There may be a load of technical talk here, but I came across an interesting blog series about the depths of how Sonic the Hedgehog 3's coding works, its very interesting details about its coding operations, some oddities, and more of all, the knowledge of how Sonic 3's stage segue from one to another!
The series on that blog, Sonic 3 Unlocked, centers on how Sonic 3's acts instantly segue from Act 1 to Act 2 in a Zone, then to the next Zone via in-game scenes after the stage score tally finishes, the likes of which was from Sonic 1 did so at Scrap Brain Act 2's ending after finishing that act, where the game segues from the results to an in-game scene showing Dr. Robotnik sending Sonic to Act 3, but entirely expanded to encompass the WHOLE GAME, WITHOUT each Zone's Acts fading out and in from one to another.
It's all from the whole game, including its split halves.
For those that don't know what the word "Segue" means, and its applicable to video games, it means to make a transition directly from one section to another. Ergo, finish one level, instantly continue to another without fade-outs.
I was completely AMAZED about how that game managed to pull off such seguing within the Genesis' capabilities! Made me think at times, "Why can't other games like Sonic 3 do that kind of thing?". That kind of thing didn't happen for YEARS, until Freedom Planet later on, which its stage structure followed Sonic 3's act seguing formula, before it got slightly modified as it changed from a Sonic fangame to an indie game, and Sonic Mania would resume it suitably.
The coding was all done by Assembly, mind you. And, I'm kinda sure that kind of stage-to-stage segue coding was replicated into other programming languages, if I could only know how to adapt that kind of thing into said languages.
Well, Sonic 3 Complete's fixes did take care of very minor inconsistencies from music placement in select Acts & such, but still...
It's divided into eight posts, starting from August 28 2017, and ended on September 6 2017. They cover everything on how the Act transitions work, including how Icecap's maps instantly segue to the next before facing the miniboss, Big Icedus, there. I'm sure those who may be interested in seeing the inner workings of its coding.
Here they are, from Sonic 3 Unlocked's blog posts...
Act Transitions Part 1: The Beginning -
https://s3unlocked.blogspot.com/2017/08/act-transitions-part-1.htmlAct Transitions Part 2: Angel Island Zone -
https://s3unlocked.blogspot.com/2017/08/act-transitions-part-2-angel-island-zone.htmlAct Transitions Part 3: Icecap Zone -
https://s3unlocked.blogspot.com/2017/08/act-transitions-part-3-icecap-zone.htmlAct Transitions Part 4: Whither Offset? -
https://s3unlocked.blogspot.com/2017/08/act-transitions-part-4-whither-offset.htmlAct Transitions Part 5: Horizontal Underflow -
https://s3unlocked.blogspot.com/2017/09/act-transitions-part-5-horizontal.htmlAct Transitions Part 6: Deferred Execution -
https://s3unlocked.blogspot.com/2017/09/act-transitions-part-6-deferred.htmlAct Transitions Part 7: Putting it Together -
https://s3unlocked.blogspot.com/2017/09/act-transitions-part-7-putting-it.htmlAct Transitions Part 8 (FINALE): Sandopolis Zone -
https://s3unlocked.blogspot.com/2017/09/act-transitions-part-8-sandopolis-zone.htmlThat kind of coding knowledge can be useful when re-adapted to other languages for games that may need that kind of seamless seguing in stages, even their maps.
And it felt too good not to share this with the rest of the VGMaps community, even those that may be thinking of seamlessly making maps from one stage to another for their games... so, I needed to, and did.
Drop by sometime, and give it a good look! You may find this very amazing and interesting to know the process and how you could use that kind of knowledge for those into level designing and more.