lol, wrong. Sonic Advance 2 was an improvement over its predecessor in that regard, though you wouldn't notice it from the stage layout.
Good! Please, let's have that. Tune up the physics and change the overall level design accordingly. So much so that no two stages feel alike. I can vouch for Sonic Advance 2's better overall physics handling. You just wouldn't notice it much given that the general level design is usually slanted downward and almost always doesn't allow backtracking. Regardless, it's actually a pretty good game.
ahahahahahahahahahahahahahahahahaha Sega accidentally uploaded an OLDER build of Sonic 4 on Wiiware over in Japan. The build got leaked before they had the chance to upload the new one, but if you want to check it out you need to get the file under the release name "ps-wsnj". I tried looking for it for days, but the only way I was able to find a working download was on Usenet. It was on some file upload sites but they got pulled as far as I could tell. So you're going to have to do some work to find it (maybe). Here are some differences: 1.) Missing sound effects (the same amount of sound effects are included like the PartnerNet build) 2.) The world map, super sonic, and cutscene music is missing 3.) As implied, the world map as we know it now doesn't exist (it's the old stage select menu) 4.) Sonic wags his finger at the title screen (I don't think he did that in the PartnerNet build) 5.) The flowers in Splash Hill zone don't dance and they spin differently than in the final build 6.) You can't progress to the next act after completing a stage like you can in the final build yet 7.) The 100,000 points challenge in Casino Street Zone act 2 is still here, no cards yet 8.) The original Casino Street Act 2 music is here, actually like this version since it sounds different with the sequencing... 9.) More load times like the PartnerNet build 10.) Sonic takes more time to go from walking to "wheel-o-feet" stage like the PartnerNet builds 11.) The minecart stage is intact! You play by tilting the Wiimote. 12.) I noticed some slight layout changes here and there (Casino Street Act 3 is difficult and frustrating in this build). 13.) Sonic can't run past the screen when it reaches the sign post yet. 14.) The sirens in Mad Gear Act 3 aren't playing yet 15.) The blue stripe on the left side of the "act" title screen doesn't move (like the PartnerNet build). 16.) The special stage is played by tilting the Wiimote, like the Minecart level in this build. In the final, you tilt the level with the D-pad on the Wiimote. 17.) While the PartnerNet build doesn't have the drowning music, this build has it. So in essence, it's a slightly newer PartnerNet build but for the Wii. For comparison sake, the build dates are: Sonic 4 WiiWare JP (Proto) - February 9th, 2010 20:17 Sonic 4 WiiWare JP (Final) - August 29th, 2010 15:07 This is coming from the 00000000.app file when you extract the .wad. Not sure if these are right, but they sound right. Have fun (if you can find it)!
That's hilarious. Sounds like it's no different from the PartnerNET build though. Even in that one Sonic wagged his finger at the title screen, the only difference being that he faded in instead of being animated.
Yes. In the first instance, you don't need to have an iPhone. I'd love to get my hands on it, but I guess I'd need the Dolphin emulator to play it, right? Or would I just need to hack my Wii and then plop the files onto an SD card?
I almost converted a working MIDI from the RSEQ but the two channels with the melody cut off when I tried to repair the MIDI. But everything else comes out fine.
@evilhamwizard Drop the converted midi from RSEQ into Ableton and then export midi from there. Ableton is very good at handling those files with very little corruption. I must have come across two midi notes being too short out of all the files that you uploaded a while back.
Hey, I'm trying out Ableton Live 8 and it can see all the notes with no problem. But I'm having difficulty exporting an MIDI. Is there a way to export all the tracks into one MIDI? It seems I can only export one track at a time. To make matters worse, it looks like the exported MIDI file for each track is being outputted incorrectly. :\ help plz
Ableton should be able to export midi with multiple tracks but I haven't figured out how to do that yet. I just did them one at a time and then redid them in FL Studio (pain in the arse I know). You also have to make a note of the tempo in Ableton because it doesn't imprint that on the midi, that includes tempo modulation.
Ah, I see. That's exactly what I'm doing as well. :P But do you know how to export a complete MIDI file from FL Studio once all of the tracks are in? When I go to export the MIDI file, it only creates a MIDI file with one track in it. Basically here's what I'm doing: 1.) Convert each RSEQ to MIDI using RSEQ2MIDI 2.) Take the outputted MIDI file and drag it into Ableton 3.) Right click each Track and Export each individual track into a folder for the song 4.) I then use Anvil Studio to repair the original MIDI so it can be readable in FL Studio 5.) Open two instances of FL Studio 9 and open the "repaired" MIDI file in one, and one with one of the individual tracks that was extracted with Ableton) 6.) I then dragged and dropped all the individual tracks into the one with the single track, and used the other instance of FL Studio 9 as a reference to find the correct span/volume settings 7.) Save each song that undergoes this process as individual projects for the sake of fun Sounds confusing, right? I just need to figure out how to export to MIDI from FL Studio, then I can start creating MIDIs for all the songs. Should be fun.
>When I go to export the MIDI file, it only creates a MIDI file with one track in it. I want to export a MIDI with all the tracks I threw into FL Studio.