Homebrew [Release] (A newer) Sonic CD (2011) 3DS Port

CheatFreak47

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If you can get mod support fixed, I think it should be possible to run off of the steam RSDK as a base and just slap a few mods on it to fix the problems that causes, rather than basing on the mobile RSDK by default, but I'd have to have mod loading fixed before I could even experiment with that.

(I have some experience with Sonic CD modding so I'm definitely interested in taking a crack at it at least)

Clarifying edit:
Problem is, at the moment, you either use the RSDK from the recent builds of Sonic CD Mobile, which have the B-button problem, or you use the old rsdk from before it became freemium model, but in that case, the Start button seems to not pause the game, so no matter what rsdk you use currently you have stuff broken, and the Steam RSDK has issues in Tidal Tempest and in Special Stages. It's annoying to not have one single RSDK that just works with this thing properly :V
 
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Voxel

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If you can get mod support fixed, I think it should be possible to run off of the steam RSDK as a base and just slap a few mods on it to fix the problems that causes, rather than basing on the mobile RSDK by default, but I'd have to have mod loading fixed before I could even experiment with that.

(I have some experience with Sonic CD modding so I'm definitely interested in taking a crack at it at least)

Clarifying edit:
Problem is, at the moment, you either use the RSDK from the recent builds of Sonic CD Mobile, which have the B-button problem, or you use the old rsdk from before it became freemium model, but in that case, the Start button seems to not pause the game, so no matter what rsdk you use currently you have stuff broken, and the Steam RSDK has issues in Tidal Tempest and in Special Stages. It's annoying to not have one single RSDK that just works with this thing properly :V
I recently pushed a new commit that re-enables mod support actually, but just haven't released a minor update with it yet. Feel free to compile it manually for the time being.

However, it also came to my attention while testing that the game completely breaks when trying to use the decompiled scripts folder (TxtScripts = true), even when using the non-mobile RSDK, which has me completely stumped so far. No clue why it would do it as I never messed about with or removed mod and script related code. If you try it, you'll see what I mean; can't even get past the title screen with it enabled.

So as far as mods go, only mods that don't touch the scripts are supported. I tried the smooth rotations mod and that works brilliantly.
 

godreborn

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Love the new port apart from one thing and that is the fact that you need to use the circle pad to move. I would much rather have the d-pad for movement.
haven't played it, but I find it frustrating to use the analog stick if that;s what you mean. I can't even walk in a straight line with one of them.
 
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AmandaRose

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haven't played it, but I find it frustrating to use the analog stick if that;s what you mean. I can't even walk in a straight line with one of them.
Yep the analog stick is the circle pad.

No idea why but the official name for it on 3ds is the circle pad. Probably because there is no actual stick lol just the fault disc.

But yes fully agree with you playing 2d platformers with the pad is a frigging nightmare.
 

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Love the new port apart from one thing and that is the fact that you need to use the circle pad to move. I would much rather have the d-pad for movement.
You're in luck! You can already swap the controls to the dpad by simply editing the keyboard config in settings.ini with the following values:

Up=64
Down=128
Left=32
Right=16
 

sonictopfan

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Just tested it, starting the game (cia version) the homebrew splash screen appears for like a second before the game starts, also I'm not a big fan of using the circle pad to control a 2d sidescroller game rather than the d-pad, other than that (and the lack of FMV) this is running smooth as butter on my New 3DS XL special stages too, I'm definitely keeping an eye on this, thank you.
 
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Voxel

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Just tested it, starting the game (cia version) the homebrew splash screen appears for like a second, also I'm not a big fan of using the circle pad to control a didescroller game rather than the d-pad, other than that (and the lack of FMV) this is running smooth as butter on my New 3DS XL special stages too, I'm definitely keeping an eye on this, thank you.
The homebrew splash is just a generic one used by other homebrews, it isn't meant to stay on the screen while the game loads or anything, it's purely there as a replacement for the 3ds logo animation.
As for the circle pad, my last few posts contain key mapping settings that enable the dpad, or both pads at once.
I'll set the config that maps both dpad and circle pad at the same time as the default in a future update.
Thanks for trying it out, glad to see you're interested.
 
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Deleted member 42501

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@Voxel is it possible to hook in a patch for the B Button issue?

Also could you talk about how you added stereoscopic 3D in? Is it possible to use the same code on the various emulators we have? Does it use much overhead/processing?
 

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@Voxel is it possible to hook in a patch for the B Button issue?
It might be possible to do with a script mod, but decompiled script support is currently broken for some reason :(

Also could you talk about how you added stereoscopic 3D in? Is it possible to use the same code on the various emulators we have? Does it use much overhead/processing?
There are dedicated draw functions for sprites, scrolling backgrounds, etc. which I set up to run twice per frame (one per eye), offsetting the positions for each respective eye on each draw.

In the context of an emulator, you should be able to set up your rendering code to draw the sprites and background layers twice, once to each eye, in a similar fashion. However, there won't be a one-size-fits-all approach to applying the 3D depth, as games will use sprites and background layers in their own different ways to create a sense of depth.

My working theory is that you could potentially hash the sprite and background layer data, then provide the emulator a per-game config with a table of sprite/background hashes and accompanying 3D depth values. Then, the emulator can check against the hash table and use the per-sprite/per-background 3D depth values to offset the positions of the respective parts at draw time. Again, just a working theory, I haven't tried it myself.
 

Deleted member 42501

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I was thinking like that but using the slider or touch screen to alter variables per game in the emulator. Either that or a text file per game if thats easier to implement?

Was wondering why its never been done though. Are these resources new or have they been around? Most of them are open source if you ever want to look at it. I think that PC Engine would work really well because of how bold and simple the graphics are and the layers are limited.

3D is such a cool effect.

Also, thinking about the button issue could we use Luma and remap?
 
Last edited by Deleted member 42501,

RyoHunter

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Does anyone have black screen problems in tidal tempest?, if you activate and deactivate the game pause it is seen in an instant but then the screen goes black
 

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