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HedgePanel - Sonic + Shadow Tweaks

A Mod for Sonic Adventure 2

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Updates

1.02 9d
  • BugFix Fixed an issue with the config menu not working.
1.01 10d BugFix

Tweaks for Sonic and Shadow's abilities.

Here's a pack of small changes I've made to Sonic and Shadow's gameplay, aimed at making them feel more comfortable.

All of these can be disabled individually in the mod's config.

Fast Somersault (Integrated from the original standalone mod)

When Sonic does a somersault, he slows down, right?
With this, his speed will be preserved when he does one.

The regular behavior will kick in if Sonic's standing still or moving slowly, since in that case the fixed speed is faster. He'll also slow down again if you mash enough to fully finish the combo (punching animation).

The original used the vanilla animation with the option to turn it into a slide. In this it's the other way around - the sliding animation is the default one and the vanilla animation is available in the config menu.

Modern Style Grinding

Prevent falling off and hanging from the sides of rails, which causes speed loss.

Acceleration can still stop by leaning too far, but you won't lose speed like you would with the vanilla behavior. 

Named due to the result being similar to grinding in later games.

Random Homing Attack Sounds

Every time Sonic and Shadow do a Homing Attack, the voice clip they use will be randomized between 5 sounds - including the vanilla one.

Homing Attack At Low Heights

Very minor but helps in stages that require climbing up to high platforms, like Green Forest. Allows using the Homing Attack at less than 8 units above the ground, which usually won't work. 

No Low Enemy Bounces

When jumping, the game uses a timer to calculate how long you're in the air. When this timer passes a certain value, the jump starts descending. If this timer is already high when making a jump, it'll make the jump really low.

The timer is attached to holding the A button and hitting an enemy does nothing to it, so taking your time when using the Homing Attack results in a very low bounce. This low bounce interferes with some Homing chains - most of the ones in Green Forest can be screwed by it. 

There's also a bug caused by how the timer only resets the next time you jump: If you spindash from a ledge and homing attack an enemy from that, it'll keep using the value from the last jump (so you'll get a very low bounce).

This mod resets that timer to a fitting value whenever you hit a homing attack target, so you'll always get the high bounce from enemies and item boxes.

Bounce up after Light Attack

When doing a Light Attack normally, you end it falling and with almost no bounce. This doesn't give you much time to react and can a problem if the last enemy was floating above a pit.

This makes the end of the Light Attack behave more like the Homing Attack, bouncing you up and still being able to do a Homing Attack afterwards.

Automatic Magic Hands Prompt

Makes the Magic Hands prompt automatically appear when in the range of an enemy. Also, Sonic won't immediately start hugging the orb if you use the ability when moving.

In vanilla the way you have to press Y to get the prompt yourself and Sonic's whole hugging addiction kinda makes the hands inconvenient and slow, so this should help make them less forgotten.

No Magic Orbs While Running *DISABLED by default*

Causes Sonic to immediately drop a Magic Hands orb if he uses the ability when moving, so you don't have to worry about throwing it away.

I disabled this one by default because I was told it makes the Magic Hands too OP. There's also a minor bug where the orbs float around in mid-air, but it's only visual.




If you have any suggestions for future versions, let me know in the comments! I'm open to expanding this to other characters as well.

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  • SebBoi avatar
    SebBoi Joined 3mo ago
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    access_time 2d
    I think I have discovered a glitch. Apparently when no magic orbs while runnig option its on whenever sonic or shadow attemp to enter the kindergarten holding a chao the chao will get stuck on the floor and only the character will get in there. Everything works fine inside the kindergarten... It's like, the chao still there but the character its not holding it... Interacting with the doors solves this glitch until the process its repeated. Also leaving the kindergarten without interacting with any doors automatically sends the chao to the garden they were before and the character will still hands free. Setting the option off solves this tho.
    Bananite
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  • access_time 2d
    Wait, are all those Homing Attack clips from their Dreamcast/Heroes VAs?
    Bananite
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  • ShadokuSan avatar
    ShadokuSan username pic Joined 1y ago
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    access_time 3d
    Would it be possible to add a function where you can save your Chao World data without having to leave and come back in?
    Sleep.
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  • SpiritOfRei avatar
    SpiritOfRei Joined 2y ago
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    access_time 8d
    This seems like a really needed mod for SA2, nice.
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  • stentus avatar
    stentus Joined 2mo ago
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    access_time 9d
    This really adds a lot to the flow of gameplay; all I'm wondering is whether it would be possible with this mod to map Magic Hand and/or Light Dash to the Y-Button? I find I tend to trigger Magic Hand when trying to Somersault into enemies for combos.
    Bananite
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  • Shwampy avatar
    Shwampy Joined 19d ago
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    access_time 9d
    The game almost feels seamless now.

    Is it possible to make rails homeable? It'd do great for stage flow too. The momentum from the homing attack would transfer to the rails. Also a easier to way to jump from rail to rail would be wonderful too since it hardly works in this game.
    Bananite
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  • Shaddytheguy avatar
    Shaddytheguy Joined 7y ago
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    access_time 9d
    Thanks for this, the more QOL changes that SA1 and SA2 (well, all Sonic games really) get, the better. 

    In terms of just speed characters, I love the rail grinding changes, the only thing I'd need now is smoother switching between rails, but given that I think the game literally just flings you at the target, I'm not sure what can be done. 

    I'd also like something that lets us map action buttons, so I could put the light dash on Y, the spin dash on X, and the bounce/somersault on B, but I'm not sure if that's out of the scope of this project or what other kinds of stuff it may effect. Or heck, just expanding the distance to DETECT a light dash would do a ton for the stability of the move.

    Finally, if this were to expand to other characters, my main hope would be for the SA1-style radar cheat to have the beeps and the "!" marker for the other two emeralds. I guess that's more a modloader thing, but whatever.

    Also, if there's a way to not make mech characters rapidly descend if they push up against a wall mid-hover, that'd be great.

    Don't take this as a "fuck you do this" list please, it's just spitballing some things I wish I had.
    Lord of Pizza
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  • IkeyIlex avatar
    IkeyIlex Joined 2y ago
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    access_time 9d
    This is fantastic! I'm definitely gonna use this in my game for like, ever!
    Would it be plausible to roll the additional homing attack sounds over to Amy as well? Amy would immensely benefit from that, if she enough voice clips.
    • Agree x 1
    Bananite
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  • mvp13 avatar
    mvp13 Joined 6mo ago
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    access_time 9d
    Holy crow. This is absolutely awesome... great work! Thanks for sticking with the SA2 voices on the extra voices there! It all sounds and looks awesome... maybe a little OP (especially with being able to home attack after a light attack), but you always have the option to turn it off anyway if you wanted to do more "OG" scores 
    Bananite
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  • ShadokuSan avatar
    ShadokuSan username pic Joined 1y ago
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    access_time 9d
    I'm certainly gonna use this.

    As for a suggestion (though I imagine this has been asked by many people in the past already), do you think it'd be possible to have it where Shadow using the Bounce Bracelet will actually allow him to break boxes with it? Always found it weird that it doesn't.
    Sleep.
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