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Sonic 1 released for iPhone - or should I say emu + rom :P

#16 User is offline Enzo Aquarius 

Posted 21 May 2009 - 01:32 PM

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QUOTE (The Taxman @ May 21 2009, 06:05 AM)
QUOTE (GerbilSoft @ May 21 2009, 03:56 PM)
There also seems to be some extra interrupt vectors, though the addresses don't make any sense:

CODE
000000e0  26 28 00 0c 30 28 00 12  48 c0 e1 80 4e f9 00 00  |&(..0(..H...N...|
000000f0  d5 a2 02 00 00 00 02 00  00 00 02 00 00 00 02 00  |................|


I'm guessing they use that for the popup menu stuff that activates when the title screen comes up. Which sucks, because it stops you from activating the level select!

http://www.youtube.com/watch?v=6IqVbkSXa_s


Go to 0:50 in the video. Sonic does some weird double-jump near the spring that I've never seen or encountered before.

#17 User is offline Tweaker 

Posted 21 May 2009 - 01:50 PM

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QUOTE (Enzo Aquarius @ May 21 2009, 02:32 PM)
Go to 0:50 in the video. Sonic does some weird double-jump near the spring that I've never seen or encountered before.

Actually, that's not a double jump—latency in the game's emulation is causing the sound buffer to overrun, resulting in that particular bit of sound—including the jump noise—to play twice. It's just bad emulation. wink.png

#18 User is offline Enzo Aquarius 

Posted 21 May 2009 - 01:58 PM

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QUOTE (Tweaker @ May 21 2009, 06:50 PM)
QUOTE (Enzo Aquarius @ May 21 2009, 02:32 PM)
Go to 0:50 in the video. Sonic does some weird double-jump near the spring that I've never seen or encountered before.

Actually, that's not a double jump—latency in the game's emulation is causing the sound buffer to overrun, resulting in that particular bit of sound—including the jump noise—to play twice. It's just bad emulation. wink.png


Ah, thanks, was trying to figure out what was going on there. Didn't realize it was just a sound error, I thought it was an emulation error in regard to the jump action and the spring. wink.png

#19 User is offline Overlord 

Posted 21 May 2009 - 05:12 PM

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QUOTE (Phoebius @ May 21 2009, 11:04 AM)
QUOTE (The Taxman @ May 21 2009, 07:35 AM)
Anyone who's got a jailbroken phone could most likely insert different roms and play them too :P





That wasn't what I expected v.png

EDIT :
Anyway... Surprisingly, controls are quite good for an iphone port, but... too much slowdowns...

hahahahah, I was about to ask if anyone had tried putting a different ROM in. =P Hey, at least Sega are writing soundcores if it's 100% emulated now.....right? Or are there WAVs again =P

#20 User is offline Tweaker 

Posted 21 May 2009 - 05:14 PM

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QUOTE (Overlord @ May 21 2009, 06:12 PM)
Hey, at least Sega are writing soundcores if it's 100% emulated now.....right? Or are there WAVs again =P

There is sound emulation present, yes, but it sounds so horrible that they probably would have been better off using WAVs like for every other emulator compilation they've written in recent times.

I mean, seriously—it sounds even worse than older versions of Genecyst! And believe me, that's pretty bad.

#21 User is offline evilhamwizard 

Posted 21 May 2009 - 05:21 PM

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Nope, no WAVs this time. Looks like Sega finally figured it out. :P

I looked inside the application, and I see "states" for a cheat menu/title screen/new game. What's this? What are these .NIB files?

Anyway, here's your credits list:

CODE
/*
AllLanguages.strings
iGenesis

Created by Stephen Broumley on 1/7/09.
Copyright 2009 Sega. All rights reserved.
*/


"credits" =

"
[1]Original Game developed by SEGA

[1]Sound Composer:
[2]Masato Nakamura


[1]Developed for iPhone by Smashing Studios

[1]Genesis Emulation:
[2]Steve Broumley


[0]SEGA of America

[1]CEO:
[2]Naoya Tsurumi

[1]President & COO:
[2]Simon Jeffery

[1]Executive VP of Corporate Planning:
[2]Hitoshi Okuno

[1]Executive VP of Digital Business Planning:
[2]Haruki Satomi

[1]VP of Marketing:
[2]Sean Ratcliffe

[1]Senior VP of Sales:
[2]Sue Hughes-Taigen

[1]VP Creative:
[2]John Whitmore

[1]Director A&R:
[2]Brian Schorr

[1]Director Digital Content:
[2]Paxton Lazar

[1]Senior Producer:
[2]Chris Johnson

[1]Assistant Producer:
[2]Joshua Lanada

[1]Additional Art:
[2]Joshua Lanada

[1]Senior Brand Manager:
[2]Erica Mason

[1]QA Lead:
[2]Teressa Guest

[1]QA Assistant Lead:
[2]Rick Ramey
[2]Lacey Canton

[1]QA Testers:
[2]Dane Day
[2]Matt Girard
[2]Jason Lam
[2]Rishad Virgin
[2]Jason Yee

[1]Additional Programming:
[2]Otávio Good


[0]SEGA Europe

[1]Head of Mobile:
[2]Mayra San Martin

[1]Executive Producer:
[2]Agostino Simonetta

[1]Producer:
[2]Max Brode

[1]Localisation Manager:
[2]Marta Lois Gonzalez

[1]Localisation Project Supervisor:
[2]Giuseppe Rizzo

[1]Translators:
[2]Antonio Catanese
[2]Antonella Marras
[2]Jesus Alvarez
[2]Luis J. Paredes
[2]Daniela Kaynert
[2]Jay Bannmuller
[2]Carole Kunzelmann
[2]Jean-Loup Lansac

[1]Language QA Coordinator:
[2]Alessandro Irranca

[1]Language QA Team Lead:
[2]Pedro Ortega

[1]Language QA Testers:
[2]Benjamin Hall
[2]Tina Ferraro
[2]Maribel González
[2]David Klemm

[1]Senior Mastering Tech:
[2]John Hegarty


[0]SEGA Corporate

[1]Character Supervisor:
[2]Takashi Iizuka
[2]Eitaro Toyoda

[1]Mobile Production Director,
[1]Quality Supervisor:
[2]Daisuke Mori

[1]Overseas Consumer Business:
[2]Satomi Okuma


[0]Special Thanks:

[2]SpritesMind community
[2]Charles MacDonald

[2]Jane Broumley
[2]Paris and London Broumley
";


Wow, SpritesMind got credited? Also - looks like they might've used Genesis Plus as a code base. :\
This post has been edited by evilhamwizard: 21 May 2009 - 05:25 PM

#22 User is offline roxahris 

Posted 21 May 2009 - 05:23 PM

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Haha, if the emulation is really that bad, they should've just ported the iPod version of it.

#23 User is offline Overlord 

Posted 21 May 2009 - 05:39 PM

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Just "sounds even worse than older versions of Genecyst" was enough. I don't need reminding how bad that is =P

#24 User is offline sonicblur 

Posted 21 May 2009 - 10:13 PM

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*grumble*
Nice of Apple to let Sega break the rule in the SDK agreement that disallows interpreted code/emulators.
(Not that they haven't already allowed other big companies to break them too.)

#25 User is offline The Taxman 

Posted 21 May 2009 - 10:22 PM

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QUOTE (sonicblur @ May 22 2009, 01:13 PM)
*grumble*
Nice of Apple to let Sega break the rule in the SDK agreement that disallows interpreted code/emulators.
(Not that they haven't already allowed other big companies to break them too.)


That rule applies to downloaded interpreted code. e.g. loading java or flash code off a website. They presumably have the rule in place because otherwise people could execute code that wasn't checked by Apple during the app approval process.

#26 User is offline Phoebius 

Posted 22 May 2009 - 06:05 AM

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QUOTE (Tweaker @ May 22 2009, 12:14 AM)
QUOTE (Overlord @ May 21 2009, 06:12 PM)
Hey, at least Sega are writing soundcores if it's 100% emulated now.....right? Or are there WAVs again =P

There is sound emulation present, yes, but it sounds so horrible that they probably would have been better off using WAVs like for every other emulator compilation they've written in recent times.

I mean, seriously—it sounds even worse than older versions of Genecyst! And believe me, that's pretty bad.


I couldn't agree more. The jump sound is particularly awful

#27 User is offline Enzo Aquarius 

Posted 22 May 2009 - 09:27 AM

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My friend downloaded this, so I'll give it a shot today. Expect a little review later on.

#28 User is offline Enzo Aquarius 

Posted 22 May 2009 - 03:25 PM

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As promised, a small review:

I played through Green Hill Zones Act 1, 2 and 3, and I will admit the emulation is spot on, as expected. As has been noted, there are framerate issues, especially at the waterfalls in such areas as the beginning of GHZ 2, where there is a HUGE drop in framerate. The one pickle I have is the special zones, where I keep getting the urge to move the iPhone in tune with Sonic. For some reason, I find them harder using the on-screen control interface.

Controls work as expected, but if you have large fingers, it can be a problem using the d-pad. I had many times where I accidentally went backwards, was looking up, or rolled. The A Button is fine. If you're used to the feel of a controller's buttons to help you, you'll have to get used to this. Also, if you're concerned with your fingers getting in the way of the screen, you can minimize the screen so the controls don't interfere with the game. However, this makes the game very small.

As I mentioned earlier, there's a sound emulation error in the video posted previously. I tried to copy this, but just couldn't do it.

Overall, it's a nifty game for the iPhone/iPod Touch, but you have to get used to the drop in framerate and the lack of grip with an on-screen interface.

#29 User is offline MooMoo 

Posted 22 May 2009 - 04:50 PM

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Doesnt the Sonic 1 availible on iTunes work on the touch? I have it on my iPod video, its a good port, but the controls are sucktacular on a clickwheel.

#30 User is offline Overlord 

Posted 22 May 2009 - 04:59 PM

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I'd imagine so, seeing as all the iPhone is is a Touch that can make phone calls.

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