I am providing some comparison screen shots. It shows how the data and screens actually compare between Sonic the Hedgehog 2 and ProSonic. I have a couple of modified versions of Sonic 2 that I use during testing. The debug counters represent different variables in each picture.
SNAPSHOT 1 - This shows the X and Y player positions. In the ProSonic window, the outlined area on the left shows the standard positions. The outlined area on the right shows the finer position values (256ths). They match perfectly.
SNAPSHOT 2 - You can see the player X and Y velocity values in purple. The player speed is in cyan, and the slope of the floor is in red. All values match perfectly.
This test was performed by having the player run to the right, pausing both Gens and ProSonic at the same point. The values match up at each and every frame. This demonstrates how accurate the algorithms are that I use. I am proud to say that it is more accurate today than it was yesterday. The next challenge is to add horizontal collision. That will fix a few remaining problems and give it even more of a Sonic authentic feel.
Once I get all the collision and movement complete, the final step would be to add block collision swapping. That would involve modifying block collision data as the player passes through certain points. This is an important part to making loop-de-loops work.