I don't know why Sega doesn't port these versions to consoles. I will pay Sega cash money. I have it right now.
Same reason why they haven't forced Atlus to port everything; they're dumb.I don't know why Sega doesn't port these versions to consoles. I will pay Sega cash money. I have it right now.
Turn on input display in an emulator and you'll see the same thing in the original games.Haven't tried controller yet, but unfortunately this seems to only detect one direction input at a time. So I can't roll while holding forward. Anyone else have that issue?
Turn on input display in an emulator and you'll see the same thing in the original games.
Anyone got a link to the old Sonic 1 app for Android? I bought it way long ago, but Sega hid the app from the store and the link that's supposed to take you there in the new ad-supported one doesn't go there, it goes to Sonic 2.
Ah. Thought for a sec the old APK's from before the game went ad-supported were needed, but I was wrong.Sonic the Hedgehog™ Classic - Apps on Google Play
SEGA's platform hit returns with Sonic The Hedgehog on mobile!play.google.com
Sonic The Hedgehog 2 Classic - Apps on Google Play
Spin Dash your way through SEGA’s smash sequel - Sonic The Hedgehog 2play.google.com
Download those to your phone and then download Skit and use it to extract the apk to your phone, and then drag & drop like normal.
Anyone got a link to the old Sonic 1 app for Android? I bought it way long ago, but Sega hid the app from the store and the link that's supposed to take you there in the new ad-supported one doesn't go there, it goes to Sonic 2.
As it says on the GitHub, please consider paying to remove ads in the app.Sonic the Hedgehog™ Classic - Apps on Google Play
SEGA's platform hit returns with Sonic The Hedgehog on mobile!play.google.com
Sonic The Hedgehog 2 Classic - Apps on Google Play
Spin Dash your way through SEGA’s smash sequel - Sonic The Hedgehog 2play.google.com
Download those to your phone and then download Skit and use it to extract the apk to your phone, and then drag & drop like normal.
I'll admit, this got a real good chuckle out of me
Going through the twitter thread, someone already ported them to the Switch.
edit:
Like I said, I already paid for the older versions of the apps, back in 2013. I did get my Sonic 2 data file from that older app, but I couldn't find the Sonic 1 app as easily. I've found it now from my Google Play library, but I was a bit stumped.As it says on the GitHub, please consider paying to remove ads in the app.
You don't need to rebuy anything, you own the copy already.Hmmm... I'll have to look into building this on a Raspberry Pi. That'll be a fun project.
Like I said, I already paid for the older versions of the apps, back in 2013. I did get my Sonic 2 data file from that older app, but I couldn't find the Sonic 1 app as easily. I've found it now from my Google Play library, but I was a bit stumped.
I might rebuy the new versions if I ever really wanna play it on my phone again, but I doubt I will.
It should detect everything natively. The bindings are in the settings ini file.
I've been thinking about messing with Sonic CD since I haven't found a complete list of the differences between the Steam version and using the decompiler to run the game.Yeah, it turned out to be an issue with my USB devices. I had another device plugged in that was being detected as P1 instead of my controller. I disconnected it and it was fine after.
I finished both Sonic 1 and Sonic 2 earlier tonight, it was a great time. Unfortunately I had some problems with random crashing (mostly in Sonic 1, though Sonic 2 did crash a few times in Metropolis Zone Act 2) and Sonic CD seems to just crash whenever I load up any stage. I'll have to mess with it more tomorrow to see if I can get anywhere with it.
Stealth told me a little while ago that he wasn't sure why they didn't get console releases, but he had a hunch it might've had something to do with the Nintendo exclusivity deal for Lost World and the Boom games. Both the Sonic 1 and 2 remakes were released when the deal was in place.So like, was there ever a reason given why these were never officially released outside mobile? Were Sega embarrassed they got shown up?
Stealth told me a little while ago that he wasn't sure why they didn't get console releases, but he had a hunch it might've had something to do with the Nintendo exclusivity deal for Lost World and the Boom games. Both the Sonic 1 and 2 remakes were released when the deal was in place.
It's important to remember that Sega doesn't own the Retro Engine, Taxman does. So if they wanted to use it, they'd have to pay extra money. I'd assume Sega just thinks it's not worth it because emulated versions were already available on other consoles.Eh, I'm not so sure about that. Even if that was the case for the other consoles, during that same period, they released the 3D classics versions of Sonic the Hedgehog 1/2 on the 3DS. If Sega had wanted the mobile versions ported to consoles, there's still no reason for them to have not done it then to 3DS.
There's also the more recent rereleases on e.g. switch that have things like the Drop Dash added but not the new zone(s?).
Sega doesn't own GigaDrive presumably either (MD emu for 3D Classics), M2 would. I think it's more they just went with M2 for the 3D Classics stuff and decided not to bother with more console/PC Taxman ports after Sonic CD. Keep in mind too Taxman only did the mobile versions of that too, CD on PC/console was then contracted to Blitworks.It's important to remember that Sega doesn't own the Retro Engine, Taxman does. So if they wanted to use it, they'd have to pay extra money. I'd assume Sega just thinks it's not worth it because emulated versions were already available on other consoles.
We have some menu mockups to replace the basic white on black that the initial release has
looks like you'll have the option to do either when you compile itSweet. Mine are going to be separate so I can give them their own exe icons and Launchbox/Steam entries.
looks like you'll have the option to do either when you compile it
You know the answer for 3 & knuckles...*sigh* why can't we just get upgraded widescreen versions of the 4 classic Sonic games on all current consoles? Widescreen makes so much of a difference.
The F2P versions of the games are available for download on their respective Sonic Retro pages.I don't have an android phone, so I was close to buying an apple tv just to play these games. Now I just need to understand how to convert these games for pc :)
Cool! Thank you!! :)The F2P versions of the games are available for download on their respective Sonic Retro pages.
Sonic the Hedgehog (2013 game)
info.sonicretro.orgSonic the Hedgehog 2 (2013)
info.sonicretro.org
Just download the games, open them with 7zip or Winrar, extract the Data.rsdk file, and place it in the same directory as the .exe for the decomp.
Hey, this is rad. I've never actually played Sonic 1 before on account of the lack of Chaos Emeralds and spindashing, had no idea this existed. Pretty cool!
Although these Special Stages are really really annoying. Half the time I blast through the checkpoint and pass up the ring entirely, and it's too late to go back.
There are like...98 versions of Sonic 1, 2, 3 and Knuckles that are patches/remasters and such like this. Are these the definitive versions? Is there an equivalent patch that could be applied to the Genesis games such that they could be played elsewhere or on an Everdrive or on your own console/via your own cartridges or something?
Every time I see these things, they just piss me off because there's no way I could pay Sega for a collection of perfect final releases.
Not familiar with this version, but any reason why I should play this version if I already played and beaten the original Sega Genesis versions and the ones on Steam already?
You need to use a frame rate limiter with Sonic 3 AIR.I've been messing with AIR recently and it has bad frame pacing at 144hz with Gsync enabled. Gives the illusion it's running at 40-50FPS or something. My display's refresh rate OSD flickers around 140hz, which indicates Gsync is activated with exclusive fullscreen. But the application seems to be outputting around the max refresh instead of 60. Could be it needs a better frame limiter or Vsync implementation. I tweeted about this to the project creator a few days ago, but haven't gotten any reply yet. If they only have a normal 60hz display I imagine it'd be hard for them to fix.
The only way I can get smooth 60FPS without stutter is to set my display to 60hz and disable Gsync. It's not ideal since there's much more latency with those settings. Gsync works great when emulating S3Complete in either GPGX or BlastEm through RetroArch. So I'm stuck choosing between all the nice features AIR adds or perfect scrolling. I also don't like the interpolation options in AIR (Soft 1 and 2), since they're much blurrier than bandlimit-pixel or sharp-bilinear. Which limits me to black bars around the game because I have to use integer scaling to get evenly scaled pixels instead.
59.923
as I think that's the most precise limiter available which will work with the game (technically the Genesis runs at 59.922751013551
)I mean, it's not like Sega has a full MD based alternate soundtrack free of rights issues for S3 ready or anything...
So why they didnt port it with that alternate soundtrack?I mean, it's not like Sega has a full MD based alternate soundtrack free of rights issues for S3 ready or anything...
Sonic 3 AIR and Complete* also have functioning Switch ports, but you need your console homebrewed. There's also Sonic 2 Community Cut which came out like two days before this decomp that's essentially the AIR version for Sonic 2; I don't think that's been ported anywhere yet though since it relies on a specific emulator.The emeralds were actually always in sonic 1 but only 6 of them, this release added the 7th and supersonic. You are correct though in that Spin dash was not.
These are the definitive versions that is why it was infuriating that they were trapped on phones. Sonic 3 and Knuckles has Sonic 3 complete that can be ran on a Genesis but that lacks Wide screen. Sonic 3 AIR is a widescreen version that has many of the Complete features and can fun just from buying the steam version.
Why does or doesn't Sega do anything? Mania 2 is such a no-brainer and that didn't happen either. Same with porting Taxman's 1/2/CD to current consoles & PC.So why they didnt port it with that alternate soundtrack?
There is no new port because they will have some problem with both the soundtracks (or SEGA being SEGA), a "mania 2" thats a stealth "3&K port" could do the trick but...
CD is on PC already; the Steam version is the Taxman version. Only 1&2 weren't brought over.Why does or doesn't Sega do anything? Mania 2 is such a no-brainer and that didn't happen either. Same with porting Taxman's 1/2/CD to current consoles & PC.
Sure but it could still use not being stuck on PS360. Hopefully there's a secret Taxman S1/2/3K/CD collection headed everywhere for the delayed anniversary this year.CD is on PC already; the Steam version is the Taxman version. Only 1&2 weren't brought over.
Don't think there's a Taxman version of 3, and Sega hasn't been keen on porting it due to the music rights. The closest you're probably going to get to a modern console experience is when these games get ported to Xbox via the dev mode on those things. Or someone might whitelist it briefly to get it enabled for retail mode like people have been doing for Retroarch builds.Sure but it could still use not being stuck on PS360. Hopefully there's a secret Taxman S1/2/3K/CD collection headed everywhere for the delayed anniversary this year.
I did try that, and it will be smooth for a few seconds at a time. But I get periodic stutters that way.But using the NVIDIA Control Panel to set a limit of 60 is probably fine too.
Someone added an "Enhanced" scaling option to the 1 & 2 Decompilation that is basically a sharp bilinear upscale. Looks so much better than AIR's Soft 1 and 2 shaders.I agree that it's unfortunate these remakes don't have better filter options.
It's possible that a limit of 60 in the NVIDIA Control Panel is just not quite low enough to prevent the game's own (bad) limiter from kicking in, since that appears to limit the game speed but not the frame rate.I did try that, and it will be smooth for a few seconds at a time. But I get periodic stutters that way.
The game itself should be doing the frame limiting. Really hoping AIR goes fully open source some day, since I think features like this would be more likely to be added by pull request.
59.923
but setting the NVIDIA one to 59 might work.