Could this be mirrored to take a load off of sega's side?
Sonic CD (2011) Post-Release Bugs/Fixes/Suggestions
#31
Posted 15 December 2011 - 09:19 PM

Could this be mirrored to take a load off of sega's side?
#32
Posted 15 December 2011 - 09:35 PM

Narstyle, on 15 December 2011 - 09:19 PM, said:
Could this be mirrored to take a load off of sega's side?
I presume you are replying to me

The data files are saved to /sdcard/Android/data/com.sega.soniccd/
This is the internal storage on my phone, not an external sd card. No hidden folders or files.
I don't know if its ok to mirror the data files, even though someone can't use them to play the game until they buy it, since the .apk executable isn't part of the data files.
#33
Posted 15 December 2011 - 09:50 PM

#34
Posted 15 December 2011 - 09:56 PM

Sega CD original: the conveyor will trigger the time warping mechanic, allowing you to travel to the past with ease.
Android port: Nothing happens. It does not trigger the time warp.
This is really annoying, because I can't find another suitable place to travel through time; my attempts to use large flat areas keep getting foiled last-second by a bump or jump or something,
#35
Posted 15 December 2011 - 10:09 PM

Shadow Hog, on 15 December 2011 - 09:56 PM, said:
Sega CD original: the conveyor will trigger the time warping mechanic, allowing you to travel to the past with ease.
Android port: Nothing happens. It does not trigger the time warp.
This is really annoying, because I can't find another suitable place to travel through time; my attempts to use large flat areas keep getting foiled last-second by a bump or jump or something,
I noticed this too and it made me want to rage. QQZ is really hard to go back in time in without that little gimmick.
#36
Posted 15 December 2011 - 10:18 PM

MDave, on 15 December 2011 - 09:35 PM, said:
Narstyle, on 15 December 2011 - 09:19 PM, said:
Could this be mirrored to take a load off of sega's side?
I presume you are replying to me

The data files are saved to /sdcard/Android/data/com.sega.soniccd/
This is the internal storage on my phone, not an external sd card. No hidden folders or files.
I don't know if its ok to mirror the data files, even though someone can't use them to play the game until they buy it, since the .apk executable isn't part of the data files.
I found them in about 10 seconds with a Google search, for anyone else looking for them.
#37
Posted 16 December 2011 - 12:27 AM

#38
Posted 16 December 2011 - 12:45 AM

#39
Posted 16 December 2011 - 01:46 AM

- Tails can't breathe from the large bubbles around Robotnik while swimming.
- Bubble generators do not disappear when above water.
- Sonic doesn't need to jump in order to reach the large bubbles (Tails shows the correct behavior, possibly because he's shorter).
- After breathing from a bubble, the character's current animation doesn't reset to a very slow walking animation, if he was going fast (or was flying, in the case of Tails).
Icewarrior, on 15 December 2011 - 08:39 PM, said:
- I have no idea if this is intentionnal or not but the music that will be played during the race with Metal Sonic is the bad future one, even if I'm in the good future version of SS act 3.
It makes it far more epic if you've "made a good future". =P
#40
Posted 16 December 2011 - 04:46 AM

ICEknight, on 16 December 2011 - 01:46 AM, said:
Icewarrior, on 15 December 2011 - 08:39 PM, said:
- I have no idea if this is intentionnal or not but the music that will be played during the race with Metal Sonic is the bad future one, even if I'm in the good future version of SS act 3.
It makes it far more epic if you've "made a good future". =P
Yeah, the Good Future JP song just doesn't work for a boss race. That's probably why Metal Sonic's theme in Generations is specifically Stardust Speedway Bad Future, too.
#42
Posted 16 December 2011 - 05:53 AM

(XBLA version)
Edit: I just had to hit Eggman twice before he would move up a level in Wacky Workbench Act 3.
Also, how the game detects "being crushed" seems pretty sensitive. Not sure if that's a bug, though, and it might've been that way in the original Sonic CD, but I've had a lot of deaths where I've jumped between two blocks and despite there being enough room for Sonic to fit and the blocks moving OUTWARD instead of INWARD, Sonic still dies.
And while we're at it, re: "Features that would be nice but aren't necessary", a friend was bugging me to request an option to skip the time travel animation altogether months ago (after hearing that Naoto Oshima's original intent was simply a short flash to separate eras of time) but I didn't want to burden Taxman, but I see IceKnight requested something similar, so I'll second that request.
#43
Posted 16 December 2011 - 06:00 AM

E-122-Psi, on 15 December 2011 - 09:08 PM, said:
Icewarrior, on 15 December 2011 - 08:39 PM, said:
- I have no idea if this is intentionnal or not but the music that will be played during the race with Metal Sonic is the bad future one, even if I'm in the good future version of SS act 3.
This is likely borrowed from the original Mega CD version, for versions using the Japanese soundtrack, the bad future music played whatever future you were in (likely for a more dynamic boss theme). This isn't in the US version or the PC/Gems version, likely because the US soundtrack has a less tranquil good future theme.
Does this occur with the US soundtrack option too?
Yes, I was actually playing with the US OST. This didn't happen in the original US version.
#44
Posted 16 December 2011 - 06:36 AM

Has anyone else with a Galaxy Nexus had problems with running and jumping at the same time? The 'hitbox' for A seems to be in different places when pressing left and right, only when you're not pressing the D-Pad is it actually centred on the virtuial button.
I'll try and get a video...
#45
Posted 16 December 2011 - 06:50 AM
