Turns out Diablon only had issues being in GUN Fortress due to BossSonic obj despawning. This means other bosses can be freely placed in stages, assuming we BDT redirect (or later on figure out what flags are needed in a regular stage for allowing boss behavior to execute).
In-Game music is Death Ruins: Act 2 "JalexTH Modern RMX" by Jalex777:
https://www.youtube.com/watch?v=549hQdJzM7g
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https://www.youtube.com/watch?v=9Jno1id9Qhc
Doing more testing with the first person idea. Did more tweaks and started from scratch to try to get the camera to act better.
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https://www.youtube.com/watch?v=ecboGq7tiqI
With our recent knowledge improvements with Shadow another attempt from scratch was made. This is the first fully successful heroes geo/coli port that does not overflow.
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https://www.youtube.com/watch?v=MNlldyK5WK4
2P-ShdTH Project - Phase One 08/20/2018
File swap method replacing stage_0800 with stage_0100, appropriate .bsp renames within each .one, and setid.bin changes. No gecko needed.
Lag at the beginning is due to my PC performance when using Dolphin with VSync on and not having Store EFB Copies to Texture Only enabled
Later version / actual release will not use this method. This was done as a proof of concept.
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https://www.youtube.com/watch?v=WIMmWhM3r7o
Golden Beetle% with glitches allowed.
Timing starts when the first stage is picked and the fade screen activates.
Any stage order is allowed so long as the Gold Beetle is destroyed in all 11 stages it exists in. This run is RTA timed due to CCG.
A destroyed beetle is measured by the dark score increasing by 1000. The beetle's death animation does not need to finish, nor does the dark gauge need to finish the increase animation.
The run ends when the final beetle is destroyed, as defined above.
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https://www.youtube.com/watch?v=QGoSohAf2tE
Timing starts when the first stage is picked and the fade screen activates.
Any stage order is allowed so long as the Gold Beetle is destroyed in all 11 stages it exists in. IGT ends in a stage when the beetle is destroyed.
A destroyed beetle is measured by the dark score increasing by 1000. The beetle's death animation does not need to finish, nor does the dark gauge need to finish the increase animation.
I did not get the exact IGTs in each stage except the final one, rather I went by the time when I paused after a gold beetle is destroyed. In most cases the difference is ~0.08 - 0.28. it seems unnecessary to get the exact frames unless a competing run has similar times.
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https://www.youtube.com/watch?v=5xCSKKam2Ws
Nearly working Grand Metro in Shadow.
Some oddities present with Z fighting and the like
Crashes due to excessive amount of buffer use (nearly all chunks get loaded in at the last bit, with proper chunking it should be fine)
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https://www.youtube.com/watch?v=2yPcqvFvsQY
ShadowTH Text Editor:
https://github.com/ShadowTheHedgehogHacking/ShadowTHTextEditor/releases
ShadowTheHedgehogHacking HeroesPowerPlant Fork:
https://github.com/ShadowTheHedgehogHacking/HeroesPowerPlant/releases
A live-take/long video showing a very weird voice line trigger and how I validate potential unused voice lines.
Bonus:
https://youtu.be/lAbZnEg18aQ
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https://www.youtube.com/watch?v=k1iSHZPqT1Y