Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
Knuckles the Echidna in Sonic the Hedgehog Rev 01 This is a modification of Sonic 1 to allow play as Knuckles. It was created using Hivebrain's Sonic 1 disassembly, and my own Sonic and Knuckles "upmem" disassembly. It not only contains a fully playable Knuckles, but also a new title screen, new demos, Knuckles in the continue and ending sequences, and Knuckles equivalants of all other sprites that refer to the character's identity. Testing on actual hardware was conducted by LocalH This modification was created by Stealth ([email protected]) http://stealth.emulationzone.org/ Data Modifications and Tools/Credits: -SonED2 used to trace over life icon, level sign, continue icon, title logo art, and large ending sequence sprite to make suitable for S1 Sonic palette -Patcher program made to patch Knuckles art data to use S1 Sonic palette, with manually-created table -Mappings conversion program made to convert S2K mappings to S1 format -"Knuckles the Echidna In" for ending manually drawn and converted to tiles by SonED2 -New frames for Knuckles in ending made by Liz, converted to tiles by SonED2 -Mappings for "Knuckles Has Passed" and new ending sprites created with Lost Library -Some levels slightly modified to prevent impasses and errors that wouldn't "realistically" happen, using SonED2 -New demos created with info from drx on the built-in demo recorder, and a demo playback bugfix created by me Revision 0: - First release Revision 1: - Fixed player sprite tile loading to accomodate for all of Knuckles' tiles on all animations - Fixed a bug that allowed player to climb down through floors when solidity on the wall didn't end - Fixed a bug that freaked out the camera between a boss and the end of the level - Fixed a bug that freaked out the camera during the title screen after the game ended under certain circumstances - Fixed a bug that allowed immediate skidding after hitting a horizontal spring - Fixed a bug that disallowed spindashing through monitors that are right beside the player - Fixed a bug that allowed running/skidding on waterslides by pressing left/right - Fixed a bug that disallowed panning the screen up/down (look up/down) - Fixed a bug that sent player to the right after striking a pushable block when gliding left - Fixed a bug that caused the camera to pan to the right if the player is too far to the left - Fixed a bug that caused player not to be pushed down properly by solid sprites when not moving up - Fixed a bug that caused player to stop at the edge of conveyor belts instead of falling off - Fixed a bug that caused player to enter walking/pushing animation when spindashing beside moving solid sprites - Fixed a bug that caused player to enter walking animation when jumping beside solid sprites - Fixed a bug that caused player to keep spinning against pushable blocks that still have room to move - Fixed bugs that caused player to keep pushing animation when a wall or solid object that was in his way was removed - Fixed a bug that gave Caterkiller bodyparts one additional frame to damage player after the head was destroyed - "Fixed" "spike bug" - Fixed tile error in GHZ - Lowered switch in MZ3 - Lowered Special Stage Ring in SYZ1 - Removed unused Caterkiller tiles from SYZ so Roller enemy displays properly - Implemented revision 1 scrolling effects - Implemented dust sprites for spindash, skidding, and sliding - Implemented player state reset after exiting debug mode - Enabled entering more than one code per titlescreen sequence - Implemented small bonus feature, activated by code: BBBBUDLR - Implemented cheat for bonus feature (also activates): BBBBBBUDLR