You only get one try per act, unfortunately. Whether you succeed or fail, using one spring locks all the others until you die or progress to the next act.
Aw, barnacles. I still applaud the effort of making them easier to find at least! I prefer playing the advance trilogy on original hardware, but if I ever find a way to mod my GBA your hack will definitely become my main version of the game
Do you live in a part of the world where shipping costs are unfeasible or something? GBA modding parts and flash carts are pretty ubiquitous and easy to deal with at this point, might be a good time to look into it. Feels like every week there's something new happening in that field. As for me, I've got a Miyoo Mini Plus on the way and I'm gonna be giving this a spin on there when it arrives. Looking forward to it
Well it's mainly that I have my 3ds as my main modded handled, so I never felt the need to look into gba cfw. But this hack and a couple of very interesting fire emblem mods have me really looking into it to play these hack on original hardware. Not to mention good things may be coming soon for advance 2 and 3 too :p
Oh yeah, that totally makes sense. I'm kinda curious about modding a GBA for myself too but I've always had enough other things to play those games on (and now one more thing) that it's always been a bit of a lower priority for me. I guess the big pro over the 3DS would be having a proper sized screen so you don't have to deal with letterboxing or filtering. Anyway, getting off topic here. For this mod, I'm guessing the physics are untouched. Is making Advance play somewhat more fluid a priority for anyone else or am I just crazy? I always get this sense of relief in Advance when I find the speed shoes because it makes things feel correct for a few seconds lol
AdvanceTools now features a dedicated background editor, based on SonPLN. This enables art and palette editing and importing that Tiled is not capable of.
Here's a test of a new program: Note that I have since fixed the platforms not letting you jump up through them, but the tunnels are still an issue for some unknown reason.
Damn, that is so cool. I'd really love to play through Sonic 2's levels adapted for Advance 2 some day, seems like it would be a good fit.
The decomp guys have already begun documenting stuff for Advance 1 and 3, but it's a hell of a lot of work and is going to take ages. If anyone sees what's being done here and wants to help facilitate the growth of Advance modding, any and all help is appreciated!
This may be a dumb question (as I have no coding/programing ability) but is sonic rush and/or sonic 4 built off the engine from the advance games? I’m curious if the knowledge gained from the Advance 2 decomp could be applied to dimps’ non-GBA sonic games. Note: edited my post in an attempt to make my question coherent
We've not looked at the internals of these games, but I would guess as no. The "engine" in sonic advance is not really as such. They built a Task system and some helpful utils for rendering sprites from an animation script, probably exported by another tool they had internally. Levels are just built from a camera position which helps to render the background in the correct place. Every other object controls its own physics by checking its position relative to ground. The same with the player. Sonic rush uses 3d sprites and maybe there are some better APIs in the DS which made this easier. It probably wouldn't make sense to use the engine for those.