I spent half my day working on a new formula to fix some problems in the ProSonic engine. The formula addresses some miscalculations of mine in the player movement. Although there's more code to be added still, the formula is 100% correct. I've hard-coded the values needed to make the player's speed and acceleration work with precise accuracy. This decision was made so I could keep the engine running as fast as possible. It essentially cuts down on the number of times division, multiplication, and sine calculations are done. If anyone wants to recode the engine when the source code is available, I'll be keeping the complete formula in tact as a comment in the code so the values can be easily manipulated without creating a whole new table. Trust me when I say it's a very complicated formula, but it definitely produces the same results as those in the original Sonic games.
I'm rather excited about this because once I get movement completed, I will work on installing the jump, spin, and other code into the engine. The idea right now is to get the player's movement and functionality complete. A demo may be possible afterwards, but don't get your hopes up. I've been very skeptical of releasing a demo at this stage of development because I still don't think it's of good enough quality to deserve public viewing.
Also, I'd like to announce that I would like to do a Nintendo DS port. I've been thinking about it for several months now, and I really think it's a good direction to go in. Some people have been asking for a port to the Dreamcast and although I haven't completely ruled it out, I will say it's not my highest priority. I think the Nintendo DS would be a better system to port ProSonic over to. I believe there's a much larger audience with the DS, and I also believe the DS is much more easily accessible to people with and without the system.