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Sonic Advance 2 decompilation

Discussion in 'Engineering & Reverse Engineering' started by freshollie, May 7, 2022.

  1. freshollie


    I never played Advance 1 or 3, but from the person who wrote the wiki from my findings, it seems most of the actions are just leftover from the Advance 1 Multiplayer teamplay mode
  2. Willie


    Each day the world turns Laugh 'til it all burns Member
    I think if you put a ton of effort into speedrunning, you could probably get way better at speedrunning Sonic Advance 2 now compared to when you were a child, especially if you learn how to do optimal routes. The level leaderboard on and showcase a lot of the current best strats for beating levels. I also reccomend watching the TAS for Sonic and Knuckles by Dashjump. A lot of the strats with Sonic in his TAS is impossible to do irl, but most of the Knuckles strats in his TAS can be done with any character.

    I also recommend checking out the The Sonic Speedrun Community Discord server. A lot of people in the #sonic-advance_series text channel are super helpful to anyone who wants to get better at speedrunning any of the Sonic Advance games.

    Oh, I didn't know Sonic Advance 1 had a teamplay mode. I have never had the opportunity to try out its multiplayer.
  3. Jeffery Mewtamer

    Jeffery Mewtamer

    Blind Bookworm Member
    Now that I think of it, I don't think my speedrun rutes ever differed much, if at all, from the SP Ring routes, at least not for the first act of the first 6 Zones and Egg Utopia 2(can't remember why, but it was always Egg Utopia 2 I used at attempts to get Emeral 7 when I used Act 1 for all the others... Makes me wonder if there's ever been an Any% versus 100% like categorization for single act times where any% has you beating the level as quickly as possible and 100% has you beating as quickly as possible while getting all of the SP Rings... Or a low% where the goal is to get the fastest time collecting none of the SP rings.
  4. freshollie


    Hi all.

    Just to update we hit 30% tonight.

    We now have:

    - The special stage decompiled
    - All cutscenes decompiled
    - Some work to decompile chao garden
    - Many interactables, and enemies documented in asm and some interactables decompiled
  5. freshollie


    I finished decompiling the True Area 53 intro today, so we can finally answer the age old question of what was behind the super sonic transformation graphic.


    A little bit anti-climatic. I guess they just didn't have time to create the transformation animation?

    (This has probably already been done with an emulator, but I've not seen it documented anywhere)
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  6. LordOfSquad


    bobs over baghdad Member
    Winnipeg, MB
    making cool music no one gives a shit about
    I've been replaying Advance 2 on my handheld in little post-work bites recently, and been really enjoying it. I remember the reception being generally negative when it first came out but it really is the best Advance game. I think we just didn't know how good we had it until all the actually bad Sonic games starting coming out after...

    Anyway, all this to say I really appreciate the work you're doing and can't wait to see what comes of it. Some new levels (with more tuned up level design) would be such a treat to blast through.
  7. Shaddy the guy

    Shaddy the guy

    Professional Internet asshole Member
    Ironically, Advance 2 was always my least favorite, but I can see this becoming a foundation for so much cool shit. Good work, always love seeing the progress!
  8. freshollie


    Hi all,

    We've hit 40% decompiled, which feels like another decent milestone!

    Some achievements in the past few months:
    - Large chunk of animation scripts and related sprites have been extracted and are used in the compilation process, you can view these within the "graphics" folder
    - The Tiny Chao Garden songs have been extracted to matching midi files
    - More interactables decompiled (some of which were never used in the game)
    - Main camera logic decompiled as well as lots of stage init functions
    - Level entity position data has been extracted (though this is stored in a binary format which will need tools to edit)