Primarily, I was to dissect and explain the Palmtree Panic Zone boss, 
		which is pretty complex in design by comparison to how effortlessly it 
		can be beaten, so that he could reproduce it flawlessly. During this 
		time, I personally reconstructed the boss myself using my existing port 
		of Sonic 1 to GBA/DS to make certain that I was understanding it 
		correctly. At the same time, I also had a personal interest in Sonic 
		CD's Special Stage, which I had also been dissecting, and continued my 
		work with it in order to both provide assistence (though not direct) 
		with Christian's Sonic CD build, and to attempt my own with the DS
		
		As both projects continued, I saw merit in the idea of pitching the 
		concurrent development of a DS version of the game, which would require 
		such a low-level remake as mine due to the fact that the DS wasn't 
		powerful enough to support a scripting-based game engine like Retro 
		Engine. Given that, I set out to make a complete POC, which was taken 
		pretty much to completion
		
		Unfortunately, once Christian's version was formally accepted and he was 
		under contract, I would no longer be able to associate with the project 
		and was therefore without a means to get the concept off the ground. I 
		had no other contacts, and with this being Christian's first project 
		with the company, he understandably couldn't take the sort of risk that 
		would have been involved in attempting to take care of it himself
		
		Other inhibiting factors would have included the fact that Sega was 
		moving toward digital distribution, and a DS version of Sonic CD would 
		have absolutely necessitated a cartridge. The audio quality would also 
		have to have been sacrificed, which may have been another factor. It 
		also wouldn't be long before the DS and DSi gave way to the more 
		powerful 3DS, and with Christian's Retro Engine already on-hand, this 
		particular project was no longer of any commercial use, and therefore 
		was cancelled permanently
		
		The project has since collected dust, and is now being presented as-is 
		for the sake of novelty. It can not and will not be continued. Most 
		errors are known and reports are not desired; there will be no updates
		
		
		
		
		CREDITS 
		
		Sonic Team/Sega are responsible for the original Sonic CD game 
		reproduced here
		The majority of the work that went into this project was performed by me 
		(Stealth - www.headcannon.com)
		This project uses MaxMod (www.maxmod.org) for audio
		The module music used in this project was set up by me, and is just 
		downsampled audio tracks duct-taped to mostly do-nothing XM data
		
		
		WHAT WORKS
		
		 General -
		-Sonic
		-Tails
		-Knuckles
		-Title Screen and Menu
		-Level End Sequence
		-Animated Tiles
		-Invincibility, Sneaker, and shield powerups
		-Time Travel (Activate time post and run at full speed for a few 
		seconds)
		-Palmtree Panic Zones 1-3, all time periods, all objects, including boss
		-Special Stage with entry from big ring (appears at level end when you 
		have 50+ rings)
		
		
		
				WHAT DOESN'T WORK
		
		-Basically anything that wasn't listed in "WHAT WORKS"
		
		
		
		USAGE NOTES
		
		 Hardware
		- Copy the main "SonicCD" folder (which contains "Player", "R1", etc.. 
		subfolders) to the ROOT of the SD card. It will not work from any other 
		location
		- Place SonicCDDS.nds anywhere on the card
		- Run SonicCDDS.nds
		
		No$GBA (Recommended for emulation)
		- Run SonicCDDSFull.NDS
		
		DeSmuME (Not recommended)
		- In the "Emulation" menu, select "GBA Slot", and from the dropdown menu 
		that appears, select "MPCF Flash Card Device", and then click "Use path 
		of the loaded ROM"
		- Ensure that SonicCDDS.nds is in the same folder as the main "SonicCD" 
		folder. Do not put it inside the "SonicCD" folder
		- Run SonicCDDS.nds
		- This emulator exhibits a lengthy delay before the initial disclaimer 
		screen appears
		- This emulator exhibits a noticeable stall when the music changes
		- The Special Stage runs at half speed when played in this emulator
		
		
		
		
		USAGE INSTRUCTIONS
		
 Main Menu
		
		Navigate through options using up/down on the D-Pad
		Change most options by navigating to that option and using left/right on 
		the D-Pad
		Change the selected game by navigating up beyond the "Title" option and 
		using left/right on the D-Pad
		Change "Round" by using A/B, X/Y, and L/R to change each individual 
		component
		Select an option by pressing Start
		
		Gameplay
		
		Use the D-Pad to move, and A/B to jump
		Use R trigger to toggle Debug Mode. While in Debug Mode, A and B become 
		object cycle and placement