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NokiDoki

3D All-Stars Sunshine differences

Sep 15th, 2020 (edited)
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  1. === v1.1.0 (16/11/20) ===
  2.  
  3. GameCube controller is now supported with the original controls (but different stick calibration and rumble), Switch controllers are left unchanged.
  4.  
  5. Camera controls can be changed in the (-) menu, for all controller types. There are 5 toggles allowing independent flipping of the camera's horizontal and vertical axes, Y cam's horizontal and vertical axes, and FLUDD's vertical aiming. Shortcuts are provided to quickly set the GC version's controls, or the default 3DAS controls.
  6.  
  7. The map can only be buffered on Switch controllers but doing so on hotel/casino load still causes random polygons.
  8.  
  9. FLUDD's tutorial still doesn't explain anything without subtitles. Subtitles and other in-game hints only mention Switch controls, regardless of the controller being used.
  10.  
  11. Spray and underwater hover work like in the original on GC controller, but are still laggy on Switch controllers.
  12.  
  13. There are no debug cubes in Bianco 6 anymore.
  14.  
  15. The race start beep now sounds like in the original.
  16.  
  17. The falling Pianta in Ricco 8 is gone.
  18.  
  19. The screen effect from using the turbo nozzle underwater was removed entirely.
  20.  
  21. Pinna rockets seem to always shoot straight with all controllers. On GC controller, you shoot them by pressing digital R, while on Switch controllers you shoot with either R or ZR. Buffered shots only work on Switch controllers.
  22.  
  23. Laugh skip still only works in English, French and German.
  24.  
  25. Sirena 6 timer can still end early.
  26.  
  27.  
  28. === v1.0.0 / v1.0.1 (18/09/20) ===
  29.  
  30. Nintendo and game logos depend on language (picked on the game selection screen)
  31.  
  32. GC controller recognized as a Pro Controller but can't be remapped atm, so Y cam and all uses of L are inaccessible
  33.  
  34. Soft reset (Start + X + B) still works
  35.  
  36. Controls changed:
  37. - A and B both mapped to jump
  38. - Y mapped to dive
  39. - Press the right stick for Y cam
  40. - camera controls are reversed, no way to flip them back
  41. - L for the map, ZL for ground pounds/sidestep/camera, R for digital spray (aim), ZR for analog spray (run)
  42.  
  43. The map can now be opened and closed by holding L rather than pressing it. By holding L to repeatedly open and close the map, you can see consecutive quarter-frames, which was previously impossible without hacks. Buffering the map while the hotel or casino load will cause random polygons to appear.
  44.  
  45. Cutscenes are still not skippable
  46.  
  47. FLUDD's tutorial was spliced and only makes any sense if you read the subtitles (which can still be disabled)
  48.  
  49. Spray and underwater hover don't come out instantly, it's always as if you took half a second to press R down: https://www.youtube.com/watch?v=QaD6UUp0NFo
  50.  
  51. Save boxes can't be avoided, except maybe by filling up the console's storage.
  52.  
  53. Load times are much faster than in the original, but there is noticeable lag, mainly on the plaza.
  54.  
  55. The sound at the beginning of a race (Ricco 2 or Piantissimo) is... different: https://twitter.com/GreatGonzales/status/1305792684204986368
  56.  
  57. A Pianta can be seen falling from the sky during the Ricco 8 intro. This was likely in the original but couldn't be seen in 4:3.
  58.  
  59. One of the coins spawned by jumping under the cash register in Gelato disappears shortly after spawning.
  60.  
  61. The screen effect from using the turbo nozzle underwater was left in 4:3 and doesn't reach the sides of the screen.
  62.  
  63. Rockets in Pinna 1 and 8 can be shot by pressing or simply holding either R or ZR. They always shoot straight unless buffered (grab one while holding R or ZR to shoot it immediately)
  64.  
  65. King Boo laugh skip only works in French, English and German, tbd whether or not this makes one of them faster than Italian
  66.  
  67. The path to the windmill is occasionally already raised at the start of Bianco 1, with the Piranha Plant still active inside it
  68.  
  69. Classic Dolphin glitches return, including Sirena 6 ending early and the debug cubes in Bianco 6
  70.  
  71. Beside the glitch, Sirena 6 seems to have a stricter requirement than the GC versions
  72.  
  73. While seemingly based on PAL, this version has a different memory layout to any of the GC ones, so anything that depends on memory layout (e.g. Chomplet aggro, Pianta 2 text skip, Pianta 5 reds fast text, etc.) may yield different result from those
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