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Sonic Advance Released for Android in Japan

#61 User is offline Neo 

Posted 28 November 2011 - 03:16 AM

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View PostICEknight, on 27 November 2011 - 08:12 PM, said:

Seems to be locked at exactly 30FPS to me, as I can only see the numbers 0,2,4,6,8 in the timer's last digit.

If you mean the centisecond counter, than that's either 50 FPS (0, 2, 4, 6, 8, 0) or 25 FPS (0, 4, 8, 2, 6, 0).

#62 User is offline DalekSam 

Posted 28 November 2011 - 10:17 AM

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View PostGeneHF, on 27 November 2011 - 06:08 PM, said:

Any reason why 80% of the sound track lacks percussion of any sort?

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 User is offline Granville 

Posted 28 November 2011 - 10:21 AM

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Judging from all the different takes on the framerate, I'm assuming that the game just wasn't optimized for my type of device (yet anyways, maybe it will be in the future for a US release). I'm getting literally 15 frames per second, others saying it runs better or full speed. Odd.

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.
This post has been edited by Granville: 28 November 2011 - 10:34 AM

#64 User is offline MisterBadguy 

Posted 28 November 2011 - 10:59 AM

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Tried on a rooted HTC Sensation, which is for all intents and purposes actually a Sensation XE. Seems to run perfectly fine for me, just as I remember the GBA version running.

#65 User is offline Herm the Germ 

Posted 28 November 2011 - 12:20 PM

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Hm, one thing I cannot figure out yet is how MIDI-looping is controlled, though I'm likely just overlooking something obvious. :V

#66 User is offline Tanks 

Posted 28 November 2011 - 12:27 PM

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View PostGranville, on 28 November 2011 - 10:21 AM, said:

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.

I don't see why not. I'd try it myself, but life is ultra busy again...

#67 User is offline LOst 

Posted 29 November 2011 - 12:37 PM

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View PostDustArma, on 27 November 2011 - 12:57 PM, said:

http://forum.xda-dev...ad.php?t=695701

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!
This post has been edited by LOst: 29 November 2011 - 12:38 PM

#68 User is offline Lobotomy 

Posted 29 November 2011 - 01:59 PM

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Can anyone explain to me why I keep getting a parsing error when I try installing it?

I roll a rooted HTC inspire 4g.
This post has been edited by Lobotomy: 29 November 2011 - 02:00 PM

#69 User is offline Granville 

Posted 29 November 2011 - 04:47 PM

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View PostLOst, on 29 November 2011 - 12:37 PM, said:

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!

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.
This post has been edited by Granville: 29 November 2011 - 04:49 PM

#70 User is online ICEknight 

Posted 29 November 2011 - 06:38 PM

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So, in the end, is anyone really getting 60FPS or are they always locked at a lower value?

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 User is offline Lobotomy 

Posted 29 November 2011 - 07:25 PM

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Just got it working and holy shit is this port bad. It isn't my phone, but this game has the framerate of a powerpoint presentation.

#72 User is offline Krigo 

Posted 29 November 2011 - 07:33 PM

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Just ran the game on my ZTE Blade/Orange San Francisco. It runs horribly, coming from a phone that pretty much has no problems running 2D games. Has anyone ever cracked the Android version of Sonic 1 on an unrelated note?

#73 User is offline DustArma 

Posted 29 November 2011 - 07:55 PM

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View PostKrigo, on 29 November 2011 - 07:33 PM, said:

Has anyone ever cracked the Android version of Sonic 1 on an unrelated note?


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*
This post has been edited by DustArma: 29 November 2011 - 07:59 PM

#74 User is offline Jaseman 

Posted 29 November 2011 - 08:08 PM

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Why are people playing this and not gameboid with a sonic advance rom? To save a few dollars?

#75 User is offline LOst 

Posted 29 November 2011 - 08:21 PM

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View PostGranville, on 29 November 2011 - 04:47 PM, said:

View PostLOst, on 29 November 2011 - 12:37 PM, said:

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!

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.

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