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Addition
Added Red Mountain pillar restore option.
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Removal
Removed the Barrier Loss sound option.
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Addition
Added new option to restore Final Egg entrance animation.
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Removal
Removed Nightopian Egg fix option.
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Addition
Added in 'Extra' mode layouts from Dreamcast Conversion.
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Addition
Added option to make furniture in Emerald Coast make sound.
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Addition
Added options to give Tails, Amy, and Big more animations.
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Addition
Added draw distance improvement option for platforms in Lost World.
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Addition
Added option for Japanese spike trap behavior in Lost World.
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Addition
Added option to fix the look of the final Speed Highway's unused trashcan.
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Addition
Added option to reveal Tikal's Father's eyes.
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Addition
Added option to enable full paths in Perfect Chaos.
-Removed the Barrier Loss option, as it turns out its sound effect is used normally.
-Knuckles and Amy no longer speak their damaged dialogue if they get hit with no rings if you're using the no rings options.
-The Angel Island door now always spawns closed if you're using the option to enable its animation.
-Sonic's light-speed sound effect now loops while you keep the charge, and instantly cuts off when you let the charge go.
-Fixed a problem with Big's ranker system playing during certain cutscenes in the main story.
-When using the option to allow characters to use their landing animations, Amy now gains a new ability that was actually being prevented from being seen normally in the same way the landing animations were. If you swing Amy's hammer in midair and she lands on the ground in the middle of her swing, she'll use a unique animation slot where she lands, but then enters her falling animation. I'm not quite sure what this was meant to be, but I figured that it might've been a bounce ability. So, with this option enabled, you can now bounce with Amy by swinging the hammer just before you land. The height you gain is higher than a normal jump, but lower than a hammer jump. This was programmed by me, so it's just an idea that I had for what it could've been intended for. For clarification, the actual bounce functionality was not made by Sonic Team, but Amy using that animation slot when landing on the ground while swinging her hammer was made by Sonic Team.
-Fixed crashing when viewing certain Sonic/Super Sonic animations in the in-game animation viewer.
-When using the animation fixer option, Big now gains a unique animation for being blown about by a gust of wind. This animation isn't unused, but you can never see it in normal gameplay as Big. Additionally, Amy's new animation for being blown around by wind has been slowed down.
-Improved the transition and speeds of Knuckles' boss battle animations.
-Removed the Nightopian Egg Fix, as it's now been added to the Dreamcast Conversion mod, which is where it belongs. There are still automatic fixes in place to correct the models for the egg, however.
-The mod will now automatically fix the animations of the underwater weeds in Big's Ice Cap and the giant gear mechanism in Red Mountain to freeze their animations while the game is paused.
-The item voices option will now play the correct voice/sound if you use the Character Select mod to swap characters mid-level.
-Fixed an error with Gamma's idling animation when using the option to enable the landing animations.
-The mod will now automatically extend the object list for the Perfect Chaos boss fight to add five more unused objects! These five objects are broken and worn posters, whose models and textures are normally completely unused. These posters have been made as objects 38-41 in the list. In order to see these objects, you'll need to use the option to enable the 'Extra' mode layout files option.
-Added new configurable option to re-implement the Red Mountain Act 2 pillar model from the Autodemo. Its model still exists in the final game, and it's unused normally. It was set to load at the very start of Act 2, at the top of the tunnel that you fall through. If you're using the Autodemo Red Mountain mod, there's no need to use this option, as that mod restores the pillar too.
-Added new configurable option that restores an unused animation for the entrance to the Final Egg Base in Mystic Ruins. When you enter the door in the jungle, you'll see a tram zoom out through the tube and into the base! Note that you'll need the Dreamcast Conversion mod to see the tram due to transparency issues.
-Added new configurable option to use all the "Extra" layout files that were previously in the Dreamcast Conversion mod. These layouts were designed to be compatible with the Dreamcast Conversion mod, and add lots of unused objects to various levels. The level layouts will be tweaked in the future, and more unused objects will be added.
-Added new configurable option to make the various furniture in Emerald Coast play a sound effect that isn't normally used by the level when you destroy them.
-Added new configurable option to give Amy some new, normally unused animations. Three are used after she idles for a little while (stay in place and let her idle; don't move), while the other three are used after she gets dizzy from spinning her hammer (also don't move to see these). (During her new animations after idling, pressing Y will make her use the third animation.)
-Added new configurable option to give Tails more unused animations. These will play after he is left idle for a while. To see them, do not move at all for a bit. After he idles at least twice, you'll see him use them. (Press Y while he's laying down to see the other animation.)
-Added new configurable option to give Big more unused animations. To make him use them, follow the same instructions as Tails' new animation option. You can also use the Idle Chatter mod to speed the processes up.
-Added new configurable option to make the platforms in the snake room of Lost World have have higher draw distances, which will make sure that none of the decorations or switches on top of them are seen floating.
-Added new configurable option to allow changing the moving spike trap behavior in Lost World back to the original Japanese release behavior. In that release, each spike trap could move independently, but in all other versions, triggering one will trigger all traps currently loaded. The Dreamcast Conversion, as of the latest update at the time of writing, will now set the spikes to use this behavior if you choose to use the original Japanese SA1 object layout files, but if you always want the behavior, you can set it here.
-Added new configurable option to fix the position of the models for the final version's version of the unused trashcan object in Speed Highway. This will not revert it to its Autodemo appearance, however.
-Added new configurable option to make Tikal's father open his eyes when he appears in cutscenes at the burning altar. He will keep his eyes closed otherwise, however. Normally, he never opens his eyes, which means his white eyeball model goes unseen, as well as his actual eyes and their texture.
-Added new configurable option to make Super Sonic use the full splines that are used when you ram into Perfect Chaos. Normally, the game cuts you off about halfway through each and delivers the attack to Chaos. The reason why they didn't use the rest of the paths is because the other half of them use corkscrews, which are really jank and easily broken in this game's engine (See Beta Windy Valley Act 3 wind paths). I've gone in and fixed their rotations so you can make it all the way through the paths most of the time. Also, even if you run out of momentum, as long as you get at least as high as you normally need to successfully attack Chaos, the game will count it and you will still deal damage. These will hopefully be polished further in the future.