Chaotix Complete (v0.1)

By AdamKempenich
 

Chaotix needed some love! So I'm trying to complete it.

Introducing, Chaotix Complete!

Chaotix was never finished: this is common knowledge (I think it is, at least). Chaotix also receives so few rom hacks: there are what, five of them, excluding this one? And 2 or 3 of those are just sprite or palette mods. We can do better!

The goals:

  1. My main goal? To answer the question, what if Sega actually finished the game they intended to build, rather than rushing it to the 32X in an incomplete state?
  2. The end game should be fun, especially for coop play. I think Chaotix has the best potential for cooperative play from all the classic games, thanks to the tethering.
  3. I’ve got a lot of thoughts on what a completed Chaotix game would be, and I’m not the only one who's asked that same question. I’ve been sorting through old Sega documents, art, other people’s ideas (pretty much anything I can find) for a year, despite only starting on this project in early 2026.
  4. Aside from finishing a fun game, I want to make tools that people can use.
  5. I want to document this game as much as possible.

What is this?

This version is pretty much just some bug fixes, and “What if Chaotix shipped with Sonic and Tails?”. I think the community deserves to play that game.

Bug Fixes:

  1. Fixed (kind of) physics. You can roll down slopes now. It doesn’t feel like characters randomly accelerate with no reason now. What a nightmare. Every now and then I’ll be playing this updated version and think I broke something, and then I’ll go back and realize it’s in the base version too.
  2. Spin dash: One of the reasons I believe people who say “This game was made by the Sonic CD team” is because of how murked up the spindash was. Between the sound driver side not pitching up the sfx, and the physics side not accelerating, the spindash has been fixed.
  3. Sonic’s legs have been re-colored in the good ending.
  4. Heavy’s throw animation has been restored, and he has a couple new sprites to account for him actually holding the other player. Offsets were also added for the walking + hold animation. Let me know if I missed any sprites with him
  5. Level select: you can choose from any of the base characters. Heavy and bomb are fully playable as P1/P2 for masochists out there.
  6. SFX:
  7. Rolling never had a sound effect. That’s been fixed.
  8. Some general sound driver fixes

New Features

  1. Sonic and Tails are fully implemented. They have their S3K moves—after all, that’s the precursor to this game. Sonic also has the drop dash, in addition to elemental shields.When Sonic has no shield, or has a neutral shield, he can use the insta-shield (jump, short press jump) or drop dash (jump, long press jump).
  2. Normal shields give sonic a larger insta-shield! If you feel like that’s OP, please let me know. Everyone in this game feels OP to me, so I find that balance to be fair since he has no vertical traversal abilities.
  3. When Sonic has elemental shields (more on that below), they behave the same as S3K.
  4. Tails can fly for 8 seconds. Jump, and press/hold Up to fly. This is how he behaved in the beta. Jumping from the ground while holding Up gives tails a super-jump-fly thingy. This wasn’t intentional, but it does add to the balance of his gameplay and I’m keeping it since Charmy is OP in this game and this helps Tails balance with him a bit.
  5. Tails does not have his tail overlays while jumping in the bonus/special stages yet.
  6. Elemental shields have been ported from S3K. Win them in the bonus stage for now.
  7. I’m still porting elemental damage types over, as Chaotix does not that baked into attacks/enemies.
  8. Speaking of the bonus stage… the lightning shield attracts rings in the bonus stage if you have it (not the special stage yet). HUD icons also appear for what shield your player has in the bonus stage, since I haven’t gotten overlays working yet.
  9. Every character is selectable from the player select screen. If you want to beat this game as Heavy, why should I stop you?
  10. Oh, that little flippy-monitor animation now plays with more items, not just the blue ring.
  11. I suppose the added splash screen counts as a new feature?

New Art

  1. Many sprites were provided by @CancerEdition. Some were from other games. Some are new!
  2. The HUD icons for Knuckles and Espio look good on CRTs due to the way the pixels blend together. They look bad on any other display, so I’ve fixed that and made new sprites.
  3. HUD icons (while we’re on them) did not have borders for characters. This inconsistency has been fixed.
  4. Knuckles didn’t used to slide on the ground when he landed. Now he does, and there’s new art for that. I guess that’s also a new feature?
  5. I made some new art for the instashield when Sonic has a shield power up. I never finished that, but the placeholder works for now.

New Sounds

  1. A restored Sega sound. Since this sound is still in the game, and the sound went through at least two iterations, I’m guessing it was turned off for development purposes. Believe me, booting this game up hundreds, or thousands of times, would make me shut off that sound too.
  2. Imported Sounds from S3K, and from Sonic CD.
  3. FM/PSG jump SFX (this is in the options menu)
  4. Jump SFX also change pitch when you’re big/little. Isn’t that cute?
  5. Skid SFX alternate between PSG and FM, dependent on the option. I’m really wondering why the skid SFX were PSG in this game, when the jump was FM—especially since Chaotix relies so heavily on the SCD sound bank. Find that toggle in the options menu.
  6. FM/PSG saves to SRAM, so when you reboot the game, it remembers what you chose.

Known Bugs

Sorry everyone, I've run out of time for a few months to work on this, and wasn't able to finish mapping the overlay positions for Sonic and Tails.

  1. Sonic and Tails' arms are incomplete.
  2. Tails' tail overlays are incomplete.
  3. It's still Chaotix.

There’s a lot that I’ve fixed in this game. I don’t remember all of it right now. So this list is not exhaustive. Like I said, September was nuts. I’ve got builds with water, builds where Heavy’s sprites are kind of restored, a build with smooth sprite rotation working. I haven’t had time to review the code on those and implement it into the main build of this project.

I’ve got a lot of plans for this hack in the future.

Enjoy v0.1 of Chaotix Complete, AKA the Sonic and Tails in Chaotix build.

— Adam Kempenich

Credits
  • A special thanks to CancerEdition for their lovely Sonic and Tails sprites
  • A healthy amount of code, and SFX, are ported directly from S3K and Sonic CD
  • Other new sprites provided by me
  • As noted below, Claude saved a bunch of time for a lot of code work. It also wasted a lot of time.
AI Usage

Who's ready to open this can of worms?

I’m going to be fully transparent with my development of Chaotix Complete: yes, AI was used in the creation of this. I know, I’m a new face to this community, despite having done some Sonic hacking back in the early 2000s. I’ve had a lot of change in my life in the last few years, and this project was a good way for me to use some of my creative energy.

The goal of this project isn’t to be some namesake for me: it’s to give Chaotix some love and life. Nobody else is doing this, so please don’t fault me for using new tools to get this job done. I’m just some guy who really likes running, and I get inspired for ideas with the tether system for this game when I walk my dog on her extendable leash.

I’ll be releasing the source for this hack when different milestones are met. All of my notes (which there are a lot of), art, sound, and code comments/cleanup will be published.

Here’s a nifty checklist that I’ll call “Where was AI used for this project?”

❌ NO AI: Art creation

❌ NO AI: Music/Sound creation

❌ NO AI: Ideation/New feature design/storytelling

❌ NO AI: Writing (I paid for my journalism degree, I’m going to use it)

✅ YES AI: Code writing/Tool-Building

What I do NOT want—and I cannot emphasize this enough—is to give the impression that AI should just pump out thoughtless content. I hope this project is not viewed in that way. For me, this is a product of the love, joy, and most importantly, the feelings, that this game has given me for 30+ years.

Despite the AI work (which, with the exception of the SH2 code, to this point has mostly just been importing code from S3K), I’ve put a ton of effort into this project.

I really enjoy how much I’ve learned from this project: I’m not great at 68k assembly (and guess what, I’m even worse with the SH2), and this has been a great way to get better. I think anyone who’s going to be making hacks should understand the architecture of how these systems operate, and that should be part of the fun of this.

Gallery
Download

File Type: rom/sega-32x

File Size: 3.81 MB

AdamKempenich @ 2026-10-06 12:41:14

Hey folks, first of all, I hope you enjoy this hack.

I'd like to apologize—Sonic's legs are NOT properly colored in this build for the Good Ending. I forgot to merge that fix into my main build.

Once the contest is over, I'll push the latest version out with correct arm/tail sprites, and the correct leg colors. Everything else should be as expected, but if it's not, let me know and I'll add it to the fix list!

JvneTh @ 2026-10-22 16:06:48

Sorry but, which emulator did you use? I'm having a bug on kega where it crashes when entering a stage

Joshy20XX @ 2026-10-22 17:18:14

I tried BlastEm and it works perfectly fine there. You just need the 32X bios files and the game will run.

Tristan2 @ 2026-10-22 17:39:56

THX ADAM!!! ITS EXTREME PEAK PRO!!

Mildanner @ 2026-10-22 19:17:46

Another known issue: When Sonic grabs the second character, his arms were off. Can you fix it? When the plans are for fixing entries, but not too early.

$2A sound test slot PSG is -1 octave lower

Last modified by Mildanner @ 2026-10-22 19:20:29