How would they add conpat if the sprites doesn't exist in the mod?
i was asking that it's because sonic origins sleep idle conflicts with s3c sprites (+fixes) for some reason. i mean, if you have sonic origins sleep idle and s3c sprites activated, for some reason, sonic's sleep idle will be invisible
Because the sprites don't exist within the S3C sprite fixes mod.
i was asking that it's because sonic origins sleep idle conflicts with s3c sprites (+fixes) for some reason. i mean, if you have sonic origins sleep idle and s3c sprites activated, for some reason, sonic's sleep idle will be invisible
Because the sprites don't exist within the S3C sprite fixes mod.
i think i should ask mrgrassman to add origins sleep idle in the S3C mod.
Post by mrhedgehog1990 on Jan 1, 2024 21:53:07 GMT -6
This and Misc fixes and tweaks isn't compatible with Lava reef redesigned 2.2.0.0 (which contains act 1 and 2). The reason it doesn't work is when you have knuckles laugh after pushing to rock towards Sonic or tails, it freezes right before meaning you have to turn the option off to proceed to Lava reefs boss.
This mod aims import over various features from the Origins version of Sonic 3, over to Sonic 3air.
Version 1.61 changelog:
Fixed the title card and act results for AIZ showing that you're in act 1, and not act 2.
Version 1.60 changelog:
Fixed issue with camera during Fire Breath’s fight in Knuckles’ path .
(Toggle) Added background palette changing when you get to the section before the AIZ act 2 boss.
(Toggle) Smooth sprite rotations for gumball crank and MGZ totems.
Made tweaks to the sleeping sprite timings.
Fixed Knuckles glide being able to trigger the blue wheels in MGZ.
(Toggle) Hey Ho turns around and breaks into multiple pieces when defeated.
(Toggle) Knuckles use victory sprite instead of punching the air in the Blue Spheres game mode.
(Toggle) Tails gets a jump height increase when super.
Transport rings in DEZ are more transparent now.
Version 1.55 changelog:
Speed when going up the tree in AIZ act 1 is unlocked
You can now roll under the spikes in AIZ act 1 after it catches, as someone other than Tails
Added the teleporter to the HPZ thief cutscene
Version 1.5 changelog:
Fixed Spindash dust possibly showing up during MGZ boss fight
Tweaked falling speed and gravity of Big Arms when defeated
Fixed camera locking at a weird position when in the air during the AIZ act 1 boss
Version 1.4 changelog:
You can now drop dash on the blue wheels in MGZ
The slot machine icons now dawn their appearance from Sonic Origins (Credit to Lave SIime for the code)
The camera during the first boss in AIZ stays locked in-place (Credit to feelingfungal for the code)
Fixed Monkey Dude's coconut from using the wrong palette (Credit to feelingfungal for the code)
Version 1.3 changelog:
Fixed issue with sleeping Sonic not working with custom sprites
Fixed issue that could happen during the LBZ Big Arms fight
Fixed issue with Knuckles in Sonic's LBZ path
Fixed super characters not de-transforming when they drown
Version 1.2 changelog:
Fixed Player 2 untransforming Player 1 from their super state when they would die
Fixed issue where the mod would affect Blue Glasses Eggman’s burned animation
Grapples in LBZ and Hangcarriers in DEZ now use animation 0x90 instead of 0x91
Fixed bug in LRZ boss act where the Boulder could appear after the checkpoint
Player 2 now follows Player 1 into the teleport at the end of DEZ act 1 into DEZ act 2
If a character is pushing against an object during the AIZ bombing, they’ll jump over it
Toggle for Origins Style AIZ bombing
Version 1.1 changelog:
Fixed Eggrobo’s head
Fixed issue with orbinauts dropped spheres causing the game to throw an error
Sleeping animation is now toggleable
Egg boys looking up is now toggle able (Make sure blueglasses eggman is below this mod)
Fixed Spin dash dust not showing when revving up the blue spinning wheel triggers in MGZ
SFX 0x68 now plays when you collect all the chaos emeralds, just like when you collect all the super emeralds
When characters are hanging on the monkey bars in FBZ, they’ll play animation 0x90 instead of 0x91
LBZ snow graphics in ICZ, after jumping out of the giant pile of snow
Characters are now properly centered on the moving pillars in HCZ
When a character is on a moving pillars, they can get pushed off if they run into a bed of spikes, while invincible
Fixed Origins sleeping counter not reseting
Sonic’s idle sleep should work with separate super and hyper sprites now
The Boulder from this mod doesn’t show up if you’re using Sawnic, along with any sounds from this mod interfering with Sawnic (Make sure this mod goes under that one)
Fixed compatibility with Sound Additions (Make sure that goes under this one)
Spindashing/dropdashing onto a spinning top in MGZ will uncurl the player
Characters now play the rotating animation in the MGZ halls when on the spinning tops
Added toggle for Knuckles when he punches the boulder
If there was an issue with Super Sonic’s music, it’s been fixed now
Fixed issue with not all FBZ handle bars playing animation 0x90
This mod includes:
Falling satellite debris for the MHZ act 2 boss
Capsule flys away at the end of AIZ act 2
Blue wheels in MGZ now plays sound 0x8e when you rev them up
A chime sound plays when all six buttons yellow buttons are red, in the gravity chamber, in DEZ act 1
A sound plays when the big ice block sleds crash into a wall
Eggman and Eggrobo look up when you’re above them during the hang mobile fight
Knuckles laughs after he punches the boulder in LRZ
Signpost now goes in front of gapsule after you defeat him
Sonic now sleeps after a certain amount of time
Characters look up before getting covered in snow in ICZ act 1
Characters now wobble during the post Mecha Sonic fight cutscene that leads to Death Egg zone.
The FBZ door at the end of the level now spins during the transition cutscene
The boulder now shows up in the LRZ boss act
Eggman/Eggrobo now bounces after defeating big arms
Jump SFX plays when jumping out of the egg mobile in LBZ act 2
Starpointers and Orbinaughts drop their spheres when defeated
Player 2 can’t pop the balloons in CNZ, doing so will play an alternate sfx
When Eggman escapes to the giant eggrobo, the door closes faster and plays a sound when it’s locked
Icedus’ snowballs have additional SFX
Red Eye has an additional SFX that plays after the laser beam stops
If super, losing a life will de-transform you
Characters start to wobble when the Egg Drillster Mk. II slams into the terrain in MGZ's act 2 boss fight
Q&A Q: Why isn’t this certain feature from Origins here along with this mod? A: It’s because there’s either another mod that already does this, or it’d be too hard to replicate in 3air.
Q: Did you make some of these mods before? A: Yes, but I thought it’d be nice to have them all under one roof. I will be porting Chuckle Rock, FBZ Signpost fix, and Sonic’s sleeping animation to the forums at some-point.
Q: Will SSZ Origins be apart of this mod someday? A: No, I’d prefer to keep it separate.
Q: Where should this go? A: Below ESU, but above Blue Glasses Eggman
Credits: iCloudius - programmer, mod creator Blu= - generously let me look at the boulder code in Sawnic Hazel - Helped me find the locations to various objects in the game’s code Tidmouth - Created the Beavis and Butthead signpost RetroForever - touched up Eggrobo's head Parliament - helped me debug the HCZ pillars and the MGZ tops while they're in the halls Lave SIim - slot machine icons code, which you can find here Veenee - contributed code and sprites for gumball crank and MGZ totems
This mod aims import over various features from the Origins version of Sonic 3, over to Sonic 3air.
Version 1.61 changelog:
Fixed the title card and act results for AIZ showing that you're in act 1, and not act 2.
Version 1.60 changelog:
Fixed issue with camera during Fire Breath’s fight in Knuckles’ path .
(Toggle) Added background palette changing when you get to the section before the AIZ act 2 boss.
(Toggle) Smooth sprite rotations for gumball crank and MGZ totems.
Made tweaks to the sleeping sprite timings.
Fixed Knuckles glide being able to trigger the blue wheels in MGZ.
(Toggle) Hey Ho turns around and breaks into multiple pieces when defeated.
(Toggle) Knuckles use victory sprite instead of punching the air in the Blue Spheres game mode.
(Toggle) Tails gets a jump height increase when super.
Transport rings in DEZ are more transparent now.
Version 1.55 changelog:
Speed when going up the tree in AIZ act 1 is unlocked
You can now roll under the spikes in AIZ act 1 after it catches, as someone other than Tails
Added the teleporter to the HPZ thief cutscene
Version 1.5 changelog:
Fixed Spindash dust possibly showing up during MGZ boss fight
Tweaked falling speed and gravity of Big Arms when defeated
Fixed camera locking at a weird position when in the air during the AIZ act 1 boss
Version 1.4 changelog:
You can now drop dash on the blue wheels in MGZ
The slot machine icons now dawn their appearance from Sonic Origins (Credit to Lave SIime for the code)
The camera during the first boss in AIZ stays locked in-place (Credit to feelingfungal for the code)
Fixed Monkey Dude's coconut from using the wrong palette (Credit to feelingfungal for the code)
Version 1.3 changelog:
Fixed issue with sleeping Sonic not working with custom sprites
Fixed issue that could happen during the LBZ Big Arms fight
Fixed issue with Knuckles in Sonic's LBZ path
Fixed super characters not de-transforming when they drown
Version 1.2 changelog:
Fixed Player 2 untransforming Player 1 from their super state when they would die
Fixed issue where the mod would affect Blue Glasses Eggman’s burned animation
Grapples in LBZ and Hangcarriers in DEZ now use animation 0x90 instead of 0x91
Fixed bug in LRZ boss act where the Boulder could appear after the checkpoint
Player 2 now follows Player 1 into the teleport at the end of DEZ act 1 into DEZ act 2
If a character is pushing against an object during the AIZ bombing, they’ll jump over it
Toggle for Origins Style AIZ bombing
Version 1.1 changelog:
Fixed Eggrobo’s head
Fixed issue with orbinauts dropped spheres causing the game to throw an error
Sleeping animation is now toggleable
Egg boys looking up is now toggle able (Make sure blueglasses eggman is below this mod)
Fixed Spin dash dust not showing when revving up the blue spinning wheel triggers in MGZ
SFX 0x68 now plays when you collect all the chaos emeralds, just like when you collect all the super emeralds
When characters are hanging on the monkey bars in FBZ, they’ll play animation 0x90 instead of 0x91
LBZ snow graphics in ICZ, after jumping out of the giant pile of snow
Characters are now properly centered on the moving pillars in HCZ
When a character is on a moving pillars, they can get pushed off if they run into a bed of spikes, while invincible
Fixed Origins sleeping counter not reseting
Sonic’s idle sleep should work with separate super and hyper sprites now
The Boulder from this mod doesn’t show up if you’re using Sawnic, along with any sounds from this mod interfering with Sawnic (Make sure this mod goes under that one)
Fixed compatibility with Sound Additions (Make sure that goes under this one)
Spindashing/dropdashing onto a spinning top in MGZ will uncurl the player
Characters now play the rotating animation in the MGZ halls when on the spinning tops
Added toggle for Knuckles when he punches the boulder
If there was an issue with Super Sonic’s music, it’s been fixed now
Fixed issue with not all FBZ handle bars playing animation 0x90
This mod includes:
Falling satellite debris for the MHZ act 2 boss
Capsule flys away at the end of AIZ act 2
Blue wheels in MGZ now plays sound 0x8e when you rev them up
A chime sound plays when all six buttons yellow buttons are red, in the gravity chamber, in DEZ act 1
A sound plays when the big ice block sleds crash into a wall
Eggman and Eggrobo look up when you’re above them during the hang mobile fight
Knuckles laughs after he punches the boulder in LRZ
Signpost now goes in front of gapsule after you defeat him
Sonic now sleeps after a certain amount of time
Characters look up before getting covered in snow in ICZ act 1
Characters now wobble during the post Mecha Sonic fight cutscene that leads to Death Egg zone.
The FBZ door at the end of the level now spins during the transition cutscene
The boulder now shows up in the LRZ boss act
Eggman/Eggrobo now bounces after defeating big arms
Jump SFX plays when jumping out of the egg mobile in LBZ act 2
Starpointers and Orbinaughts drop their spheres when defeated
Player 2 can’t pop the balloons in CNZ, doing so will play an alternate sfx
When Eggman escapes to the giant eggrobo, the door closes faster and plays a sound when it’s locked
Icedus’ snowballs have additional SFX
Red Eye has an additional SFX that plays after the laser beam stops
If super, losing a life will de-transform you
Characters start to wobble when the Egg Drillster Mk. II slams into the terrain in MGZ's act 2 boss fight
Q&A Q: Why isn’t this certain feature from Origins here along with this mod? A: It’s because there’s either another mod that already does this, or it’d be too hard to replicate in 3air.
Q: Did you make some of these mods before? A: Yes, but I thought it’d be nice to have them all under one roof. I will be porting Chuckle Rock, FBZ Signpost fix, and Sonic’s sleeping animation to the forums at some-point.
Q: Will SSZ Origins be apart of this mod someday? A: No, I’d prefer to keep it separate.
Q: Where should this go? A: Below ESU, but above Blue Glasses Eggman
Credits: iCloudius - programmer, mod creator Blu= - generously let me look at the boulder code in Sawnic Hazel - Helped me find the locations to various objects in the game’s code Tidmouth - Created the Beavis and Butthead signpost RetroForever - touched up Eggrobo's head Parliament - helped me debug the HCZ pillars and the MGZ tops while they're in the halls Lave SIim - slot machine icons code, which you can find here Veenee - contributed code and sprites for gumball crank and MGZ totems