Boxes in order to keep
consistency with the other moves being able to also interact with them
* Replaced XBLA Kingdom Valley for the TGS '06 demo layouts of Kingdom Valley
* Added missing model flicker to Shadow's Glider when it gets damaged
* Added bigger more intense variant of the explosion effect to bigger Eggman robot
enemies like Egg Cannons and Egg Guardians (now faithful to original game)
* Triggering the Repel mode of the Magnets in Aquatic Base now can damage enemies
and deflect projectiles just like how the Attract mode does
* Added triggers for Sonic and Shadow to look at the volcano in Flame Core when
they go through the first scripted sequence pointing at the volcano
* Added bumping animation upon contact for Conifer trees in White Acropolis
* Added missing feature to enemies that allows a few select of them to respawn when
necessary
* Added contact particles to Crisis City's vehicles (possibly more objects in the
future)
* Added option in the UI Customization menu to enable or disable checkpoint time
saves
* Vehicles with wheels now leave skidmarks on surfaces made of concrete
* Added swinging motion for characters when riding eagles based on their flight
speed
* Added option to UI Customization to switch to brand new text box type called
"Cutscene", meant to add a minimalistic style to the dialogue boxes

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