For awhile I knew that S&K checked for the attached cartridge's header to execute it's code, but little did I know just how far one could go beyond just allowing a full version of Blue Spheres...
For this in particular, I put a dummy Sonic 2 header around the 3MB mark (game is too large and won't mirror) and exploit the fact it uses Sonic 2's Sound Driver loading routine by having code that hijacks the gamemode address table and runs its own code on top.
And I can go further than just a simple mock scene before Blue Spheres :
You know what really grinds me to a stop when watching gameplay?
People still using old versions of Gens in this day and age
I know what you're thinking : how can that possibly be a-
NO, YOU DON'T UNDERSTAND
KEGA Fusion:
Old versions of Gens:
BOY do I have A LOT to complain a bout here
This is with all those "high quality" settings turned on, though even without em, the noise-mode bass would be off-pitch anyway and it makes a lot of gameplay videos of games and hacks thta use it sound absolutely terrible.
Bonus comparisons:
Regen:
PSG is slightly off-pitch which can sound nice but may make things sound weird
BlastEM:
Closest to real hardware although may sound muffled on the default settings.
Once I'm finished with this project, I will release a version of the soundtrack recorded directly from my Megadrive.
This one sleep deprived idiot came to me on DMs with this screenshot
Having done this stuff for years I knew right away those colours are in BGR, hex values in increments of 2
Once translated, it came up like this, the second one I used the "gold" and "red" colours at the bottom.
First thing I noticed is that the order is backwards compared to the games, so I flipped the image vertically and made a comparison gif
(don't mind the brightness change, different programs preview colours differently)
Observations:
The "gold tone" remained in place green tone was redone to flow better rather than have this awkward aqua tone. it was also moved to the other palette line.
Line 3 was redone dramatically likely to account for the palette cycling, hence the chaotic nature.
Enemy palette received a green set and a red colour, the olive colour remained, index F remains unused.
The pink/magenta tone is gone, replaced by orange and red.
The notes mention a blue grey which is what was added to the background palette.
It mentions "B-Scroll" at the top but most of that line was used on the foreground, not background.
...dude says he's sick of looking at Pokémon stuff yet doesn't respect it when I say I'm sick of Sonic stuff.
This small part did catch my attention however, seems there was some plan to use Shadow and Highlight mode at some point.
For those unaware, Shadow and Highlight mode allows for stuff like this:
QUICK EDIT : comparison between beta and final palette: