Sonic Worlds Delta 1.5.2 Changelog

CHANGES AND FIXES

-Ring magnetism was sped up, and a failsafe was added (thanks Naoshi!)
-Fixed some minor bugs with monitors (thanks Elly!)
-Improved the end-of-score tally to be more efficient and authentic
(EVERYTHING BELOW THIS LINE IS BY IKEY ILEX)
-Speed up the Title card sequence.
-Fixed Tails flying code to be more accurate
-Water-Running speed has been increased from 6 to 7, as that is the accurate value.
-Changed the way Character Attributes are set, to be more resource-conscious.
 -Values are only changed when needed (see Player_MovementValues2), not every frame.
 -in addition to saving that CPU time, now there is a "Global" field of character attributes.
 -This means every character only needs parameters set for their non-shared values, saving quite a bit of memory.
 -A couple of values relating to Tails' flight are also unused now, and I've marked them as such.
 -Sonic also has higher base speed values, but they are in a disabled group by default.
-Additionally, the max speed a character can move at has been changed to 16.
 -127 would be more like the "real" value, but Worlds is too finnicky for that to be plausible.
-Changed the way Air Drag works to be accurate to the Genesis
-A LOT of things are changed for when the player takes damage.
 -The player can no longer collect rings when their invulnerability time is greater than/equal to 90.
 -The invulnerability period doesn't start counting down until the player actually LANDS.
 -Also prevents the player from collecting rings in their hurt animation.
 -Also, Sonic's knockback speeds when getting hurt underwater are now halved fro above ground.
 -Air Drag no longer accounts while player is gtting hurt, and gravity code for it is different.
 -All of this means that taking damage should now be nearly idential to the base games.
-Genesis-accurate skiddding
 -The Skid Timer is now depricated, as there is no minimum time the player can skid for.
 -Because of this, the character's behaviour is slightly altered based on whether the skid animation loops or not.
-Many sounds have been changed to play on channels to prevent overlapping where not desirable.
 -Channels 1-6 are for the player to use, with 7-31 being okay to use for system loops.
-Collapsing platforms now fall with more accurate timing to the originals.
-Push blocks play a sound when pushed, and have better sprites.

NEW CONTENT

-Star Light Zone fans! (Thanks Ikey!)
-Ballhog has been promoted from a basic enemy sample to a fully-functional replica of the Sonic 1 badnik! (Thanks again, Ikey!)

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Sonic Worlds Delta 1.5.1 Changelog

CHANGES AND FIXES

-Shadow. EVERYTHING WAS REDONE. Blaze Hedgehog offered his skills and resources to redo Shadow, and is now a much more polished and complete character. Still not on the character select screen, though.

NEW CONTENT

-Orbinauts! Felik contributed some very nice and well-optimized Orbinauts. They don't throw their maces, but they will turn around when they hit a wall. There is an object that can be placed on an Orbinaut to make it start in a different direction. There is also a "Meganaut" variant that is very terrifying...

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Sonic Worlds Delta 1.5.0 Changelog: The accuracy update, as well as the FINAL major update

CHANGES AND FIXES

-Animation and Alignment Fixes

     -Characters no longer sink 1 pixel into the ground (as well as ghosts)
     -Sonic's walking animation has been fixed
     -Knuckles' walking animation has been fixed
     -Moved Goalpost to the back
     -Fixed the Hanging animation on the moving gimmick, and the bar at the beginning.
     -Sheilds have been re-aligned
     -Organized the Player Objects in the MMF2 Frame Editor
     -Fixed a glitch where the act number changes to 3 before leaving the screen. Confilicted with outdated code.
     -Fixed fault where super sonic's skidding animation was the same for both directions
     -Fixed flickies, who wouldn't loop animation.
     -Knuckles pull-up animation has been corrected.
     -Added teirs of speed, which changes the speed of animation when XSpeed is greater than TopXSpeed
     -Jumping Multiplyer corrected
     -Due to the way this engine was initially structured, there's issues with the sprite moving places where they shouldn't when on walls and ceiling. Long story short, when sonic is on a wall, the game moves the sprite in the appropriate position, so sonic isn't one pixel into whatever surface he is on.

-Graphics Changed to be more consistent with the Genesis Titles

     -Shields
     -Explosions
     -Spindash Dust
     -Skidding Dust
     -Stars, and the way they move around your body. Made to look more like sonic 2, but also original to the genesis titles.

-Sound Effects Changes

     -Corrected the collapsing sound
     -Corrected the wall-break sound
     -Corrected the boss-hit sound
     -Added the sounds for when Knuckles slides on the ground

-Level Changes 
     
     -Changed the big ring's position in the last secret room (before the geyser) so you don't bounce on the spring when you respawn.
     -Changed a few yellow springs into corkscrew springs
     -Added a red corkscrew spring to the first purple platform, so you can more easily get to the part with the mushroom spring and the slides. (and just because of the level's absence of a normal red spring at all)

-Menu Fixes

     -Changes were made to accomodate improper coding in the character wheel, that made characters in the back of the wheel move to the front.

-New Sensors!

     -2 new super simple sensors for edge animations in the manner the genesis did. Yay.

PHYSICS

-Physics Changes

     -BRAND NEW PHYSICS! Sonic, Tails, and Knuckles physics have been redone! Because of different programming methods, technological advancements, and different hardware, the Sonic Physics Guide on Sonic Retro is innacurate in certain ways in Worlds, so values have been changed to accomodate. Sonic now feels 3000% more Sonicy! You can really feel the difference.
     
-Core Engine Changes

     -Added a deacceleration value.
     -Changed the slope deceleration value, and added a slope acceleration value to compensate.
     -Skidding has been fixed, sonic skids a bit longer, and you no longer turn around immediately
     -When the Skid Minimum amount has NOT been met, and sonic tried to move in the other direction, the deceleration value doubles, like in the Genesis games.
     

-Misc Fixes

     -Fixed the "bug" that allowed super sonic/forms and other characters to use elemental shields.
     -Not physics, but whatever: Mecha Sonic takes 8 hits instead of 6.
     -Badnik destroy behavior rewritten, solving ancient bug that would often cause the player to fall through improperly when striking from above along with improving the code structure.

DEBUG MODE

-GUI Additions: Added debug counters for:

     -X Position
     -Y Position
     -Ground
     -Direction
     -Angle
     -Music 1 & 2
     -Invincibility
     -Speed (shoes)
     -Action
     -Attacking
     -X Speed
     -Y Speed
     -Frames-Per-Second
     -Water
     -Level End Type
     -Item
     -Character
     -Super Form
     -Animation
     -Air
     -Inputs


EVERYTHING WRONG WITH TAILS

-Everything that was wrong with tails

     -Tails spins at a constant speed when jumping
     -Tails' tails spin at the right speed when Flying and Jumping
     -Tails Flying Tired has been fixed
     -Tails Swimming Underwater Tired will be fixed
     -Fixed a simple issue where Tails' super flickies would not layer correctly. Flickies in the back appeared to be in the front.
     -The rate of the Tails' Tails sound effect has been corrected
     -Tails Flight has been totally redone, and is very accurate. (FINALLY!!)

SHADOW THE HEDGEHOG

-Shadow the Hedgehog has been added to the game, along with a modern moveset.

     -Boost
     -Walljump
     -Stomp
     -Homing Attack (Using DW's code.)
     -Super Transformation
