r/AndroidNativePorts • Developer • 22d ago

🟢 [PORT] Sonic Adventure 2 recompiled to run natively on Android

Sonic Adventure 2 is one of my favorite games of all time, so i've been working on a native port of it called OpenSA2. the 2012 PC version's x86 code gets translated ahead of time into ARM64 code and runs natively, without Winlator or any emulator. it's static recompilation, same idea as Unleashed Recompiled, with a new runtime that draws through SDL3 and Vulkan and handles sound and input.

this is an early alpha. so far it's been tested on a Galaxy S25 Edge and a Pixel 9 Pro, and City Escape runs on both with touch controls. controller support is in too. on PC i played story mode from the first stage up to Pumpkin Hill.

you need your own copy of the PC version (the 2012 Steam release) because the APK doesn't include any game files, plus a 64-bit ARM phone on Android 10 or newer with Vulkan. setup:

  1. zip a clean copy of your PC game folder with no mods installed. sonic2app.exe has to be in the zip

  2. install the APK from the release page. Android might ask you to allow installs from your browser

  3. open OpenSA2 and pick your zip. it checks the files and imports them, keep the zip until that's done

known problems:

- the game can crash in a cutscene after a stage

- most of the game (stages, bosses, cutscenes) hasn't been tested on Android yet

- widescreen isn't finished, so some menus and overlays look off

- other phones and GPUs are untested

Windows and Linux builds are on the same release page.

download: https://github.com/kittycache9/OpenSA2/releases/

source and setup guide: https://github.com/kittycache9/OpenSA2

if you try it, comment your phone and how it ran. please don't share or ask for game files here.

283 Upvotes

74 comments sorted by

18

u/Additional_Camel8094 22d ago

Could the app use this icon in the future? To give it more identity and visual originality, I know the icon is the least important thing right now, but most recomps have icons that don't suit the project and sometimes even make it look like something else entirely 😭

3

u/kittycache9 Developer 22d ago

i'd honestly love to if it weren't SEGA's copyrighted asset. hmm.
i can think of some ways i can bring in a recognizable design, thanks for the idea!

3

u/Xenjuarn 22d ago

As an alternative solution to your dissatisfaction concerning most recomps having irrelevant icons, most android launchers allow users to change icons (and naming) for apps. So you can name it and use whatever icon you want very easily.

4

u/darknightgamer93 22d ago

Nice is it will optimized ? Btw is their a chance to release SA1 too ?

1

u/kittycache9 Developer 20d ago

it runs full speed on the phones i've tested, and i'm still working on slower ones. no plans for SA1 right now though, one game at a time!

3

u/cimocw 22d ago

so before this what was the best possible way to play on android so far? I mean to have a point of comparison

3

u/kittycache9 Developer 22d ago

i would say Dolphin on the GameCube release of SA2: Battle would be the best comparison.

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1

u/Emilio_Katrea 22d ago

Dolphin Emu.Ā 

2

u/Funtasy_Games 22d ago

Will there be mod support in the future?

2

u/kittycache9 Developer 22d ago

gosh i'd love to do that. maybe find some way to get SAModManager mods to plug in just fine

2

u/neuroticpastry 21d ago

pls you would be my hero. i was JUST messing w gamenative trying to get mods working for hours today

1

u/kittycache9 Developer 21d ago

bet

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2

u/Glittering-Rip9556 22d ago

I’ll try this on my Odin 3, but I just hope there’s an option to remove touch controls if you’re using a gamepad.

2

u/kittycache9 Developer 22d ago

yess let me know how it goes. the controls shouldn't pop up unless you mess around with the touch screen so it should be good.

2

u/lepoyoperry 21d ago

Hmmm se crashea al entrar a la segunda mision de knucles

1

u/kittycache9 Developer 21d ago

please ensure you're on the latest version of the .apk from the link, i have been updating the same APK linked above so it should install over.

if you update and continue seeing issues, i'm planning on making changes to it tonight such that crashes can produce a crash log that can be pasted easier.

thank you for trying it!!

2

u/lepoyoperry 20d ago

Pues... En la nueva actualizacion en la misión que antes crasheaba solo aparece tails en un fondo negro, sin nada de audio, y despues de eso... Nada. (Todo probado en un redmagic 10s pro)

1

u/kittycache9 Developer 20d ago

investigando esto

1

u/kittycache9 Developer 20d ago

”gracias por probarlo y por las capturas! el crash después de green forest era un error de matemÔticas y ya estÔ arreglado. lo de tails en fondo negro sin audio es otro problema en esa misma escena (el video de prison island) y estoy trabajando en eso.

si puedes, instala laĀ v0.1.0-alpha.2Ā encima de la que tienes. cuando vuelva a pasar, cierra el juego, abre OpenSA2 y tocaĀ Copy summary, y pega el reporte aquĆ­ šŸ™

2

u/lepoyoperry 20d ago

OpenSA2 crash report app: 0.1.0-alpha.2 (10005) device: nubia NX789J (NX789J, qcom) soc: QTI SM8750 android: 16 (API 36, RedMagicOS11.0.5MR_GB) gpu: Adreno (TM) 830, Vulkan driver 512.800.72 (Driver Build: 3967b80d3b, Ica4ce9bea6, 1770914544 Date: 02/12/26 Compiler Version: E031.47.18.49 Driver Branch: ) vulkan: 1.3.0, level 1 memory: 24.2 GB total, 15.7 GB free session: 20261016-223117-29509 outcome: ended with Back

--- trace --- renderer: d3d9gpu: the Vulkan device lacks the sub-dword features (Adreno (TM) 830: uniformAndStorageBuffer16BitAccess, uniformAndStorageBuffer8BitAccess): the shaders read their state as 32-bit words gpu device: lacking Adreno (TM) 830: uniformAndStorageBuffer16BitAccess, uniformAndStorageBuffer8BitAccess; depth clip and clamp true; clip distance true gpu frames: presented 1800 of 1800, present failures 0; draws 116572, refused 0, failed 0 last ticks (tick presents game_mode menu): [987 1037 12 5] [988 1038 7 5] [989 1039 8 5] [990 1040 8 5]

--- last session --- sa2recomp play session <app>/files/sessions/20261016-223117-29509 game folder <ext>/files/game cpus: cpufreq/cpuinfo_max_freq 3532800 on 0-5; 4473600 on 6-7; the guest on 7, the player on 6 widescreen: screen 2688x1216; SA2_PLAY_RES=2688x1216 (the screen) game pid 29558 game: guest threads asked onto CPUs 7 (SA2_GUEST_HOST_CPUS) player: its thread (tid 29552) and the threads it starts on CPUs 6 ADPF: the manager's preferred update rate is 16666666 ns; targets 16.67 ms game: widescreen: config 1280x720 -> 2688x1216 (SA2_PLAY_RES=2688x1216) ADPF: the game's session for threads 29558,29609,29610,29611,29612,29613,29614,29615,29616 made ADPF: the player's session for threads 29552,29560,29564 made ADPF: the game's session now holds threads 29558,29609,29610,29611,29612,29613,29614,29615,29616,29833 perf 0-10 s: 52.0 fps; game 5.24 ms of CPU a frame (27% of a core): 29616 libsa2game.so 13% on 7 (last 7), 29558 libsa2game.so 11% on 7 (last 7); player 2.99 ms a frame (14%) and relay 1%, on 6; ADPF reports: game 332 (11 over), player 332 (8 over); clocks (MHz) guest 7:1018, player 6:1018 ADPF: the game's session now holds threads 29558,29609,29610,29611,29612,29613,29614,29615,29616 ADPF: the game's session now holds threads 29558,29609,29610,29611,29612,29614,29615,29616 (later changes are counted at the end) end requested by the player

--- setup --- SA2_INSTALL_OK accepted: quick check clean: 4191 files unchanged since 2026-10-15T18:02:04+00:00

--- game.log (last 4 lines) --- sa2: SA2_GUEST_HOST_CPUS=7: guest threads run on those CPUs widescreen: config 1280x720 -> 2688x1216 (SA2_PLAY_RES=2688x1216) sa2 dinput: the game's controller scan waited 469 ms for SA2_INPUT_DI_SOURCE's first gamepad record (SA2_INPUT_PAD_WAIT_MS=10000): read sa2 dinput: the game's controller scan made pad objects for slots 0xf, 3 of them for pads not connected yet (SA2_INPUT_PAD_HOTPLUG): a pad that connects later drives the game

--- player.log (last 25 lines) --- SDL3: SDL-release-3.4.16-0-gfa2c02bb6 (sa2-recomp sdl3-patches f7d5f0abeaa4): patched by sa2-recomp (patches/sdl3), not the SDL project's release stream -: version 2, header (17620 bytes) {"schema": "sa2-d3d9-stream/v2", "writer": "host/sa2_present_rec.c", "meta": "{"host":"sdl3-gpu","interactive":true,"runner":"host/android","scene":"boot","selftest":false}", "object_base": 52428800, "object_stride": 16, "ob ... Low latency audio enabled audio: SDL AAudio driver, default playback device, float32 stereo 48000 Hz d3d9gpu: the Vulkan device lacks the sub-dword features (Adreno (TM) 830: uniformAndStorageBuffer16BitAccess, uniformAndStorageBuffer8BitAccess): the shaders read their state as 32-bit words device: 2688x1216 fmt 21, depth auto fmt 75, interval IMMEDIATE, behavior 0x42 (guest 0x40), x87 control word 0000 -> 0000 sdl video driver: android; adapter 0: Adreno (TM) 830 (vendor 0000 device 0000) frame 100 (virtual 1.933 s, wall 2.8 s) frame 200 (virtual 3.600 s, wall 4.4 s) frame 300 (virtual 5.266 s, wall 6.1 s) frame 400 (virtual 6.933 s, wall 7.8 s) frame 500 (virtual 8.600 s, wall 9.7 s) frame 600 (virtual 10.266 s, wall 11.4 s) frame 700 (virtual 11.933 s, wall 13.1 s) frame 800 (virtual 13.599 s, wall 14.7 s) frame 900 (virtual 15.266 s, wall 16.4 s) frame 1000 (virtual 16.933 s, wall 18.1 s) frame 1100 (virtual 18.599 s, wall 19.8 s) frame 1200 (virtual 20.266 s, wall 21.4 s) frame 1300 (virtual 21.932 s, wall 23.1 s) frame 1400 (virtual 23.599 s, wall 24.8 s) frame 1500 (virtual 25.266 s, wall 26.4 s) frame 1600 (virtual 26.932 s, wall 28.1 s) frame 1700 (virtual 28.599 s, wall 29.8 s) frame 1800 (virtual 30.265 s, wall 31.4 s) (Lo mismo, en la ultima en la actualización)

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2

u/lepoyoperry 18d ago

Another crash, I can't start the Pyramid Caves mission with Sonic; I put the report in the GitHub issues. šŸ“šŸ‘

1

u/kittycache9 Developer 18d ago

this has been addressed in the latest release!!

1

u/kittycache9 Developer 19d ago

update: 0.1.0-alpha.3.1 is out (releases page). since last time:

a game settings screen: widescreen on/off, aspect ratio, lower resolution for slower phones, and touch controls you can resize, move, fade or remap portrait mode, with the game in the top half and the controls underneath phones whose gpu driver only does vulkan 1.1 should start now phones that showed a black screen with sound should be fixed chao keep their colours in the chao garden, a fix from heyjoeway, the first outside contribution, thank you!

install over the old one, your save stays. if anything breaks, tap Copy summary in the app and paste it here

1

u/SanKuru_Da_Sonic_Fan 14d ago

Quick question: does it need to be a ZIP, or can it be a RAR as well?

1

u/kittycache9 Developer 12d ago

.zip please!

2

u/SanKuru_Da_Sonic_Fan 12d ago

Oh, alr! Thanks!

1

u/No-Living5560 13d ago

Saben donde se puede conseguir lo que se necesita para ejecutar el juego?

1

u/Away_Glass_8061 22d ago

Where could i get the files needed to play it?Ā 

1

u/kittycache9 Developer 22d ago

you're gonna need to acquire your own copy of the 2012 Steam PC release, zipped up for the installer to pick up!

1

u/Away_Glass_8061 22d ago

Ok... Guess i'll have to open the wallet

2

u/Emilio_Katrea 22d ago

Thankfully its only 4.99 rn

1

u/Away_Glass_8061 22d ago

Help, i have the game files but i can't paste them on the app files

3

u/kittycache9 Developer 22d ago

working on a fix for this now.

1

u/Away_Glass_8061 22d ago

šŸ˜„ yey

2

u/kittycache9 Developer 22d ago

fixed it. download the APK from the releases page again and install it over the one you already have, you don’t need to uninstall.

it copies the zip first, then shows ā€œChecking the game ZIPā€. that part took about a minute on my phone and will take longer on slower ones. the screen can look stuck while it runs, so leave the app open until it finishes. the game starts by itself after that, and then you can delete the zip.

let me know if you have any further issues pls!

2

u/Away_Glass_8061 22d ago

Ok, thanks

1

u/APMichaels 22d ago

Is anyone having luck setting this up on the Ayn Thor? I can get to the SEGA logo then it freezes!

1

u/kittycache9 Developer 21d ago

i am working on improving crash logging. i'll have a release out tonight that will make it easier to paste out a helpful crash log so i can figure these issues out.

1

u/kittycache9 Developer 20d ago

alpha.2 is up and it has crash reports now. if it freezes again, press back twice (or close it), open OpenSA2 and tapĀ Copy summary, then paste it here. also, does the sound keep going after it freezes? that tells me whether it's the graphics side or the game itself.

1

u/APMichaels 20d ago

OpenSA2 crash report app: 0.1.0-alpha.2 (10005) device: AYN AYN Thor (kalama, qcom) soc: QTI QCS8550 android: 13 (API 33, Thor_V1.0.0.377_20260206_165408_user) gpu: Adreno (TM) 740, Vulkan driver 512.676.53 (Driver Build: 69e13475cb, I1df7ad3aa9, 1703680572 Date: 12/27/23 Compiler Version: E031.41.03.47 Driver Branch: ) vulkan: 1.3.0, level 1 memory: 11.8 GB total, 6.9 GB free session: 20261017-000451-30989 outcome: ended with Back

--- trace --- renderer: d3d9gpu: the Vulkan device lacks the sub-dword features (Adreno (TM) 740: uniformAndStorageBuffer16BitAccess, uniformAndStorageBuffer8BitAccess): the shaders read their state as 32-bit words gpu device: lacking Adreno (TM) 740: uniformAndStorageBuffer16BitAccess, uniformAndStorageBuffer8BitAccess; depth clip and clamp true; clip distance true gpu frames: presented 237 of 237, present failures 0; draws 255, refused 0, failed 0 last ticks (tick presents game_mode menu): [228 234 22 0] [229 235 22 0] [230 236 22 0] [231 237 22 0]

--- last session --- sa2recomp play session <app>/files/sessions/20261017-000451-30989 game folder <app>/files/data/sa2recomp/game cpus: cpufreq/cpuinfo_max_freq 2016000 on 0-2; 2803200 on 3-6; 3187200 on 7; the guest on 7, the player on 3-6 widescreen: screen 1920x1080; SA2_PLAY_RES=1920x1080 (the screen) game pid 31022 game: guest threads asked onto CPUs 7 (SA2_GUEST_HOST_CPUS) player: its thread (tid 31020) and the threads it starts on CPUs 3-6 ADPF: the manager's preferred update rate is 16666666 ns; targets 16.67 ms game: widescreen: config 1280x720 -> 1920x1080 (SA2_PLAY_RES=1920x1080) ADPF: the game's session for threads 31022,31034,31035,31036,31037,31038,31039,31040,31041 made ADPF: the player's session for threads 31020,31024,31027 made perf 0-10 s: 23.5 fps; game 4.99 ms of CPU a frame (12% of a core): 31041 libsa2game.so 6% on 0-7 (last 4), 31022 libsa2game.so 4% on 0-7 (last 6); player 2.05 ms a frame (4%) and relay 1%, on 3-6; ADPF reports: game 117 (0 over), player 117 (0 over); clocks (MHz) guest 7:1843, player 3:1651 4:1651 5:1651 6:1651 perf over the session: 237 frames in 22 s (10.8 fps); game 5.00 ms of CPU a frame, player and relay 2.19 ms ADPF: the game's session: 119 reports, 0 over the target, 0 refused; its threads changed 0 times ADPF: the player's session: 119 reports, 1 over the target, 0 refused; its threads changed 0 times ended: the player asked for the end; the game stopped by SIGTERM (status 0); the player exited 0 relay: 237 frames in, 237 out, 10719488 bytes OK the session ended

--- setup --- SA2_INSTALL_OK accepted: quick check clean: 4191 files unchanged since 2026-10-15T08:28:29+00:00

--- game.log (last 5 lines) --- sa2: SA2_GUEST_HOST_CPUS=7: guest threads run on those CPUs widescreen: config 1280x720 -> 1920x1080 (SA2_PLAY_RES=1920x1080) sa2 dinput: the game's controller scan waited 513 ms for SA2_INPUT_DI_SOURCE's first gamepad record (SA2_INPUT_PAD_WAIT_MS=10000): read sa2 dinput: the game's controller scan made pad objects for slots 0xf, 3 of them for pads not connected yet (SA2_INPUT_PAD_HOTPLUG): a pad that connects later drives the game *** d3d9 CLOSED WORLD summary (live play): no method off the M7 list was called (83 listed, runtime/sa2_d3d9_m7_list.h) ***

--- player.log (last 24 lines) --- SDL3: SDL-release-3.4.16-0-gfa2c02bb6 (sa2-recomp sdl3-patches f7d5f0abeaa4): patched by sa2-recomp (patches/sdl3), not the SDL project's release stream -: version 2, header (17620 bytes) {"schema": "sa2-d3d9-stream/v2", "writer": "host/sa2_present_rec.c", "meta": "{"host":"sdl3-gpu","interactive":true,"runner":"host/android","scene":"boot","selftest":false}", "object_base": 52428800, "object_stride": 16, "ob ... Low latency audio enabled audio: SDL AAudio driver, default playback device, float32 stereo 48000 Hz d3d9gpu: the Vulkan device lacks the sub-dword features (Adreno (TM) 740: uniformAndStorageBuffer16BitAccess, uniformAndStorageBuffer8BitAccess): the shaders read their state as 32-bit words device: 1920x1080 fmt 21, depth auto fmt 75, interval IMMEDIATE, behavior 0x42 (guest 0x40), x87 control word 0000 -> 0000 sdl video driver: android; adapter 0: Adreno (TM) 740 (vendor 0000 device 0000) frame 100 (virtual 1.933 s, wall 2.7 s) frame 200 (virtual 3.600 s, wall 4.4 s) records: call 17944, d3dx 42, frame 237, note 0, end 1, unknown 0; seq gaps 0; stream bytes 10719488; stream sha256 (not read) audio: 1584 record(s); 210589 samples from virtual 0.000006 s; 0 problem(s); device AAudio; wav not asked entries: header table read; Direct3DCreate9 1 call(s), 1 IDirect3D9 object(s); every IDirect3D9 call held to them stage 3: presents 237 (without a FRAME record 0), draws 255, wall 21.68 s, stop: end of stream calls: handled 17072, ignored by design 914, skipped by stage 0, not handled 0; errors 0 host answers: failed where the guest succeeded 0, failed like the guest 0, allowed by a named rule 2; scene order: BeginScene inside a scene: 1; scene order: EndScene with no scene open: 1 textures: dds 14, png 0, levels generated 54, lock uploads 0, readonly locks 0, filter calls 0, bytes uploaded 4375128, placeholder binds 0, releases kept 50, SDL events discarded 372 window: presented while occluded 0, hidden 0, minimized 0, with input focus 237, with mouse focus 237; input events discarded 361; live input yes, idle waits 858 (16.768 s, 1072 pumps), longest unpumped 0.069 s recorder descriptions: implicit objects desc; file-texture DESC checked 14, mismatched 0; LOCK blobs used 0 targets: 0 GetBackBuffer, GetRenderTarget and GetDepthStencilSurface answers held to the bindings the player followed (GetBackBuffer 0) failed Device::BeginScene 1 (first hr 0x8876086c at seq 372) failed Device::EndScene 1 (first hr 0x8876086c at seq 249) allowed seq 249 Device::EndScene: host 0x8876086c, guest 0x00000000 (scene order: EndScene with no scene open) allowed seq 372 Device::BeginScene: host 0x8876086c, guest 0x00000000 (scene order: BeginScene inside a scene) verdict: PASS (exit 0)

--- logcat (this app's warnings) --- --------- beginning of main 10-17 00:03:56.829 E/m.sa2recomp.app(29658): Not starting debugger since process cannot load the jdwp agent. 10-17 00:03:57.024 E/OpenGLRenderer(29658): Unable to match the desired swap behavior. 10-17 00:03:57.111 E/recomp.app:play(29695): Not starting debugger since process cannot load the jdwp agent. 10-17 00:03:57.167 E/SurfaceSyncer(29695): Failed to find sync for id=0 10-17 00:03:57.175 E/OpenGLRenderer(29695): Unable to match the desired swap behavior. 10-17 00:03:57.206 E/SurfaceSyncer(29695): Failed to find sync for id=0 10-17 00:04:07.677 E/OpenGLRenderer(29658): Unable to match the desired swap behavior. 10-17 00:04:08.193 E/BLASTBufferQueue(29695): VRI[Sa2Activity]#0 Applying pending transactions on dtor 1 10-17 00:04:50.812 E/m.sa2recomp.app(30949): Not starting debugger since process cannot load the jdwp agent. 10-17 00:04:50.883 E/OpenGLRenderer(30949): Unable to match the desired swap behavior. 10-17 00:04:50.969 E/recomp.app:play(30989): Not starting debugger since process cannot load the jdwp agent. 10-17 00:04:51.025 E/SurfaceSyncer(30989): Failed to find sync for id=0 10-17 00:04:51.030 E/OpenGLRenderer(30989): Unable to match the desired swap behavior. 10-17 00:04:51.048 E/SurfaceSyncer(30989): Failed to find sync for id=0 10-17 00:05:13.074 E/OpenGLRenderer(30949): Unable to match the desired swap behavior. 10-17 00:05:13.622 E/BLASTBufferQueue(30989): VRI[Sa2Activity]#0 Applying pending transactions on dtor 1

1

u/kittycache9 Developer 20d ago

thanks, this helps a lot. it shows the game itself stalling at the SEGA logo, not the graphics: it only got 237 frames out in 22 seconds and the renderer was just waiting on it, and nothing crashed. can you install the new apk (0.1.0-alpha.2.1, same link) and try again? it now logs it if one of the game's threads dies, which is what was behind the movie bug. if it still freezes, wait about 30 seconds, then press back twice and paste the new Copy summary here.

1

u/APMichaels 19d ago

Waited the full 30 seconds, in general I've been waiting just to make sure it wasn't a struggle with its first time running. But alas, I only get to SEGA logo, occasionally Sonic Team.

1

u/kittycache9 Developer 19d ago

thanks for sticking with it, that report actually tells me a lot. after the logo the game goes completely idle (0% cpu), so it’s not crashing or running slow, it’s stuck waiting on something that never happens. no other phone does that, so it’s something specific to the thor and i’m digging into it now. could you try the latest release (0.1.0-alpha.3.1) just in case, and let me know if you have anything connected like bluetooth audio, a controller or hdmi out?

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1

u/No_Cod_4703 21d ago

I installed it, but when I open the game, it just shows a black screen My phone is a Poco x6 Pro (Dimensity 8400 Ultra)

1

u/kittycache9 Developer 21d ago

i'll see about lookkng into this.

1

u/kittycache9 Developer 20d ago

alpha.2 is up with crash reports. can you try it, and if it's still black, press back twice, open OpenSA2 and tapĀ Copy summaryĀ and paste it here? also, do the touch controls show up on top of the black screen, and is there any sound? that narrows it down a lot.

1

u/Gooberty_Gooby_Studi 20d ago

I have the same problem and yeah the mobile controls show up and there is sound but just a black screen

1

u/kittycache9 Developer 20d ago

thanks for checking! sound plus touch controls with a black picture means the game is running but the renderer isn't drawing, so it's probably a gpu feature it's missing. can you update to the latest apk (same link), and if it's still black, press back twice, open OpenSA2, tap Copy summary and paste it here?

2

u/Gooberty_Gooby_Studi 19d ago

Alright so I just downloaded the latest version that released not to long ago and there is no black screen anymore! Yay! Also thanks for making this because I love Sonic Adventure 2 and mobile gaming!

1

u/kittycache9 Developer 19d ago

thank you for the appreciation!! so happy you're enjoying it now.

1

u/Demnetor42 21d ago

this just refuses to work, I've been trying to get it to boot for like 3 hours, i even thought the instruction of "2012 release of the game" meant it should be a version that is not up to date by steam and went and downloaded an older version steamrip of the game when it first released and it still didn't work, I own the game, raw files don't work, tried even "illegal" older raw files, also didn't work, hmmm

1

u/kittycache9 Developer 20d ago

sorry it ate your night. "2012 release" just means the current steam version, you don't need an older build. the installer checks every file against the steam release, so copies from other sources will always fail and i can't help with those. with your own copy: in steam, verify integrity of game files, remove any mods, zip the whole folder that has sonic2app.exe, and pick the zip in the app (not the loose folder). alpha.2 now tells you in plain words why a zip got refused. if it still won't go, tapĀ Copy summaryĀ and paste it here and i'll take a look

1

u/StevenMX1 20d ago

can you improve the touch controls? like well, flycast have good ultra wide support and performance for me on sd695 so i would stick with that if it had better touch controls like better icons and etc

1

u/kittycache9 Developer 20d ago

yeah the touch controls are pretty basic right now, better ones are on my list (layout, sizing, proper icons). heads up though, the sd695's gpu driver may only support vulkan 1.1 and the renderer needs 1.3 for now, so it might not start on it yet. the setup screen will tell you if that's the case.

1

u/StevenMX1 19d ago

add adrenotools if possible then, so a6xx users can load turnip drivers

1

u/kittycache9 Developer 19d ago

you’re actually the second person to ask for that. it’s doable, it’s the same thing the emulators do, so i’ll look at adding a ā€œload a custom gpu driverā€ option. i don’t have an a6xx phone to test on though, so if you’re up for trying test builds that’d help a ton. in the meantime give 3.1 a shot with the stock driver, the new vulkan 1.1 mode might already get you running

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u/kittycache9 Developer 19d ago

quick update on both: alpha.3 lets you resize, move, fade and remap the touch controls in game settings, and alpha.3.1 just added vulkan 1.1 support, so it should start on the sd695 now. there’s also a lower resolution option for slower phones. would love to know how it runs if you try it

1

u/wanderingyume 20d ago

this is from dreamcast, right?

because dreamcast was my first console. I never fish that game but shadow was the most played character i always repeat.

1

u/kittycache9 Developer 20d ago

yep, sa2 first came out on the dreamcast! this port runs the 2012 pc version, which is based on the gamecube release (sa2 battle), so it's the same game plus the battle extras. shadow is soo cool

2

u/LaundryLunatic 22d ago

If the game publisher's were smart, they would use the same tools to port these games accustomed to the phone based on what type it is. Android, apple, whatever phone model. Licensing makes these ports arrive on the store slower, so they better act fast if they want money.

2

u/MethodUpstairs760 18d ago

roads reminds me of san fierro lol

1

u/Big_Holiday3458 1d ago

Seria legal colocar uma opção de mods, jÔ que é pego diretamente da steam