Sonic Advance Released for Android in Japan
#62
Posted 28 November 2011 - 10:17 AM
GeneHF, on 27 November 2011 - 06:08 PM, said:
When I was listening to the tracks, at first I didn't notice anything missing at all, other than a few minor things. Then I opened up FL Studio and found the reason; they're using MIDI patch 128 -- Gunshot -- for channel 10, the drum track. It isn't a valid patch normally, so that explains that.
#63
Posted 28 November 2011 - 10:21 AM
Does anyone think it's possible to swap out different MIDI files or perhaps edit them with different/more/better instruments? There's at least one of Egg Rocket Zone on VGmusic that I'd consider better than the ones in the port-
http://www.vgmusic.c...g_Rocket-KM.mid
And no I know nothing about midi or what may or may not cause issues with swapping them out/editing them. So go easy if it's a no.
#64
Posted 28 November 2011 - 10:59 AM
#65
Posted 28 November 2011 - 12:20 PM
#66
Posted 28 November 2011 - 12:27 PM
Granville, on 28 November 2011 - 10:21 AM, said:
http://www.vgmusic.c...g_Rocket-KM.mid
And no I know nothing about midi or what may or may not cause issues with swapping them out/editing them. So go easy if it's a no.
I don't see why not. I'd try it myself, but life is ultra busy again...
#67
Posted 29 November 2011 - 12:37 PM
DustArma, on 27 November 2011 - 12:57 PM, said:
Here's an APK decompiler if anyone wants to take a look at it.
http://dl.dropbox.co..._decompiled.rar
Here's the decompiled APK, the game's code is in the smali folder.
Thank you for the decompiled assets!
Now I have to ask eveyone who has played this:
In Ice Mountain, is the water surface, palette and BG ripple effects working the same in as in the GBA version (like when you jump under water, the ripples shouldn't move with the camera like in sloppy game such as Advance 3, and Sonic 4)?
In Secret Base, do the indoor background light panel bars scroll in different speeds vertically, and do they overlap at certain scroll offsets?
Is the backgound in Neo Green Hill line scroll the water?
Thanks for any answers, or even if possible videos would be better!
#68
Posted 29 November 2011 - 01:59 PM
I roll a rooted HTC inspire 4g.
#69
Posted 29 November 2011 - 04:47 PM
LOst, on 29 November 2011 - 12:37 PM, said:
In Ice Mountain, is the water surface, palette and BG ripple effects working the same in as in the GBA version (like when you jump under water, the ripples shouldn't move with the camera like in sloppy game such as Advance 3, and Sonic 4)?
In Secret Base, do the indoor background light panel bars scroll in different speeds vertically, and do they overlap at certain scroll offsets?
Is the backgound in Neo Green Hill line scroll the water?
Thanks for any answers, or even if possible videos would be better!
Can't say about Ice Mountain as I've not reached that level. But I can confirm that the water in Neo Green Hill scrolls identically to the GBA version (the water shimmers AND scrolls very smoothly with a great many layers of horizontal lines all scrolling at different speeds, great sense of depth as in the original). And the background layers in Secret Base with the red and yellow lights do scroll correctly and overlap as they should (vertically and horizontally). I can also confirm that Casino Paradise Zone has all its backgrounds intact as well. I imagine the rest of the game is spot on with the GBA version as well. This seems to be a very perfect port of the original game visually, I've noticed absolutely no downgrades in core assets and effects. If the game ran well for me, the sound would really be the only change. Sorry, don't have time to do a video. I don't think the detail would show up very well on anything besides a direct feed video either.
#70
Posted 29 November 2011 - 06:38 PM
I'm using an Optimus Black and it's always rendering every other frame, no matter what's going on in the game, with no slowdown or additional frame skipping happening at all (might happen in later levels, I don't know).
#71
Posted 29 November 2011 - 07:25 PM
#72
Posted 29 November 2011 - 07:33 PM
#73
Posted 29 November 2011 - 07:55 PM
Krigo, on 29 November 2011 - 07:33 PM, said:
First time I heard about an Android version of Sonic 1, the only mobile ports I know about are the japanese mobile port, the 2-parts J2ME port by ifone/Glu Mobile and the iOS port.
Checking their Android applications, they list another Android port of Advance 1 but the description has several mentions of "mobage".
https://market.andro...cadvance.mobage
*EDIT* Mobage seems to be an online social platform for Android games. *EDIT*
#74
Posted 29 November 2011 - 08:08 PM
#75
Posted 29 November 2011 - 08:21 PM
Granville, on 29 November 2011 - 04:47 PM, said:
LOst, on 29 November 2011 - 12:37 PM, said:
In Ice Mountain, is the water surface, palette and BG ripple effects working the same in as in the GBA version (like when you jump under water, the ripples shouldn't move with the camera like in sloppy game such as Advance 3, and Sonic 4)?
In Secret Base, do the indoor background light panel bars scroll in different speeds vertically, and do they overlap at certain scroll offsets?
Is the backgound in Neo Green Hill line scroll the water?
Thanks for any answers, or even if possible videos would be better!
Can't say about Ice Mountain as I've not reached that level. But I can confirm that the water in Neo Green Hill scrolls identically to the GBA version (the water shimmers AND scrolls very smoothly with a great many layers of horizontal lines all scrolling at different speeds, great sense of depth as in the original). And the background layers in Secret Base with the red and yellow lights do scroll correctly and overlap as they should (vertically and horizontally). I can also confirm that Casino Paradise Zone has all its backgrounds intact as well. I imagine the rest of the game is spot on with the GBA version as well. This seems to be a very perfect port of the original game visually, I've noticed absolutely no downgrades in core assets and effects. If the game ran well for me, the sound would really be the only change. Sorry, don't have time to do a video. I don't think the detail would show up very well on anything besides a direct feed video either.
When you have confirmed Ice Mountain's BG and water effects being the same as GBA, that will be the main reason this game seems to be running so slow. There is no hardware for doing those effects (as those were using true SNES/GBA techniques), and it is extremely impressive to emulate them in software, even if the result is slow.
