Homebrew RELEASE Sonic CD

fvig2001

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I think another file has to be edited too. I edited dpad.gif to be the transparent color.
Data\Sprites\Global

This gif contains the dpad and its button pressed animation. I made the pause button and others also invisible.
 
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fvig2001

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Here is the Dpad.gif in transparent glory. At least special stage doesn't have the touch pad controls anymore.
 

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B-alpha

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octopus

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Just amazing!

Sidenote:
After repacking with RetroED the only thing I get is black screen. Anyone had luck with it? OG file works ok.

Same result with retrun.exe c %path% -2 /-M
 
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fvig2001

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Just amazing!

Sidenote:
After repacking with RetroED the only thing I get is black screen. Anyone had luck with it? OG file works ok.

Same result with retrun.exe c %path% -2 /-M

how does the path look like?
It should be like unpacked/Data

where retrun is run as:
retrun c unpacked Data.rdsk -2
 
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octopus

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how does the path look like?
It should be like unpacked/Data

where retrun is run as:
return c unpacked Data.rdsk -2
That's what I did :

Code:
retrun.exe c Data Data.rsdk -2

Where "Data" is the folder with unpacked rsdk from 2.0.1 ipa.

And I could list the file after and the structure looks the same as the source but it won't boot for some reason.
 

fvig2001

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It's wrong. See my instructions. That's what I did to make my touch pad fix work. Here's proof of the fix
 

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octopus

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It's wrong. See my instructions. That's what I did to make my touch pad fix work.
I'm pretty sure I tried putting the Data folder one level deeper at some point but it works now. Thanks for your help.

Update: 3.0.6 (latest) has a lot of changes compared to the 2.0.1 (practically all of the bytecode and 2 stages) but won't boot past the Whitehead logo.
 
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B-alpha

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thanks for testing the 3.0.6 version. On another note, is it possible that the animated opening is missing?
 
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mathew77

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Successfully changed the disgusting Sonic CD jump sound into the original Sonic SFX, hooray!.

It's path is:
Code:
/Data/SoundFX/Global/Jump.wav

Parameters of the needed .WAV file are 44100 Hz, 1 Channel, 8 Bits per sample, 353 kbps, PCM codec and lossless (no compression) encoding, it's length is 0.00.433 msec.

You can grab the 'Sonic the Hedgehog 2 ver.' jump sound SFX in it's Wiki: https://soundeffects.fandom.com/wiki/Sonic_Jump (I guess I cannot attach it here 'cause it's copyrighted),

then edit the original file via any audio editor like Audition, replacing it's content with the new one, lower it's volume if needed (if you want to), save it into it's original parameters (see above), then replace the original file with the modified one. Sonic CD Data file is RSDKv2.
 
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ShadowOne333

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Successfully changed the disgusting Sonic CD jump sound into the original Sonic SFX, hooray!.

It's path is:
Code:
/Data/SoundFX/Global/Jump.wav

Parameters of the needed .WAV file is 44100 Hz, 1 Channel, 8 Bits per sample, 353 kbps, PCM codec and lossless (no compression) encoding, it's length is 0.00.433 msec.

You can grab the 'Sonic the Hedgehog 2 ver.' jump sound SFX in it's Wiki: https://soundeffects.fandom.com/wiki/Sonic_Jump (I guess I cannot attach it here 'cause it's copyrighted),

then edit the original file via any audio editor like Audition, replacing it's content with the new one, lower it's volume if needed (if you want to), save it into it's original parameters (see above), then replace the original file with the modified one. Sonic CD Data file is RSDKv2.
Oh amazing!
What base rsdk did you use?
Did you also remove the touchscreen overlays?
 

sblur

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No FMVs unfortunately 'cause of the upstream's:
Both of the "unfinished features" (FMV and correct music loop points) are due to lack of a multi-platform solution for them and won't prevent them from being addressed later. SDL does not have built-in support for video playback, and audio loop points are only supported when they are specified in the music files themselves. (So actually if you repack your rsdk with looping ogg files, they should loop properly)

There's already a function in the code for playing the FMV that is passed the filename, it just does nothing and continues on. Same for the seamless music looping, the code already knows where the music needs to loop to instead of the beginning but there isn't a way to tell SDL_Mixer what point to loop back to. usineur0 has been notified about these things, so maybe you'll get FMV at some point.
 

mathew77

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Oh amazing!
What base rsdk did you use?
Did you also remove the touchscreen overlays?
Used the recommended one (MD5(Data.rsdk)= 37682fbd5d3bb05ce58999be47749e9d). Yep, also removed the touchscreen buttons. :)

So actually if you repack your rsdk with looping ogg files, they should loop properly
Interesting info, thank you..

you'll get FMV at some point.
That would be so great!!
 
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Hleb

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Well damn, I'm so bad at googling and couldn't find rdsk v2.0.1. Where did you guys get it? I don't really have jailbreaked iPhone to do so, only the latest version from Google Play

nvm, found it, works perfectly!
 
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urherenow

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Well damn, I'm so bad at googling and couldn't find rdsk v2.0.1. Where did you guys get it? I don't really have jailbreaked iPhone to do so, only the latest version from Google Play

nvm, found it, works perfectly!
glad you found it... seems everything I "find" was uploaded in 2016 and no longer available. Why won't it work with a newer one? 3.0.6 isn't hard to find...
 
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sblur

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Why won't it work with a newer one? 3.0.6 isn't hard to find...
Because it was never tested against that version and it was not expected that they would make breaking changes again.
1.0 and 2.0 are not compatible with each other because some file names and data formats slightly changed and work had to be done so 1.0 files would even load, so if what you're saying is true then more work needs to be done to add 3.0 compatibility.
 

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