Sonic Mania for Wii

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The sonic mania modding gamebanana feild?
https://gamebanana.com/mods/games/6045?_nPage=3

btw, I tested that new build with cmake. there are some really weird issues with dolphin, which the dev showed images of, before I compiled it. it has a purpling effect that I read from another dev is caused by the gpu code of dolphin itself. works fine on the wiiu/wii.
 
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https://gamebanana.com/mods/games/6045?_nPage=3

btw, I tested that new build with cmake. there are some really weird issues with dolphin, which the dev showed images of, before I compiled it. it has a purpling effect that I read from another dev is caused by the gpu code of dolphin itself. works fine on the wiiu/wii.
wait, Sonic Mania on Wii now has support for MODS?!
 
I'd imagine it's the same way as with the other sonic manias. I'd have to ask if it doesn't work.
 
fyi, how to compile this now is to git clone the base repo, go into dependencies, git clone the rsdkv5 repo (remember to name it this). then, back out with cd .. to the base repo again. type this: cmake -H. -Bbuild-wii -DGAME_STATIC=ON -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Wii.cmake I figured out the command, but I don't know if the static on is even needed. I don't think it will hurt it. after that, I think it's just make. it will know to make the wii version. it takes a bit of time at 5%, but it really doesn't take that long. all together. -j or -j$(nproc) in linux might make it go much faster. however, not all things like this. I know ps2 stuff at least sometimes errors if you try to run it with all cores.
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the dol will be in build-wii/dependencies/RSDKv5 you can rename that -Bbuild-wii to something else if you wish, just keep -B
 
Last edited by godreborn,
Latest build of Sonic Mania Plus as of March 28, 2023 :)

With latest commits of:
Mefiresu's RSDKv5 Decompilation for Wii until git 9dc306f
Rubberduckycooly's Sonic Mania Decompilation until git 4ef5437

This still require the Data.rsdk of the game (with the Plus DLC purchased or enabled) to be at root:/RSDKv5/Data.rsdk

Please test this build, thanks ;)
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Agreed. I prefer playing the classic Sonic games with Genesis Plus GX.
Thank you so much for posting this! I was having a heck of a time getting anything else to work. I even tried compiling it myself to no avail, but this one booted up straight away.

sonic.jpg


This is a really bad picture, but it actually looks beautiful on my CRT TV in person. It has to be seen to be believed. Feels like a legitimate classic Sonic. :D

waterfall.jpg


Although the waterfalls leave something to be desired... Probably because it was designed for HD screens this time and used actual transparencies. But now I'm wondering if there are any mods to give it the classic look on a CRT for those of us who take their Sonic waterfalls seriously.
 
Thank you so much for posting this! I was having a heck of a time getting anything else to work. I even tried compiling it myself to no avail, but this one booted up straight away.

View attachment 366727

This is a really bad picture, but it actually looks beautiful on my CRT TV in person. It has to be seen to be believed. Feels like a legitimate classic Sonic. :D

View attachment 366728

Although the waterfalls leave something to be desired... Probably because it was designed for HD screens this time and used actual transparencies. But now I'm wondering if there are any mods to give it the classic look on a CRT for those of us who take their Sonic waterfalls seriously.
It no longer compiles with make. I think these repos need to move to cmake, because the base repo has. The wii version has already, and the dev for the 3ds version is going to see if he can look at the cmake files later tonight to update that one. I believe that's the reason an older version of the base repo was required for both.
 
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I figured out how to get mods working. Here's an example with the No Special Stage Decorations mod, which helps to speed up the special stages.

Folder structure:
sd:\RSDKv5\mods\modconfig.ini
sd:\RSDKv5\mods\NoSSDecorations\*

You'll need to manually create the modconfig.ini file. It's just a text file with "y" or "n" values to enable or disable each mod, which should match your mod folder names. So in this case it would have this text:

[Mods] NoSSDecorations=y

Note that the "[Mods]" text at the start of the file is necessary for it to work.

It no longer compiles with make. I think these repos need to move to cmake, because the base repo has. The wii version has already, and the dev for the 3ds version is going to see if he can look at the cmake files later tonight to update that one. I believe that's the reason an older version of the base repo was required for both.

I actually got it to compile with the script in this thread, with the only issue being that I had to copy GameMain.h into the RSDKv5 folder after cloning and run it again. I compiled it a handful of times thinking that it wasn't working, but it turned out I just had my Data.rsdk in the wrong place. Such a noob mistake. :lol:
 
I figured out how to get mods working. Here's an example with the No Special Stage Decorations mod, which helps to speed up the special stages.

Folder structure:
sd:\RSDKv5\mods\modconfig.ini
sd:\RSDKv5\mods\NoSSDecorations\*

You'll need to manually create the modconfig.ini file. It's just a text file with "y" or "n" values to enable or disable each mod, which should match your mod folder names. So in this case it would have this text:

[Mods] NoSSDecorations=y

Note that the "[Mods]" text at the start of the file is necessary for it to work.



I actually got it to compile with the script in this thread, with the only issue being that I had to copy GameMain.h into the RSDKv5 folder after cloning and run it again. I compiled it a handful of times thinking that it wasn't working, but it turned out I just had my Data.rsdk in the wrong place. Such a noob mistake. :lol:
I believe GameMain.h is a new file, so older versions of the repo do not have it. I'm surprised that worked honestly. I didn't look at the script, but you can add a git checkout commit to it in order to download a specific version of the repo if the current one fails.
 
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wait, Sonic Mania on Wii now has support for MODS?!
What?! LOL. Support for mods on the Wii has been there since a long time ago. The mods folder is key, as briefly explained some posts above. I've been using some essential mods for the best Mania experience, I think ever since the first version as I just moved from Wii U.

All the Mania ports use the same structure, as it was intended. I even exchange my files to the Wii port, then PC port, and Wii U port, all the time. Save and mods. If you already ran Mods on other ports, you're already there.

I freaking love these teams of people decompiling games and making console/PC ports of them, it's just so awesome playing these games on different platforms.
Decomps have been one of the best things for the scene lately. Just thinking about Perfect Dark, Zelda and Mario 64 classics running natively on the Wii, is a lot of fun.
 
Has anyone managed to access the Dev Menu at all?

I added "devMenu=y" to Settings.ini and tried all buttons on both a Wiimote (with nunchuck) and a Pro Controller but nothing worked.
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Alright, to enable the Dev Menu you have to add this to the [Game] section of Settings.ini:
devMenu=y

And change this:
enableControllerDebugging=n

To this:
enableControllerDebugging=y

Now you can access it in-game with the "-" minus button.

This also makes it so that you don't need to manually create the modconfig.ini file. Just put your mod folders in the "mods" subfolder and enable or disable them via the Dev Menu. It will automatically create the file.
 
Last edited by ChiefReginod,
I figured out how to get mods working. Here's an example with the No Special Stage Decorations[/URL] mod, which helps to speed up the special stages.

Folder structure:
sd:\RSDKv5\mods\modconfig.ini
sd:\RSDKv5\mods\NoSSDecorations\*

You'll need to manually create the modconfig.ini file. It's just a text file with "y" or "n" values to enable or disable each mod, which should match your mod folder names. So in this case it would have this text:

[Mods] NoSSDecorations=y

Note that the "[Mods]" text at the start of the file is necessary for it to work.

Would you be so kind as to share the files?
I tried to do it myself and it didn't work.
Thanks for any help you can give.
 
It's in the post above yours.

I'm sorry. The post was for the guy, the mod to improve the performance of the special stage. I was having trouble quoting him because of a link in his post.

And already taking advantage of this post, what is this .dol file that you are sharing with us used for? Is it a Sonic .dol update?
 
I'm sorry. The post was for the guy, the mod to improve the performance of the special stage. I was having trouble quoting him because of a link in his post.

And already taking advantage of this post, what is this .dol file that you are sharing with us used for? Is it a Sonic .dol update?
It's the game minus the assets.
 
Would you be so kind as to share the files?
I tried to do it myself and it didn't work.
Thanks for any help you can give.
Did you download the mod archive? On the page I linked to, click the "Manual Download" link and then the "Download" link to get the mod in a zip file. From there, just extract it and follow the instructions in my post above. I can't share the files here since I'm not the one who made the mod.

EDIT: It looks like the folder structure was changed slightly in the latest release on github. You'll need to take that into account.
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latest wii version with cmake, which I wasn't going to share. I did this today, but it's untested:
I just tested it and it works fine. :)

However, a problem I've had with ALL of the Wii builds I've tried (whether from github, this thread or my own builds) is that none of the ending videos play. I just hear a few seconds of the streamed audio on a black screen and then it goes straight to the credits. I'm sure this is already a known problem but I thought it was worth mentioning.
 
Last edited by ChiefReginod,
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