What another Android update? Damn waiting for this iOS update is like waiting for Sega to release anything on the PC.
Yeah, the Lite version got it as well. Wasn't especially pleased with that splash screen coming up but at least it can be turned off, even if it means I now have to scroll on the menu screen to be able to exit the game now. Might also make the game playable if I ever get a MOGA =P
... EDIT: Oh, it looks like it's indeed downloading its stuff even though that screen is not reflecting it. EDIT 2: A "More games" link to the SEGA store right in the middle of the main menu? EDIT 3: Hmm, I don't remember the Android version having slowdown before. Odd...
Found three bugs/things in the Android version: -The bubbles that come from Sonic's mouth when drowning are not colored (they're rendered in front of the water tint). -If Sonic gets hit at the same time he drinks a bubble while underwater, he'll bounce back as usual but using the breathing->walking animation. -Sonic can drink said bubbles while above water. This can be done in Tidal Tempest Past by waiting for the bubble to arrive, right where the robot generators are. No idea if this could happen in the original, though. Still an awesome port, anyway. Right now the only thing that keeps bothering me is how the diagonal springs don't take into account if a direction is pressed, as happened in the old Sonics.
Here's that elusive dev menu. Nothing really revealing, everything is normally accessible in the game. "Bonus" does nothing, as there are no entries in the bonus stage list. [youtube]http://youtu.be/hRGDDDODIzs[/youtube] Obviously, not possible to access without modifications to the game. I replaced the call to InitFirstStage() with InitStageSelectMenu(), not saying anything more than that.
Well, that's one way to do it I guess hah. Much easier to simply change byte 0xCCB in GameConfig.bin to 1 which has the added bonus of letting you go to the Dev Menu from the pause screen.
Just another little thing I noticed while playing the Android version last night: If Sonic is looking up or crouching and he breathes a big bubble, he'll keep walking in place after he does, as long as Up/Down is being held. ...Although he normally shouldn't be able to "drink" them while on the floor, but I don't know if that was made on purpose for the port.
Is this present in all versions? Just want that cleared up before I go ahead and start making a new entry on the TCRF page. Also, if you wouldn't mind, Taxman, could you take a quick look at the page and make sure the speculation on there checks out? I think its the Final Fever and mini-map entries we might have gone out on a limb on.
Those instructions are going to be useless to most people. You'll either need to: 1. Repack an encrypted .rsdk file with the changes to GameConfig.bin. (The tool Glitch released only decrypts, which is probably a good thing for the leaderboards. It wouldn't be too difficult to make something to repack, but unless someone wants to start modding it I don't see much use.) 2. Use a version of the game that can run from the decrypted files. I'm not sure which can and which can't, if any. I know the version I used to access the dev menu cannot read decrypted files. 3. The address 0xCCB is not correct for all versions. For example, in the currently released iPhone version, the address would probably be 0xCAB. Just look for the string "Options.DevMenuFlag" in the file. In the iOS version, 0xCCB would be in the middle of a string, definitely not the right address. The strings used for the dev menu were present in every version I looked at, I would assume it can be found in all of them but obviously the only way to be certain is to try.
The Dev menu is in all versions of the game, but as sonicblur was saying, you'd have to rebuild the rsdk file after finding and modifying the "Options.DevMenuFlag". It's not really worth doing, since it's just a barebones menu that doesn't give you anything you can't already gain access to. It's main purpose is to quickly test things, and to have a menu in the absence of a proper one. As for TCRF page, the special stage "mini maps" are actually used on the mobile versions as a sort of mip-map texture to draw the playfield in the distance. This saves drawing a large amount of polygons since the playfield is made up of small tiles. The console versions use my own software renderer so this wasn't necessary. You're right about the "Final Fever" text graphic representing the final boss, there was Desert Dazzle one too in previous builds. Desert Dazzle was the first thing I dropped, followed by Final Fever.
Hey Taxman, dunno if you've answered this before, but was there any music lined up to be used for Desert Dazzle and Final Fever?
I think I've mentioned it before a while back, but I had put together some early demo tracks for Desert Dazzle. Final Fever used the "Final Fever" track from Metallic Madness 3, with the MM3 boss taking on the regular boss tune when played with 7 time stones. This is of course, ignoring the fact that we managed to have both the US and JP soundtrack in the end so if Sonic CD was ever expanded, the music situation would be interesting to say the least. In a dream world, Naofumi Hataya, Masafumi Ogata and Spencer Neilson would create some wonderful new tracks for it all.
I'm curious - would Desert Dazzle have just been a bonus level, or would it be inserted into the level order? If so, can you say where?
At this point I'm really just waiting for Sega to give you the greenlight for Sonic CD 2. They'd be retarded not to. I don't know exact sales figures but I'd say Sonic CD is by far one of their best selling mobile apps at this point.
Very late, but just so it gets documented somewhere, here's some weirf stuff I found when replaying the Xbox version yesterday. In Metallic Madness Act 2, at the end of the Minisonic section there's an invincibility monitor. I got it, then got zapped by the de-shrink ray and the invincibility abruptly ended right afterwards (in both effect and music). Then I also noticed that, in the Special Stage, when Sonic gets hit and falls flat on the water, he doesn't start losing time until he gets up. Also, not sure if I had reported this earlier, but there's something wrong with the collision detection for the flat horizontal bumpers in Collision Chaos, making getting through these gaps in Act 2 more of a pain than it should be: Now here's something else that might be more relevant for future games. For some reason, it seems more difficult for Sonic to enter small gaps in the walls than in the original game. The easiest way to check it out is to try jumping into the gap pictured below, near the end of Palmtree Panic 1: It's easy as holding right in the original, but can be quite hard to do in the remake.
It's easily worked around, but will there be any plans to fix the speed-shoe bug (the one where it takes forever to get up to speed with them using the original spindash behavior) in the PC version? If I gotta keep using the Sonic 2 style I can deal with it (since I never bother with the damn thing anyway) but it would be nice...
And the blue fire collision in Tidal Tempest is not like in the original... There is a part with a spring and a blue fire emmiter, on the original it's very easy to hop on the spring, on Taxman's version it isn't
Don't think Taxman noticed this in the other thread, so here's the question where he might notice it: Was the idea of creating a level based on the desert partially inspired by the desert area on the right side of the map of the PC port? This was once speculated to be R2 I think. File:LittlePlanet.png
Had a glitch in Tidal Tempest in the iOS version today. http://www.youtube.com/watch?v=BGohRsbp5yg Any updates on the iOS patch? I know one was in the works, but I can understand if certain other projects are eating up Taxman's time.