CryinOnionMy apology was just for forgetting to answer the old questions in this post, I take me very seriously the feedback, thanks for your support, I love your work, keep it up.
P.S. If you speak Spanish remember that
CryinOnion has a really good
Youtube channel!!!
SuperStarFoxLike I said I have no problem, I just don't want people coming into this thread to find out there is nothing interesting to see
FlaviogamesI took some time to reread all the pages of this project and I must tell you that I have already dealt with this topic
8 occasions 
But as
Spiderman would say; "
Let's do this one last time!"

While I appreciate your insights, you must understand that having started this project in
mid-2009, there are few aspects of this game that I am not aware of


That's why having clarified so many times what my expectations were and above all what my limitations are, I think it's time for people to accept that without the
cooperation of third parties, there's not much more I can offer to this game, at least on
a technical level
Having said that, I will move on to respond briefly to the points you have raised:Sonic starts falling and not at the level of the scenario will I be able to correct?
There is a table that indicates
Sonic's starting position for each level (at
0x32A24), but apparently if the character doesn't start at the exact center of the stage there are several unexpected effects on the game's camera operation.

When we run and jump we are hit by these little balls that the insects will shoot, here in this game they are programmed to shoot as fast as possible, delaying 1 second would be very good.
The list of problems that enemies suffer from is endless, and it's without a doubt the issue I've spent the most time trying to solve, but I just couldn't find a way to solve it:
Another problem with enemies is that they are automatically loaded when their level block is active, so considering that the game is loading four blocks simultaneously, it is logical that enemies have so much advantage when attacking you.
On the other hand, there are also enemies anchored to one level block, but moved by coordinates to another, which seems to make them react as if Sonic were in front of them.
For the moment until I can figure out what I am missing, the best I could do was try different positions for each enemy until reducing their lethality, but I came to the conclusion that until the technical aspects of them were changed, almost in any place are a pain a nuisance
(etc, etc...)
You start walking and then change direction before you can skid it quickly. to the other side, if he doesn't walk so fast it gets better.
About that, although I never commented it, some time ago by mistake, I lost a version of the project in which among other things I tried to solve that aspect,
realigning all the
animations and
modifying some
parameters of Sonic's physics.
I don't want to delve too much into this topic, but even though I had managed to make a considerable improvement, at that moment I came to the conclusion that without the collaboration of some hacker to help me understand or edit
Sonic's hitbox I would never manage to solve this problem completely.
Spoiler: As an aside, those who follow this project will be able to guess approximately when this happened, since it happened on that occasion where a few days after I announced that I would publish the
1.0 version of the hack, I completely disappeared
What happened was that in an effort to not show all the content in the
demos I was sharing, I developed several things separately with the intention of integrating them later, but when I was preparing the patch I discovered to my horror that my past self had removed material I shouldn't have
When sonic is in the shape of a spinning ball and hits an enemy he jumps and stops, he shouldn't jump and continue forward, that would make a big difference in the game if it is possible correct.
I don't understand what you mean, in the original game when
Sonic starts to fall from a very high place, he can finish the fall by switching his animation to the rest state, leaving the character virtually "
standing on the air", but this doesn't happen in this version.
On the other hand, when
Sonic hits any enemy he will always be propelled in some direction, if there is an exceptional case where this doesn't happen you should provide a screenshot to document this.

Conversely, if what you are trying to describe is something different, you should express your ideas better
gamingcat02261991You will be pleased to know that both the
sound controller, as well as the
soundtrack have been replaced since
2017, thanks to the work of
Ti_ (
Programmer/Hacker) and
Amilgi (
Composer).
Also the sound driver code was updated on
02/26/2020 mainly improving its performance and reducing its memory consumption