SRB2JTE
From SRB2 Wiki
SRB2JTE is a mod of SRB2, made by Jason the Echidna. This mod is a multi-purpose mod, adding various features, SOCs, levels, and other stuff into SRB2.
Contents |
Current release information
- Current Version: 1.69.10
- Available at: This place!
- Discussion: At the SRB2 Message Board
Current features
- JTEBots
- Chaos Control
- Super Shadow
- The Dark World system
- Super Metal Sonic
- Amy: character abilities
- Fixed character select menu system
- SA City Zone
- Sprite-based object shadows in OpenGL mode
- State-based thok objects (afterimages)
- Per-player Super Sonic OpenGL coronas fix
- Nitemare character abilities
- Senya character ability
Special abilities
NOTICE: unless otherwise noted, bots will only use their special abilities in CTF, Match, Team Match, and Tag.
Chaos Control
If Shadow (or a skin named "Shadow") is added, the character (either player-controlled or bot) will have the ability to use Chaos Control in SRB2JTE, just as he would in SPMoves, and will be able to turn Super/Hyper.
To execute a Chaos Control, the player would need a Chaos Emerald (of any color) and at least 10 rings, which will be drained constantly while performing the maneuver.
Jump in the air, then hold the Spin Dash button. While holding the Spin Dash button, release all other keys, and press the Jump button again to begin Chaos Control. The maneuver lasts as long as Spin Dash is held. If using the Software Renderer, the palette will change to a neon color as long as you're chaos controlling. The player will be thrust forward at tremendous speeds but the player cannot change directions easily. The player will clip through anything in their path, aside from through solid walls, which the player will bounce off. The maneuver automatically ceases when the player touches the ground; hence, it is advantageous to begin it at high altitudes, so as to maintain it for lengthier periods of time. However, it is advised to be cautious when near thok barriers, as executing Chaos Control into them can cause instant death.
Due to this addition, Super Shadow lacks Super Sonic's hovering ability.
Triple jump
If Amy (or a skin named "Amy") is added, the character will be able to triple jump in SRB2JTE.
To execute a triple jump, players need to be running at a decent speed. Execute a normal jump, then just before landing, jump again to double jump. Repeat this process at the end of the second jump to execute a triple jump. Each consecutive jump will be higher than the last, but their heights are fixed (as opposed to the first jump, where letting go of the button early allows for shorter jumps). Jumping occurs before Amy touches the floor, and thus, shallow pools of damaging liquids or damaging floors may be circumvented; however, the third jump can be tricky to pull off, and the height it delivers can be excessive for most situations.
Air dash
Amy also has the ability to do an air dash in SRB2JTE, which can be executed only on the floor or after a single jump. Amy dashes for a seventh of a second, during which time she can bust walls and enemies. Executing it mid-jump does not negate the height the jump can reach, although holding backpedal when executing it during the ascent of a jump will add extra height to the jump, as opposed to extra distance.
This move helps combat the fact that Amy lacks a Spin Dash; the button instead executes this move. As such, the move is essential to completing various levels, including Mystic Realm.
Fire Spindash
If Nitemare (or a skin with the name "Nitemare") is added, the character (player-controlled or bot) will be able to leave a trail of flames when spin-attacking, similar to having a permanent Inferno Shield.
Ring of Fire
This ability will only work if the player is playing as an older version of Nitemare, which had double jump as an ability, or a skin with the same name and ability; if so, that character will be able to make a temporary Ring of Fire, destroying surrounding enemies within its radius and giving him a slight double jump. To execute, have 20 rings on hand and Spin Dash while in mid-air. Bots don't seem to use this ability.
Fireballs
Nitemare has the ability to throw fireballs via the Throw Ring button, taking a single ring with each throw. The fireballs have blast damage similar to Bomb Rings, and thus can be used to damage multiple targets at once. Nitemare has always had this ability; no other skin can do it without a relevant SOC edit.
Object Pickup/Throw
If Senya or HMS (or a skin with either name) is added, they will gain the ability to pick up various enemies, gargoyles, snowmen, and any solid objects (such as Senya's ice cubes) via a press of the Light Dash key. These can then be thrown at opponents with another press of the Light Dash key. Some objects, however, are immune to being picked up (such as Detons, THZ turrets, and either Eggman boss). Bots don't use this ability.
The implementation is not perfect, as the player can pick up enemies and monitors that have been destroyed; picking up the latter will freeze the program altogether.
Super Characters
Super Shadow
Shadow (and skins with the name "Shadow") has the ability to go super form in SRB2JTE. Super Shadow is exactly the same as Super Sonic; however, instead of flying, Super Shadow performs a Chaos Control. He immediately powers down upon completion of the level.
Super Metal Sonic
Metal Sonic(skins with this name), just like Shadow can go super in SRB2JTE. Super Metal Sonic can fly around with the same ease as if he were on the ground. In exchange, he has lost the ability to jump, but that's no problem... Who needs to jump when you are invincible and can fly? To fly up, hold the jump button down. Release it to fall gently downward. Super Metal Sonic can still spindash, and can jump out of a spindash as well (which is the only time he actually jumps). He immediately powers down upon completion of the level, which really isn't a problem at all, as it's the end of the level.
Hypermysteriousshadonic123311
If you add HMS123311.wad or HMS123311voice.wad, Hypermysteriousshadonic123311 will have more overpowered abilities. He has Multi-Homing-Chaos-Control-Armageddon-Thok, 200% jumpthrust, MAXMOVE running speed, 200 accelstart, 60 acceleration, and every blinding sparkle effect in existence in SRB2JTE.
Bug with the Super Forms
If the player is playing a character while in a super form that only works in JTE, switching to Sonic makes him Hyper Sonic. If you go from Super Sonic to Super Metal Sonic, he will be Metallix until you move.
JTEBots
JTEBots are just that: bots written by JTE. They have recently been rewritten from the ground up to allow them to play in various game modes, rather then just co-op. They have a different set of AI for each game mode they support and have become very smart in all of them.
Console commands
addbot
ADDBOT <skin name> <skin color> <bot name>
Adds a bot to the game with you as its leader. The skin name parameter is optional, and you can put in any skin name you have added to the game. If you don't put the skin parameter, it will choose a skin for you based on the formula: Your skin + Bot number + 1. Which is to say, bot 0 will have the skin after yours, bot 1 will have the skin after that one, etc. The skin color parameter is optional, but can only be used if skin_name was specified. The bot name parameter is optional, but can only be used if skin_name and skin_color were both specified.
Bots are only allowed in multiplayer games, with the one exception that Sonic is entitled to a single, stupid, useless Tails bot in single-player games. This only works if you use the character select entry.
To remove a bot, you must use the KICK command as you would to a normal player, or KICK ALLBOTS to remove every bot at once.
Console variables
BOTCANFLYME <boolean>
Default: Off
Use: If it is set to off, flying bots will not be able to carry you. Useful if you don't want a swarm of Tails bots to accidentally kidnap you or something. Cannot be turned on in single-player games.
BOTCOOPAI <boolean>
Use: Makes the bots go after Rings and enemies. (Server or Game Admin only)
MAXBOTS <integer>
Range: 0 to 31
Default: 1
Use: This is the max number of bots each player in a co-op game can have or the max number of bots that can be in the game total otherwise. If it is set to 0, no bots can be added to the game. Bots take up player slots, so if you're not the only one in the game, you can have that many less bots and if the game is completely full to (or above) maxplayers, no one will be able to join. Cannot be changed in single-player games.
Supervirus
The Supervirus is a recurring prank in SRB2JTE: throughout development, JTE added different iterations of the same joke, each with the primary objective of surprising the player by interrupting normal gameplay in a very abrupt manner, which has led to many new players getting a good scare out of it.
The original Supervirus
The first iteration of the Supervirus involved typing the message "I carry the Supervirus" on the game console. Immediately the music was changed to a sped-up version of "The Crazy Program" (from Phantasy Star Online), and the player character would start moving forward on its own. While players were allowed to turn but not stop, they were also granted the ability to fly freely through the air. This experience was short-lived, though: a while after the Supervirus had been activated, the player carrying it would suffer a game over, turning his or her screen into static, while remaining people in the game (if any) would receive a few extra lives. If the virus carrier were to tag another player, the symptoms of the Supervirus would be passed onto him or her and removed from the original character, making the Supervirus itself a game of hot-potato.
The secret command to engage this version of the Supervirus has been disabled in the current version of SRB2JTE.
The new Supervirus
A different version of the Supervirus was made for the newest SRB2JTE release. After triggered, the same music from the original Supervirus will play, and hundreds of Supervirus sprites will rise from the floor, while the screen erratically pulsates between normal image and static. Occasionally the players' controls will randomly swap around, and the gravity will oscillate between normal, very strong, and reverse.
The way to activate this iteration of the Supervirus is unknown.
Supervirus Blast 2
When starting up SRB2JTE, there is a chance that the normal title sequences will be replaced by a strange and dark sequence featuring the Supervirus. The Sonic Team Jr. screen is interrupted by a picture of JTE tinted red, while a low-pitch, altered voice is heard saying, "Beware the power of the Supervirus." The screen then changes to an altered version of the SRB2 title screen, with Supervirus sprites raining in a different, dark background.
The trigger for this is based on your total play time, which means if upon starting the game you get the different intro, exiting the game without entering a level and restarting will make it reappear once more.
Supervirus Shield
One last appearance of the Supervirus happens by chance: sometimes, when fighting Eggman at Greenflower Zone Act 3, instead of using his regular charge attack, the doctor will deploy a Supervirus shield around his Egg Mobile, making the fight considerably more difficult. This has about 1/8 chance of happening. If you spend enough time on the level without dying, the screen will start to crackle and tint itself red in a similar fashion as that of the title screen.
Dark World
The Dark World system came from the source code of the original SRB2JTE of 1.08, which was never called SRB2JTE, but rather, was separated into SRB2RP (for a role-playing group) and SRB2Mario (Massive Mario mode extension).
It is now a variable added to map headers: darkworld = 1, which is to say "There is one dark world in this map", making there be two "worlds" in total.
The only point at which the worlds may overlap is the origin. It is at this point where you pass through your own Dark World "shadow". The only thing the Dark World system actually does is create semi-transparent "shadows" of things on the opposite side of the map in the same exact position otherwise.
Currently, there are no significant Dark World maps and no one seems to have any interest in its simplistic pleasure. Only a couple test maps and some poorly-made maps by big-dreaming amateurs...
If someone, anyone, would make a map which effectively uses this system and requested the ability to have more than two worlds in a map or a special type of linedef executor which teleports you to the dark world or something, Jason would gladly add them.
Universe (Defunct)
An insane addition to SRB2JTE, which originated in SPMoves. It was removed from the latest release on the grounds that it was too incomplete to be any fun, though the code still exists in the svn repository. The text in this section remains merely as a marker of what was.
This is also known as "PSO mode" for the fact that the HUD, items list, and certain other systems mimic that of Phantasy Star Online's to the best of my abilities.
It uses a system to create a character rather then to create a game. Which is to say, instead of saving which character you are using, which map you are on, what difficulty level you have set, and how many lives you have, SRB2 Universe saves will save which skin you are using, what color you are, what size you are, all of your items, what you have equipped, and what maps you have been to, among other things. You start out in a lobby rather then in the map you were last playing on, and can go back to any map you have been to.
If you've just started a new game and thus haven't been to any maps, the list contains the map which you would normally start a new single-player game on. The maps are converted to SRB2 Universe mode, with enemy health upped and teleports generated and what not, so you can either play maps designed for use in SRB2 Universe or maps from your favorite mod, including all of Mystic Realm's maps.
The lobby you start out in has a menu which allows you to set the difficulty setting from Normal to Ultimate. Then you go to the main HUB map, where you have other menus allowing you to start a quest, warp to any map from the list explained in the above paragraph, buy and sell items, or store your money and extra items in the bank so they don't clutter the equip and item use menus. You can even go back to the lobby map if you wish to choose a different difficulty setting.
Open the menus with the lightdash button until a menu button. If you want to see the remains of SRB2 Universe in the latest version type in MAP MAP21 -FORCE or MAP MAP22 -FORCE into the console. You should be able to see the remains of it.
Map Objects
These objects were added for SRB2 Universe and SA City, but can be used in normal maps too unless otherwise noted.
Thing Type 6000
Kineso: This is SRB2 Universe's first unique quest shop keeper NPC. Currently has no sprites, states, or other usefulness. Incomplete.
Thing Type 6001
Barrel: A request from Senku. It's a pushable object like the gargoyle, except it is as large as the players. You can jump inside it to hide and it can be filled with slime, which is quite painful if you happen to be riding in it at the time. It is incomplete.
Thing Type 6100
Shopkeeper: This is SA City's shop keeper NPC. Incomplete, just an idle animation.
Thing Type 6101
Jason(JTE) Doll: This is SA City's Jason the Echidna plushies! It's a pushable object like the gargoyle, except it has dark red Knuckles sprites.
Thing Type 6102
RedXVI Doll: This is SA City's RedXVI plushies! It's a pushable object like the gargoyle, except it has RedXVI sprites.
Hardware rendering (OpenGL)
Sprite shadows
This is something of a simple throw together which creates "shadows" of all sprite objects when in OpenGL mode. It serves no purpose aside from aesthetic enhancement. Currently, shadows will always point directly away from the camera, rather than having a fixed lighting source; and they will not fall up/down walls, but rather either going straight into the wall or straight off it into the air.
Console variables
shadow
Type: On/Off
Default: On
Use: This toggles the shadows on and off. It exists in the official SRB2, but refers to a previous form of shadows. This form of shadows worked in both software and hardware modes, but was merely a simple, black, 64×64 square rendered under each player. It is saved to config.cfg in SRB2JTE.
offsetshadows
Type: On/Off
Default: On
Use: If this is set to off, shadows will not fall farther away the higher up you are. Turning it on is more realistic, but turning it off makes it "useful" by letting shadows serve as a marker for objects when looking down from above, including where you will land if you're midair.
Lighting and Colormaps
In SRB2JTE, hardware mode lighting and colormaps are rewritten, designed around using fog in tangent with the original RGB modulation to produce a desirable fading effect. It may not be quite optimal just yet, so it must be enabled/disabled through use of the existing gr_fog variable, whose original purpose as a useless extra is now thwarted.
Command Line
Holiday
Type: <number>
Default: [varies upon month]
Use: This is used to set the current theme of SRB2. During holidays, this command will automatically be activated to suit the season.
Note: Settings added by the holiday command cannot be overridden by other files by using ADDFILE.
Values:
- 1: Normal.
- 2: Also normal.
- 3: Old SRB2. This simply changes the introduction cutscenes and the background music that plays during it.
- 4: Easter. Allows you to collect the Single Player easter eggs without resetting your calendar.
- 5: Halloween. Changes several music lumps, graphics, and map headers to fit October. Also adds a disruptively heavy fog.
- 6: Normal.
- 7: Christmas. Rather than adding 3drend.dll, all the map headers and graphics are instead changed by the executable. (The addition of this value results to the removal of the command -xmas.)
noholiday
Use: Disables holiday, as would be expected.
FAQ
General
Q: How do you install and run SRB2JTE?
A: Download the zip of it, unzip it to the main directory of Sonic Robo Blast 2, and click the "srb2JTE" exe icon. Simple, no?
Q: Why was Universe mode removed?
A: Though its purpose was simply an alternative to Coop, it really just couldn't be afforded to work on anymore. It was buggy and generally not too entertaining otherwise.
Q: When I go to a red building in SA City, I see a guy with a whole bunch of toys and stuff, and I'm assuming it's a shop. How do you get it to work?
A: You don't. JTE hasn't programmed it fully, so there isn't really a menu for the shop - if there was, there wouldn't really be anything to buy yet anyway.
Q: Ahh! I can't see Player 1 in splitscreen! What's going on??
A: This is a bug in SRB2JTE Software mode. To use splitscreen in SRB2JTE, OpenGL is recommended.
Q: Why does OpenGL glitch and run slowly in SRB2JTE?
A: SRB2JTE has added OpenGL effects, such as player shadows; try disabling these effects for a smoother framerate. If your game still does not run smoothly, it's probable that your graphics card is old and should be replaced.
Q: I started up the game like normal, but then the screen turned staticky and everything went all red and demonic! What is this; how did it happen; and what does it do?
A: By chance, the intro and title screen may be temporarily hijacked by a zany function created by JTE known as the Supervirus. This is not actually a virus, and does not affect any other aspect of SRB2JTE; in fact, if you end a game and return to the title screen, the title will already be returned to its normal state.
Q: Why did I get banned for playing SA City?
A: SA City is considered a hangout level in coop mode since there is no way of finishing it. Even though it is possible to have a match, the abuse of this level has led it to being entirely banned from the Master Server.
Bot Issues
Q: The game crashes randomly during times I have bots running. What's up?
A: SRB2JTE isn't the most stable program in the world. That being said, random crashes may occur during the use of multiple bots, and the chances of them may be even more likely to occur on Software Mode than OpenGL.
Q: In modes such as CTF, the bots don't really do anything to serve as any competition....
A: Race and CTF are a couple modes that haven't really been added to the bots' AI compatibilities. As time progresses, however, this may be finished, assuming Jason cares enough not to abandon the project fully.
Q: My group of bots keeps running backwards into a wall. What are they, retarded or something?
A: Unfortunately, yes. This can be resolved by using Tails to fly them individually, or you can shoot at them using the RINGSLINGER command.
Q: Why are the bots so stupid?
A: The artificial intelligence of JTE bots is incomplete and has some faults; they will not avoid objects or sectors that do damage, and seem to only attack each other unless someone else is blocking them. You'll simply have to fare with their ignorance.
Other
Q: How can I contact Jason the Echidna?
A: He can be found on IRC in Espernet on #SRB2JTE. While he can also be private messaged on the message board, it should be noted that he visits the forums scarcely and may not respond as a result.
Q: When will the next beta come out?
A: SRB2JTE is now a scrapped project; unless Jason decides to give notice, SRB2JTE will no longer be updated.
Q: I have a question, but it's not on this FAQ. What do I do?
A: You may ask for help on this article's discussion page.




