Dreamcast Conversion Update 11 public beta test Recent changes (for testers) Reworked file replacement code to avoid potential issues with textures not loading correctly Experimental: disabled manual texture list resizing - hopefully this fixes textures not loading properly sometimes Improvements for transparency handling in Mystic Ruins jungle, Station Square main area and Speed Highway Act 3 Ported over an older fix for Emerald Coast Act 2 (compatibility with the Super Sonic mod) Older changes since the start of the beta test Removed several transparency and lighting fixes for DC characters (these will be included in the DC Characters mod itself) Fixed the fadeout not scaling properly for Egg Carrier escape FMVs The black fadeout option for skipping cutscenes now also fades out subtitle text (compatible with HD GUI) Fixed several transparency errors with explosion effects in E101 boss battle The ocean should now be visible in Sonic's and Amy's Twinkle Park cutscenes in Station Square main area Enabling MR garden no longer removes SADX water in SS garden if Dreamcast SS garden is disabled Fixed tree shadow Z fighting in Mystic Ruins Past Fixed frozen UVs in the MR garden Animal models are now queued in stages and Chao Gardens for better transparency sorting Fixed missing fog in Egg Hornet Fixed missing sea textures in Egg Hornet Reworked the Light Speed Dash distance hack The main menu no longer caches title screen and file select textures The mod no longer unloads menu textures when loading a level (the game should do this automatically) Fixed an SA1/SADX bug involving dolphins in Emerald Coast Fixed stuttering police car flasher animation in Chaos 0 Fixed Z fighting with the Angel Island door Fixed Z fighting with Twinkle Park doors in Station Square Twinkle Park area Fixed misplaced doors at the Twinkle Park entrance in Station Square main area Improved clip distance for some objects to reduce pop-in in Sky Deck and Lost World Fixed some minor Z fighting issues in Sky Deck Act 1 Fixed BALLS text being overlapped by item capsules in Casino pinball stages Beta changelog (incomplete) General changes All levels and models are now loaded from external files in the mod's system\data folder All models replaced in the mod have been re-exported from the original game with reworked transparency fixes All Adventure Fields, boss battles and the majority of Action Stages have been re-exported from the original Dreamcast game with new transparency and collision fixes All ingame models with vertex colors (from <10 up to ~120 in every level) have been replaced with their Dreamcast counterparts, which resulted in improved visual and lighting accuracy to the original game - over 800 SADX models are now replaced in the mod All stray material colors in the entire (visible) game have been fixed to match the Dreamcast version Mod structure changes The "Extra" option in SET Layout Fixes has been removed, and the "Normal" SET Fixes are now used by default The "Off" option in SET Layout Fixes has been replaced with a separate option "Use original Dreamcast SET files" Added a config toggle for white diffuse (leave it enabled for a Dreamcast-like look) The mod has been thoroughly reworked to use a less hardcoded system for texture and UV animations All "SetClip" functions from SADX have been disabled to avoid interfering with Dreamcast levels The levels now use custom material/COL flags to tell the mod which models need transparency fixes, alpha rejection fixes, white diffuse etc. The models for a specific stage now load when that stage loads - this makes the mod start up a bit faster at the cost of slightly longer title card display Branding/title screen changes The title screen code has been rewritten to use the game's native functionality where possible and optimized to reduce disk access The title screen transition is now faster and doesn't lag during the crossfade The transition between Options and File Select screens is now a lot less awkward Miscellaneous changes The Light Speed Dash distance hack has been toned down to avoid various speed-related issues Item capsules (including the "air" version) now render much better The glow of "goal" emeralds in Windy Valley, Ice Cap and Casinopolis is now replicated 1:1 Fixed transparency issues involving Metal Sonic's afterimage effect Improved the look of Master Emerald shards (but with disabled transparency) in Knuckles' stages The animals now use their original Dreamcast models and animations when not in a Chao Garden Reworked the transparency fix for shields in Zero, Gamma and other E Series robots Applied lighting fixes to some UV-less meshes to match their looks in the original game Fixed some animation errors with common objects (such as dash pads) Fog data in several levels has been updated Cutscene fixes The helicopter in Sonic's first cutscene now renders correctly Chaos' puddles now render much better in several cutscenes The cars now load properly in the cutscene before the Egg Walker battle The camera transition after Sonic's Light Speed Dash cutscene in the sewers is no longer awkward Fixed a number of transparency issues with Master Emerald pieces and light rays in various cutscenes Several other objects (Chaos Emeralds, Tornado 2 pre-transformed) now render much better in cutscenes Gamma uses the proper hover animation and is no longer stuck after landing in some Egg Carrier cutscenes Fixed several issues with Sonic's jumps in the cutscene where he follows Eggman escaping from the Egg Carrier Restored Sonic's pose when he lands at the start of the Egg Viper cutscene Station Square The lighting transition from evening to night when Sonic leaves the sewers is no longer jarring Added more transparency fixes for level and object models (pool chairs/parasols) Fixed fadeout of the breakable fence (OMSaku) in Gamma's version of the stage Fixed an animation error with car wheels Fixed an error with the original game's sea model overlapping the bottom of the hotel pool Several more objects (station doors etc.) have been restored Various palette selection fixes for level and object models Egg Carrier The EGGMAN buttons that unlock the Chao Garden now look identical to their Dreamcast counterparts Added a collision model from SADX around the transporter Fixed various minor transparency issues around the level Improved the look of the glass table in Eggman's room Fixed material colors/palette selection on various objects Lighting/material fixes for Egg Carrier NPC models Transparency fixes for some objects (crashed Tornado 2) Replaced the Egg Carrier model used in the transformation scene Some UV-less level models have had UVs ported from the SADX version of the level for better visuals Repositioned Gamma's Laser Scope upgrade that was previouly misplaced Fixed the water in the water reservoir room to render above Gamma's upgrade The Chao Garden transporter effect looks a bit more vibrant now (better queue flags) Mystic Ruins Improved the look of the Master Emerald and its glow Improved transparency handling in the jungle area Fixed some minor transparency and lighting issues with level models (e.g. the light above the door at Tails' workshop) Reworked the collision fix in Tails' workshop The sill of Tails' workshop was using a wrong texture and SADX vertex colors - this is now replaced properly Added a collision model to the pond that turns on in Mission Mode when playing as Amy Reworked the Final Egg base fix - the model should look much better now, including the glass corridor Restored several SET objects at the MR base that were removed previously The fire/glow effect that shows up when Knuckles unlocks Lost World now fades in and out Fixed transparency on the Ice Cap door Restored several objects (Wind/Ice Stone) that weren't replaced properly in previous versions of the mod Past The reflections around the altar now look more like their Dreamcast counterparts The underwater parts of palms around the altar now render properly The stairs in Echidna City are now SET objects like in the Dreamcast version (but with improved clipping distance) Emerald Coast Various small material/lighting fixes (e.g. crashed proto plane) The glass thing at the end of Act 1 now renders a bit cleaner Windy Valley Fixed a number of transparency issues involving various objects, such as fans Act 3 has been reworked to render the paths with minimum alpha rejection Fixed a code error in SADX causing dandelion fluff to move too fast in Act 3 Fixed a stuck dandelion seed that appeared at some camera angles Fixed a collision issue with the breakable wall Twinkle Park Added extra collision in Act 1 from the SADX version of the level Fixed a number of transparency issues involving Twinkle Park and Twinkle Circuit objects Speed Highway Added collision data from the SADX version of the level at the beginning of Act 1 to prevent clipping through the road at high speed Reworked Act 3 window transparency and fountain fixes Fixed various issues with objects that have glowing lights Improved the look of the helicopter light Red Mountain Reworked the clouds transparency fix so that various ingame effects can overlap them properly Sky Deck Reworked the misrotated debris fix to use original Dreamcast models Fixed several animation-related issues with various objects, including some unused objects (will be used in another mod) The mod now detects whether the sadx-d3d11 mod is loaded and enables metal struts' transparency Lost World The ceiling lights in the snake room should now look identical to the Dreamcast version Improved the look of the wall panels in Act 2 when they light up The "dust" effect that appears when the wall panels light up is now identical to the Dreamcast version Restored some more grass models that were edited in SADX The small fire particle is now scaled the same way as in the original game Restored the unused AokiSwitch model with support for multiple instances (will be used in another mod) Ice Cap Fixed some minor transparency issues with various objects Resolved underwater collision issues in Big's level by copying over water collision from the SADX version of the level Casinopolis The orange decoration (OTDenki) now renders properly Removed a duplicate OTDenki decoration object from the SET file Fixed all water collision fixes in Act 1 and reworked the water under the ship on the second floor Fixed an issue with object PVMs preventing alternative versions of some cards from showing up in NiGHTS pinball (not seen normally in SA1/SADX) Transparency improvements for ONeonK and the Cowgirl Improved the look of Ideya caps Added missing UV animations that are supposed to play when Sonic is about to be transported to a pinball stage Fixed fadeout flickering with onscreen text in NiGHTS pinball Restored several minor objects that weren't included previously Fixed some draw distance related artifacts in NiGHTS pinball level Final Egg Lots of new transparency fixes for level and object models The plasma cylinder (OTatekan) should now look identical to the Dreamcast version Improved draw distance for plasma objects (OTatekan/OTexture) so that they don't pop in too late The light under the floor in Amy's puzzle room now renders better Fixed transparency/materials on several camera/light objects, which should now look identical to the Dreamcast version Fixed an animation issue with the fans in Act 3 Hot Shelter Improved the look of the blue lights when they are behind a glass surface Lots of transparency fixes for level and object models The breakable flasks/bulbs at the end of Act 1 now render much better The glass floor in Amy's puzzle room and the lights underneath it now render without clipping or missing faces Restored an unused lightning box model (will be used in another mod) Subgames The Hedgehog Hammer room has been copied over from the DC version All Twinkle Circuit tracks have been copied over from the DC version Fixed several lighting differences with Sky Chase enemy models and restored more models Reworked Sky Chase skybox fixes for better visuals The blue beam that shoots down the Tornado in Sky Chase Act 1 now renders above the clouds for better visuals Bosses Police car spotlights in Chaos 0 now look a lot closer to the original game Police car lights (the ones that get brighter when looking at the camera) now look closer to the original game Chaos' puddles in Chaos 0 and Chaos 2 now render without missing faces Fixed a number of transparency issues with Chaos 2, which now looks a lot closer to the original game Improved the look of the chandelier and its light in Chaos 2 Several transparency fixes for Chaos 4 level models Added a workaround to render Chaos 4 above or below the water depending on its Y position Improved the look of Chaos 6, which now has a lot less transparency problems Fixed a glitchy frame in Chaos 6's walking animation Made visible the moving underwater layers in the Perfect Chaos level Fixed/improved the looks of several Chaos' attacks in Perfect Chaos The Egg Hornet rotation fix has been redone in a much better way, it now also applies to the entire model and all sprites The missile in Egg Walker no longer has missing faces The fire in Egg Walker no longer flickers when it's supposed to fade out Fixed Eggman not being visible behind the glass in Egg Viper cockpit The dust effect at the bottom of the Egg Viper room now looks a lot closer to the original game The lighting effects in Egg Viper are now more accurate to the original game Fixed many transparency issues involving attacks/effects in Zero and E101R boss fights The electric barrier effect in Zero now fades in/out depending on whether the barriers have just appeared/exploded Chao Gardens The skybox replacement in the Egg Carrier garden has been reworked to be more accurate to the original game (though the UV fix is still there) Garden transporter effects now render a bit better Some object replacements (such as the Chao Race door) have been reworked to use original Dreamcast models instead of edited SADX models