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General Sonic Discussion (8 posts)
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User is offline Yesterday, 03:35 PM
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My Information

Age:
34 years old
Birthday:
May 5, 1981
Gender:
Male Male
Location:
São Paulo - Brazil

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Posts I've Made

  1. In Topic: Sonic 1 (2013 - iOS/Android) Post-Release Bugs/Fixes/Suggestions

    28 May 2015 - 09:43 AM

    My question is related to Android emulation in a Core I5 with 8GB of RAM. I just can't play Sonic 1 neither in Genymotion, Bluestacks.

    The first thing I noticed is that Sonic 1 force closes right after selecting a save slot, or even before reaching that screen. It happens in the following VMs:

    - (Bluestacks 8.11.3116 - Android 4.0.4 - ICS)
    - (Bluestacks 0.9.24.5311 - Android 4.4.2 - KitKat)
    - (Genymotion 2.4.0 - Samsung Galaxy Note 3 - Android 4.4.4 - KitKat)
    - (Genymotion 2.4.0 - Samsung Galaxy Note 3 - Android 4.3 - JellyBeam)

    The second situation is where the game does start, but it lags a lot, even not using much memory or CPU processing. I managed to run the game in Genymotion and Andyroid, both using JellyBeam:

    - (Genymotion 2.4.0 - Samsung Galaxy S4 - Android 4.2.2 - JellyBeam)
    - (Andyroid 0.43.0.0 - Android 4.2.2 - JellyBeam)

    EDIT: confirmed older apk 2.0.4 runs fine in all systems which newer is not running. It seems like the newer versions doesn't like Virtual Machines or something. Though I've paid for the apps when I had a a Xperia Mini Pro, I had to look for the older apks to confirm newer's bug.

    EDIT2: Genymotion will play fine if you lower the DPI. Default VM DPI is 480, lowering it to 240dpi should make it a lot faster. Graphic GPU is recommended, but will run fine in a Intel HD 4000. Android versions 4.2.2 is required since the newest Sonic 1 and 2 apks aren't working in other versions (at least in VMs)
  2. In Topic: Never before seen build of Sonic X-treme Leaked!

    06 May 2015 - 06:59 AM

    Well worth the wait! It seems to run pretty well on the Saturn as seen in the video. Will try this as soon as possible! Thank you Jolly and Andrew75 for all the hard work!
  3. In Topic: Sonic X-treme STI Engines, Saturn, PC, Win95-PC+NV1, +V37 Level Editor

    25 February 2015 - 07:59 AM

    Thank you guys! This is a historic happening!

    I am wondering why Andrew75 is not a tech member yet...
  4. In Topic: Sonic 3 Complete

    09 January 2015 - 10:32 AM

    Tiddles, thank so much for the very informative post. I thought it was not using PAL mode because it speeds up for some seconds. Probably ram issues when activating the glitch. Most times the game auto reset, everything goes back to normal. I couldn't replicate the Blue Knuckles glitch.

    I agree this is a very fun glitch, but I think it could compromise the entire journey if someone by chance activates the Hyper Sonic before losing rings in the lava, making it impossible to finish the level. Well, not that it ever happened with me.

    Also, nothing that compromises the quality of your hack, which is my definitive version of Sonic 3&SK. Pointed that out just for the sake of completion in finding bugs.
  5. In Topic: Sonic 3 Complete

    08 January 2015 - 02:21 PM

    Glitching through the moving lava using super transformation at a certain section in Lave Reef Zone 1 cause the game to not load Zone 2 after killing the boss. Instead, you explore the Zone 1 loopback. With some help from Tails you can explore a glitched working zone going backwards. At the point where you reach the moving lava object, the game glitches in several ways depending on what you do.

    The glitch video can be seen here:
    https://www.youtube....atT6qrRLY#t=256

    I executed the "Mega Glitch" in real hardware using Sonic 3 & Knuckles (it is very hard to do) and the maximum effect I achieved was the sprite glitch after auto reset plus slowdown. But I don't think it was the game running in pal mode as the video poster says in comments.

    Sonic 3 Complete glitched almost the same way, but I couldn't reproduce the sprite glitch nor slowdown. Anyway, why glitching through the Lava causes such a breakdown in the game? Maybe it should be fixed in future versions.

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