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>Here we go!
>GOT IT
>I'll take the whee-WEEE!
>Kick de, rnyah, NYEEH!
https://www.youtube.com/watch?v=aaoGoO-qwV4
>>
>>738908476
>SHIT ROCK NYEGHH
>>
Sonic ROMs

>1991 Sonic 1
https://minerva-archive.org/assets/Minerva_Myrient_v0.3/Minerva_Myrient%20-%20No-Intro%20-%20Sega%20-%20Mega%20Drive%20-%20Genesis.torrent

>1992 Sonic 2
https://minerva-archive.org/assets/Minerva_Myrient_v0.3/Minerva_Myrient%20-%20No-Intro%20-%20Sega%20-%20Mega%20Drive%20-%20Genesis.torrent

>1994 Sonic 3 & Knuckles
https://cdromance.org/sega_genesis_roms/sonic-knuckles-world/

>1998 Sonic Adventure
Sonic Adventure GDI (US v1.005, animated title screen)
https://minerva-archive.org/assets/Minerva_Myrient_v0.3/Minerva_Myrient%20-%20Redump%20-%20Sega%20-%20Dreamcast.torrent
Sonic Adventure Deluxe (GameCube port)
https://cdromance.org/gamecube/sonic-adventure-dx-directors-cut-europe/
Sonic Adventure DX PC (Dreamcast Mod Prepatch)
https://cdromance.org/windows/sonic-adventure-dx-dc-models-lights-pc-windows/

>2001 Sonic Adventure 2
Sonic Adventure 2 GDI
https://cdromance.org/dc-iso/sonic-adventure-2-europe/
Sonic Adventure 2 Battle (GameCube port)
https://cdromance.org/gamecube/sonic-adventure-2-battle-usa/
Sonic Adventure 2 Battle PC Render Fix (Dreamcast Mod)
https://store.steampowered.com/app/213610/Sonic_Adventure_2/
https://github.com/shaddatic/sa2b-render-fix/releases

>2003 Sonic Heroes
Sonic Heroes (USA dub)
https://cdromance.org/gamecube/sonic-heroes-usa-undub/
Sonic Heroes (JP dub)
https://cdromance.org/gamecube/sonic-heroes-jpn-gcn/

>2005 Shadow the Hedgehog 2005
Shadow
https://cdromance.org/gamecube/shadow-the-hedgehog-usa/

>2006 Sonic 06
>2008 Sonic Unleashed
>2011 Sonic Generations
https://minerva-archive.org/assets/Minerva_Myrient_v0.3/Minerva_Myrient%20-%20Redump%20-%20Microsoft%20-%20Xbox%20360.torrent
>>
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>>738908528
>RRRAAAHHH RRRAAAHHH BWRAAAAAAAH
>>
71 out of 326 endings collected in Shadow The Hedgehog, 20% of the way, i can see the end in sight Still haven't got to Mad Matrix and Lost Impact that shit's going to be a nightmare
>>
>>738909103
And fuck you i'm still mad they wasted one of the best songs in one of the worst stages
https://www.youtube.com/watch?v=2JfHmMZV-To
>>
>>738909134
>>738909103
Wild how there's no Shadow 05 stage in Shadow Generations
>>
>>738909176
uh... anon... they made a whole separate campaign for it a bit ago
>>
>>738909176
Was hoping for at least a remix considering the placeholder they put in Space Colony Ark during the demos
https://youtu.be/KRhbS16UQAg?t=143
But not even that
>>
>>738909134
I like the level where you tag with Sonic to take down the alien homebase, and the music just being like
>Ayy we so fly, feeling good, awlright
Perfect vibe of Sonic just doing his carefree stroll through the climax of an alien invasion plot
https://www.youtube.com/watch?v=wRqZ0KXuNuk
(Wish the story was a little better though)
>>
>>738908528
ANNIHLIATION
CHARM
FIRE
>>
>>738909103
>71 out of 326 endings collected in Shadow The Hedgehog

What version? GC, XBOX or PS2?
>>
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>>738909310
I love how the dark ending for that stage has Shadow settling up a friendly rivalry with Sonic but they don't have a standalone Sonic bossfight so that robot was casually hanging about with nothing better to do
>>
>>738909232
>just port tokyo from the movie and slap a westopolis remix on bro
>>
>>738909402
Originally started on the PS2 for the JP voices suffering through the slowdowns and all that, but around the 40 endings mark i got tired of falling through the floor in GUN Fortress and Air Fleet due to the ground not loading properly after a door opens, so i made the switch to Gamecube and started again, much fucking better
>>
>>738909478
Sonic games on PS2 and PS3 run terribly. Always choose Dreamcast, GC or Xbox 360 if you can
>>
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>>738909565
Well, if you're playing Sonic 06 I recently discovered that the FMVs are actually 1080p (or at least much higher quality encoding) in the PS3 port, so while you lose out in performance, loading and graphics a little bit, there's a tradeoff there. Power of the blu-ray.
Also, if you play 06 with the PS3 set to max out at 720p it actually has a similar performance profile to the Xbox 360 version. The slowdown happens less and they don't last as long.
>>
>>738909667
Any other comparisons between Sonic versions?
>>
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https://www.youtube.com/watch?v=vNVz6N-bNZs
>>
>>738908476
So what actually were the issues people had with this game? I know a lot of people seem to rag on it for some reason. I should probably just replay it
>t. blinded by nostalgia because I used to play it a shitton as a kid
>>
>>738909885
>Any other comparisons between Sonic versions?

Sonic Unleashed has a 60fps cap on PS3
>>
>>738910109
I tried replaying it a couple months ago, the previous time I played it was as a kid and it was my first ever console game. It's honestly unbearable. I only played team sonic but the pinball sequence was frustrating as it barely worked, and it also gave me strong motion sickness which I've never had before with a game. The characters control like complete ass and I fell through the floor once already.
Shadow the hedgehog though... now that's a game.
>>
>>738910109
I liked it but i do have some serious gripes with it, shit like the levels being relatively more flat compared to the Adventures, like you don't naturally go from the ground to a wall run and shit like that, but my absolute biggest issues are the enemies with HP and the constant "kill every enemy to progress" sections, stopping to engage in combat was not a good feeling and Heroes' levels were already massive as it is without that kind of padding If i'm not mistaken Mystic Mansion works in a way that you'll usually have your team blast ready whenever you have to fight a big enemy so really big props to that fucking level so good
>>
>>738910149
AND, it has an inferior load screen when you go between Day and Night by striking the hourglasses in hub zones on PS3. Because it has to unload so much from RAM they couldn't play the actual animation of Sonic becoming Werehog without massive stuttering, so they opted to have a really generic RGB gradient with a Sun medal turning into a Moon medal. On Xbox it's a proper cutscene every time.
And besides, it's 60fps on Xbox Series X, through native backwards compatibility with select Xbox 360 titles. Microsoft went and patched the game on their own. It plays like a dream now.

But it also just has the PC recompilation.
>>
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>>738909885
Like other guy said, they're generally simply inferior on PS2, although Sonic Riders plays really nicely on PS2. No lag really, but like Heroes there's complete effects that were removed for performance optimization which is quite notiecable.
The Xbox version of Heroes has much higher audio bitrate so there's a popular mod for the PC version to port over the Xbox sounds to PC for much cleaner voice and music. I believe the same is true for Shadow. I'm not sure.
Sonic 06 also fixes a small handful of "bugs" on the Xbox 360 simply due to difference in results. They didn't actually take longer to port it to PS3. It came out the same day in Japan as the Xbox 360 version and I've played the JP copy and the only difference I found was that there's some textures in the New Soleanna City that are different from the other versions. The only real reason it took longer to come out overseas on PS3 has to be the Multilang support, and maybe the 50Hz conversion, since it released with a "60Hz Only!" sticker for Xbox 360 in 2006 for the PAL version. That meant most European CRTs would go black and white if you tried to play Sonic 06.

In Crisis City I always notice on PS3 there's a piece of debris that's planned to fall at a certain juncture where it actually lands and crumbles now, while in the Xbox 360 port it pops out of existence the same moment it lands.

360 version has framebuffer effects, real-time reflections and not just a cubemap like on PS3, slightly higher shader models (because it uses DirectX) and the in-game cutscenes are 60fps on the 360 and locked to 30 on PS3. The benefit to that is that a few cutscenes have framerate issues on Xbox 360, and actually desync a little bit because of it.
>>
>>738910748
>I believe the same is true for Shadow.
shadow never got a pc port
>>
>>738910748
>360 version has framebuffer effects, real-time reflections and not just a cubemap like on PS3, slightly higher shader models (because it uses DirectX) and the in-game cutscenes are 60fps on the 360 and locked to 30 on PS3. The benefit to that is that a few cutscenes have framerate issues on Xbox 360, and actually desync a little bit because of it.

How is the PC recompilation.going?
>>
>>738910748
>Sonic 06 also fixes a small handful of "bugs" on the Xbox 360 simply due to difference in results. They didn't actually take longer to port it to PS3. It came out the same day in Japan as the Xbox 360 version and I've played the JP copy and the only difference I found was that there's some textures in the New Soleanna City that are different from the other versions. The only real reason it took longer to come out overseas on PS3 has to be the Multilang support, and maybe the 50Hz conversion, since it released with a "60Hz Only!" sticker for Xbox 360 in 2006 for the PAL version. That meant most European CRTs would go black and white if you tried to play Sonic 06.

Isn't the Xbox 360 demo a more polished version than the final game?
>>
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>>738909885
SADX GC has specular combined with per pixel lighting

Many of the original DC assets are still present on the pre release version
Even the lantern engine. They ported successfully the original lighting system of SA1 into DX but they decided to make a new one in the final release

SA1 DC both diffuse and specular lighting use color gradients, and specular has a fixed direction
SADX GC the specular is view dependent so the highlights rotate when you move the camera but the plastic look is because they crank it up very high
>>
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>Sonic Advance 2 decompilation still not ready
>>
>>738911080
>They ported successfully the original lighting system of SA1 into DX but they decided to make a new one in the final release
sega's so retarded
>>
>>738908690
>>2006 Sonic 06
Just make it P06?

>no advance games or CD
For shame
>>
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>>738909885
Sonic Adventure and Sonic Adventure 2 were built specifically for the Sega Dreamcast's SH4 CPU.

Dreamcast goes all out on transparency and lighting, supports 8-bit destination alpha blending with 24-bit sourcing 32-bit z-buffer, Saturn and Dreamcast diffuse+specular lightning based on palette indices, Dreamcast used tile layered deferred rendering which supported order independent transparency. the Egg Carrier in Sky Chase appears to be rendered using the functions that ignore palette lighting, and thus it is using Ninja Lights set up in the SL file.

Technically SA1 does have dynamic lighting effects, but you can't see them because they almost always get overridden with palette lighting. They were certainly meant to be in the game at some earlier point, though.

Sonic Adventure 1 was highly downgraded in terms of lighting on on the GC. SA2 lacked a bunch of shadowing effects which used the DC's modifier volumes. SA2 DC abused the Dreamcast's volumetric fog features for some interesting effects, like security alarms (Iron Gate, Flying Dog, Egg Quarters) and approximated "rain waves" (White Jungle). These effects are gone in SA2B, replaced with full-screen overlays (Flying Dog, Egg Quarters) or with a rotating vertex light (Iron Gate)

Sega changed SA1's palette based lighting to specular lighting in DX GC port and they barely even used it. SA2 CnkMultiDraw does support Vertex color + Lighting though used in Events

The porting team likely ran into problems implementing palette lighting, so they figured it would be easier to just update everything that didn't work immediately after they were brought over to SADX. Even SA2B doesn't use specular in the same way the DC version uses it.

That's what happens when the Dreamcast is the only system with hardware support for OIT lol
>>
>>738910748
>>738911080
>>738911319
Very cool lore dumps
>>
>>738911319
The cool stencil shadows from the Dreamcast version are gone and have been replaced by more standard framebuffer shadows. Honestly, it's for the best. The DC shadows were impressive for self-shadowing, but due to processing power limitations, devs were limited on the amount of polys they could use for them. So they didn't give the stencil shadows any joints, and frankly it looks weird when characters are in motion with floating Rayman-limb shadows.

SA2B's framebuffer shadows have a couple of issues. EFB shadows are only cast by playable characters and by destroyed cars while they're physics-ing around. Because of this, a lot of models no longer cast shadows, such as all enemies and all non-destroyed cars (cars only cast EFB shadows once you start knocking them around. I have no idea why.)

EFB shadows don't cast on some objects (e.g. boxes) and some surfaces (too many scattered examples to remember).

Pulleys are now an ugly fullbright color and they no longer flash. (Who cares lol). This is caused by that same tinting issue I mentioned earlier; plenty of miscellaneous objects are affected too.

SA2 DC abused the Dreamcast's volumetric fog features for some interesting effects, like security alarms (Iron Gate, Flying Dog, Egg Quarters) and approximated "rain waves" (White Jungle). These effects are gone in SA2B, replaced with full-screen overlays (Flying Dog, Egg Quarters) or with a rotating vertex light (Iron Gate). It could be time constraints, or it could be that the GameCube doesn't have equivalent rendering features that would allow it to do striped fog.

SA2B has transparency issues just like SADX, though differences are subtle. Only example I can remember atm is that water splashes are partially covered by the water's surface.

In SA2B, Eggman has a dynamic headlight that activates in Iron Gate and Lost Colony! This effect isn't present on DC SA2. Looks even cooler when you use per-pixel lighting in Dolphin.
>>
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>>738911319
>Technically SA1 does have dynamic lighting effects, but you can't see them because they almost always get overridden with palette lighting. They were certainly meant to be in the game at some earlier point, though.
>>
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>>738910941
No, but the Xbox version ought to have higher quality sounds than PS2/Gamecube. Maybe I'm misremembering. Shadow is best on Gamecube anyhow. It has some framerate dips on Xbox, and is obviously worst on PS2.
>>738910993
It's already fully playable. See picrel. That said, until it's released and moddable I recommend playing it with Xenia Canary with the Xbox 360 rom. You can install restored content patches and port some of the higher-polish features from the XBLA demo into the retail game, and it feels like a much more robust game than before. The load times are short in the emulator, and even shorter in the recomp. There's no freeze-frame when you hit the goal ring for example.
>>
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>>738910109
For me it's how unreliable it is.
>>
>>738911962
skill issue
>>
>>738910109
>Speed characters feel like slippery shit compared to SA1 and 2
>Too many tedious enemy gauntlets in lategame levels
>Flight formation isn't fun at all
>Rail grinding retains all the jank from SA2 but none of the fun
>Having to play all four stories with the same sets of levels for the true ending
>Later Team Sonic and Team Dark levels feel like they drag on too long
>Team Chaotix missions suck
>The special stages are terrible
>The boss variety is pathetic and it's made worse with the above mentioned four stories requirement
>>
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>>738908476
New Sonic thread.
Neat.
>>
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>>738908690
Riders/zero gravity?
https://m.coolrom.com.au/roms/ps2/41709/Sonic_Riders.php

https://romsfun.com/roms/playstation-2/sonic-riders-zero-gravity.html
>>
>>738908712

It's over Vector, I have the high ground
>>
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>>738909176
They left out a bunch of things
>>
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>>738909419
I have a hunch the devs made originally a boss fight with sonic alone and an another ending too but the publisher or the director shoot it down because the game was "Edgy" enough.

Btw I loved the vehicular manslaughter in the game. It was fun running over humans and monsters alike while listening some bangers.
>>
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>>738911962
Don't you read?
>Minus gravity was detected
>>
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For me? It's #33 Seduced By Taste of Blood
>>
>>738908476
SHIT ROCK YEAH
>>
>>738908476
Metropolis mayhem,yes!

https://m.youtube.com/watch?v=bSj7yRyPWaQ&pp=ygUTc29uaWMgaGVyb2VzIHBhcm9keQ%3D%3D
>>
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>>738909885
>>738910941
>>738914236
Shadow's opening is uncensored in prototypes

https://www.youtube.com/watch?v=UUh54z5UROQ
>>
This youtube guy went on a autistic quest to gather mods and versions for the 'best' possible Sonic games
https://youtu.be/oVfyKWb0l4M
The video provides some context and guidelines but it's not necessary, you want the thing, there you go:
https://docs.google.com/spreadsheets/d/1Uk5U8jY_RPZF9m_gmPfSOfCngAOSAxy393dsQVPoOyQ/edit?gid=0#gid=0
Obviously no actual game files here, that's what >>738908690 is for, mostly. But it's useful imo, specially for the older games, pretty much turns that overpriced Origins collection into a useless piece of trash.
>>
>>738914043
Is Blaze entering her "human men" phase?
>>
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>>738915801
Of course
>>
>>738908690
PAL version of GCN Heroes has both dubs iirc
>>
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When we get a slice of life sonic game?
>>
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>>738917020
I want my own Mobian wife and kids.
>>
the game where Sonic died and never came back
>>
>>738915618
The Best Version of Every Sonic Game

>Sonic 1
>Sonic 2
>Sonic 3 & Knuckles
Megadrive/Gen

>Sonic Adventure
>Sonic Adventure 2
Dreamcast

>Sonic Heroes
>Shadow 05
GameCube

>Sonic 06
>Sonic Unleashed
>Sonic Generations
Xbox 360

>Forces
>Frontiers
>Shadow Generations
PS5

The Worst Version of Every Sonic Game

>Sonic 1
GBA

>Sonic Adventure
SADX PC (no mods)

>Sonic Heroes
>Shadow 05
PS2

>Sonic 06
>Sonic Unleashed
>Sonic Generations
PS3

>Forces
>Frontiers
>Shadow Generations
Switch
>>
>>738916847
>PAL version of GCN Heroes has both dubs iirc

Due to space limitations, the GameCube and Windows version only have one voice track per region. The PlayStation 2 and Xbox versions include both the Japanese and English dubs, however only the NTSC PlayStation 2 version allows freely switching between either, while the Xbox version instead uses the system's dashboard settings to load either. The PAL PlayStation 2 version completely removes Japanese support, despite it still being on the disc.



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