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I found the code from the Sage 2018 demo of Sonic Z-Treme on my hard drive, I also found the map compiler I had. I just felt like adding some effects I didn't have time to add to the Sage 2018 demo, such as RBG0 layers, snow, etc. Here is what it looks like. While I did have later versions, I experimented so much that it killed several effects (gouraud shading vs fade in). Unlike what my engine is now at, this version still uses SGL for rendering, which is kind of slow in comparison and creates several memory management issue (it wastes ram in other words). I also just put my frustum culling code from Project Z-Treme, which is way more accurate, but it also means less stuff gets culled out, so it impacts the framerate a little bit in some maps. Getting rid of SGL should be enough Before anyone asks, I don't intend to do much more with this, it was mainly for fun. My main project is still Project Z-Treme, which is obviously much more advanced than what's here.