Homebrew Sonic CD Port Released

sonictopfan

Well-Known Member
Member
Joined
Mar 2, 2010
Messages
2,701
Trophies
1
XP
1,923
Country
Thank you for the port


I want to report a softlock bug, in Metallic Madness Act 3 it seems if you die and restart the level, music and sfx won’t work, and if you try to restart or exit it’ll softlock the 3DS and you have to hold the power button to force shut it.


While I’m at it I’ll throw in a suggestion... until the FMV cutscenes are supported (if ever) maybe use Tails’ ending credits screen for Sonic?
 
  • Like
Reactions: bonkmaykr

Isegrim

Well-Known Member
Newcomer
Joined
Feb 6, 2016
Messages
65
Trophies
0
Location
Europe
XP
561
Country
Switzerland
It's a shame that it doesn't work on the Old 3DS, I won't be able to test it, but it's nice to see that the 3DS scene is still very active.

I think anyone here understands that the 3DS is not strong enough to run certain things, I don't think it's an excuse to be an asshole.

A never ending story.
 

HiSaturnV

Well-Known Member
Newcomer
Joined
Jan 29, 2021
Messages
45
Trophies
0
Age
24
Website
saturnsh2x2.ml
XP
488
Country
United States
This question will obviously be very stupid.
But already having Sonic 1,2,3, N & CD, could someone make a level editor that combines all these games?
As in, a Sonic Delta-like mod? It's probably possible, but out of the scope of the port. It'd also involve porting over everything from 3&K, which I'd imagine is no small endeavor.

Through normal means.
That's odd. Main focus is the HW renderer right now, however, I'll keep an eye on it and see if I can replicate it.

Thank you for the port


I want to report a softlock bug, in Metallic Madness Act 3 it seems if you die and restart the level, music and sfx won’t work, and if you try to restart or exit it’ll softlock the 3DS and you have to hold the power button to force shut it.


While I’m at it I’ll throw in a suggestion... until the FMV cutscenes are supported (if ever) maybe use Tails’ ending credits screen for Sonic?
With regards to the music, this is a known issue; I initially thought it was just an issue with how the 3DS's sound worked, however, it turns out this is an issue with the Reader not being thread-safe. I plan to incorporate the changes from Clownacy's Wii U fork into the 3DS port at some point.

With regards to the cutscenes, while I plan to implement those eventually, those are low-priority at this point in time. It may require manually downscaling the videos to fit the 3DS's resolution, however. Also worth noting is that the PC and mobile ports use different video formats, and the PC version stretches the video out to the entire screen, while the mobile port maintains the original aspect ratio.

Since sites like GameBanana allow users to host restored versions of the videos as mods for the game, I may just link to pre-scaled .ogv files that work with the 3DS port and ask that you extract those to the SD Card.
 

sonictopfan

Well-Known Member
Member
Joined
Mar 2, 2010
Messages
2,701
Trophies
1
XP
1,923
Country
With regards to the cutscenes, while I plan to implement those eventually, those are low-priority at this point in time. It may require manually downscaling the videos to fit the 3DS's resolution, however. Also worth noting is that the PC and mobile ports use different video formats, and the PC version stretches the video out to the entire screen, while the mobile port maintains the original aspect ratio.

Since sites like GameBanana allow users to host restored versions of the videos as mods for the game, I may just link to pre-scaled .ogv files that work with the 3DS port and ask that you extract those to the SD Card.

I was going to mention that in the earlier post actually, I’m fully aware of the different format as I hacked the vocals back in both the PC and Android versions, with the PS3 version format being alien for me I had no success in that one, but I was gonna suggest using the Android version because they’re just MP4 files, I can help you editing the videos if you wanna change the aspect ratio or edit the vocals or something.

A couple more suggestions, when you hit restart it takes away a life which afaik doesn’t happen in Sonic 1&2, it also prevents you from restarting a special stage, maybe can change this behavior?

Another is adding a proper level select after completing a save file similar to Sonic 1&2 because the way Taxman did it broke the game that you can no longer go back after the missing time stones in a complete file like in the original, forcing you to delete your save file and start over if you want the good ending.
 
Last edited by sonictopfan,

HiSaturnV

Well-Known Member
Newcomer
Joined
Jan 29, 2021
Messages
45
Trophies
0
Age
24
Website
saturnsh2x2.ml
XP
488
Country
United States
I was going to mention that in the earlier post actually, I’m fully aware of the different format as I hacked the vocals back in both the PC and Android versions, with the PS3 version format being alien for me I had no success in that one, but I was gonna suggest using the Android version because they’re just MP4 files, I can help you editing the videos if you wanna change the aspect ratio or edit the vocals or something.

A couple more suggestions, when you hit restart it takes away a life which afaik doesn’t happen in Sonic 1&2, it also prevents you from restarting a special stage, maybe can change this behavior?

Another is adding a proper level select after completing a save file similar to Sonic 1&2 because the way Taxman did it broke the game that you can no longer go back after the missing time stones in a complete file like in the original, forcing you to delete your save file and start over if you want the good ending.
AFAIK, a lot of these suggestions would involve modifications to the game's scripts, as opposed to the engine itself. Those would probably work as mods; while the 3DS CD port currently doesn't have mod support, it is planned and already in the 1&2 ports.

As for the video files, the decompilation currently uses libtheora for playing video, so it would be better to stick to the ogv format instead of rewriting everything for mp4.
 

sonictopfan

Well-Known Member
Member
Joined
Mar 2, 2010
Messages
2,701
Trophies
1
XP
1,923
Country
AFAIK, a lot of these suggestions would involve modifications to the game's scripts, as opposed to the engine itself. Those would probably work as mods; while the 3DS CD port currently doesn't have mod support, it is planned and already in the 1&2 ports.

As for the video files, the decompilation currently uses libtheora for playing video, so it would be better to stick to the ogv format instead of rewriting everything for mp4.
Editing the OGV files to restore the audio was a pain and a half so my apologies but I don’t have the skills to edit those files like change aspect ratio and such, better look for someone with enough skill to do it, I’d be happy to share my files though if you want with vocals restoration.
 

HiSaturnV

Well-Known Member
Newcomer
Joined
Jan 29, 2021
Messages
45
Trophies
0
Age
24
Website
saturnsh2x2.ml
XP
488
Country
United States
Editing the OGV files to restore the audio was a pain and a half so my apologies but I don’t have the skills to edit those files like change aspect ratio and such, better look for someone with enough skill to do it, I’d be happy to share my files though if you want with vocals restoration.
That's fine; keep in mind the videos are low-priority at this point, as my main focus is getting the HW renderer running well, so I figure I'll cross that bridge when I get to it.
 

HiSaturnV

Well-Known Member
Newcomer
Joined
Jan 29, 2021
Messages
45
Trophies
0
Age
24
Website
saturnsh2x2.ml
XP
488
Country
United States
UPDATE: Progress on the HW renderer is slower than I would've liked, but I've finally gotten it to the point where the game is somewhat playable. A lot is unfinished at this point, however; stuff like blended sprites, sprite rotation, palette cycling, special stages, water effects, parallax, and the pause menu either don't work properly or aren't implemented at all.

However, I figure O3DS users will want to test out this build, so I'm dropping a .3dsx of the latest commit here. Didn't want to make a release for this, as the HW/SW renderer preprocessor split is still there and there's no reason for N3DS owners to use this at the moment.

(uploaded to anonfiles because 3dsx apparently isn't a supported file type)
https://anonfiles.com/p9X8Ha62q6/SonicCD_3dsx

Let me know how it runs; it seems to run decently at 268MHz on my N3DS, however, I want to confirm with O3DS users.
 

fmkid

Just another GBATemp's random guy
Member
Joined
Apr 23, 2015
Messages
1,911
Trophies
0
XP
1,424
Country
Colombia
UPDATE: Progress on the HW renderer is slower than I would've liked, but I've finally gotten it to the point where the game is somewhat playable. A lot is unfinished at this point, however; stuff like blended sprites, sprite rotation, palette cycling, special stages, water effects, parallax, and the pause menu either don't work properly or aren't implemented at all.

However, I figure O3DS users will want to test out this build, so I'm dropping a .3dsx of the latest commit here. Didn't want to make a release for this, as the HW/SW renderer preprocessor split is still there and there's no reason for N3DS owners to use this at the moment.

(uploaded to anonfiles because 3dsx apparently isn't a supported file type)
https://anonfiles.com/p9X8Ha62q6/SonicCD_3dsx

Let me know how it runs; it seems to run decently at 268MHz on my N3DS, however, I want to confirm with O3DS users.
Well. I'm an O3DS owner and actually try with this special release and I have to say: Amazing! It runs pretty well (very playable at good speed). I didn't notice an important slowdown (I believe)

Buuuuuut for now there are a lot of graphical glitches on all the menus: basically, different menu options and backgrounds aren't displayed (however, on the game stages itself graphics seems to be ok).
 
Last edited by fmkid,
  • Like
Reactions: Nutez and HiSaturnV

HiSaturnV

Well-Known Member
Newcomer
Joined
Jan 29, 2021
Messages
45
Trophies
0
Age
24
Website
saturnsh2x2.ml
XP
488
Country
United States
Well. I'm an O3DS owner and actually try with this special release and I have to say: Amazing! It runs pretty well (very playable at good speed). I didn't notice an important slowdown (I believe)

Buuuuuut for now there are a lot of graphical glitches on all the menus: basically, different menu options and backgrounds aren't displayed (however, on the game stages itself graphics seems to be ok).
Thanks. And yeah, the menus are currently a mess, presumably due to a bunch of unimplemented draw calls. Part of the reason I didn't put it into a full release.
 

fmkid

Just another GBATemp's random guy
Member
Joined
Apr 23, 2015
Messages
1,911
Trophies
0
XP
1,424
Country
Colombia
Thanks. And yeah, the menus are currently a mess, presumably due to a bunch of unimplemented draw calls. Part of the reason I didn't put it into a full release.
Thanks to you for your amazing job and the improvements (and love) for O3DS owners! Keep up with the good work! :yay3ds:
 
Last edited by fmkid,
  • Like
Reactions: HiSaturnV

CallumOC

New Member
Newbie
Joined
Oct 4, 2020
Messages
3
Trophies
0
Age
22
XP
37
Country
Ireland
I keep getting the 'An exception occurred' screen. I am running it on a 2DS, I'm not sure if that could be a problem.

edit: I think I know what I did wrong, I will try and fix it now.
 
Last edited by CallumOC,

MastorLichi

Member
Newcomer
Joined
Mar 2, 2021
Messages
9
Trophies
0
Age
21
XP
71
Country
United States
it keeps crashing for me, and I have a N3DS. Any help? I can send the crash picture if needed
 

Attachments

  • 4ECCBF9B-8596-44C3-BFC0-EAB4F2F6A3AD.jpeg
    4ECCBF9B-8596-44C3-BFC0-EAB4F2F6A3AD.jpeg
    1.2 MB · Views: 246
  • Like
Reactions: tfwh2ubzat

HiSaturnV

Well-Known Member
Newcomer
Joined
Jan 29, 2021
Messages
45
Trophies
0
Age
24
Website
saturnsh2x2.ml
XP
488
Country
United States
it keeps crashing for me, and I have a N3DS. Any help? I can send the crash picture if needed
Were you using the recent HW (3dsx) build linked in the thread, or the SW (cia) build that's on GitHub? Does the game crash when booting, or is it at a specific point?

Also, just to be sure, do you have the Data.rsdk file extracted to /3ds/SonicCD?
 
  • Like
Reactions: tfwh2ubzat

MastorLichi

Member
Newcomer
Joined
Mar 2, 2021
Messages
9
Trophies
0
Age
21
XP
71
Country
United States
Were you using the recent HW (3dsx) build linked in the thread, or the SW (cia) build that's on GitHub? Does the game crash when booting, or is it at a specific point?

Also, just to be sure, do you have the Data.rsdk file extracted to /3ds/SonicCD?

I was using the .cia version. It crashed directly after the 3DS logo appeared, so yes, it was booting. I actually do not have the Data.rsdk file extracted to my /3ds/SonicCD. I may have missed that step.
 
  • Like
Reactions: tfwh2ubzat

HiSaturnV

Well-Known Member
Newcomer
Joined
Jan 29, 2021
Messages
45
Trophies
0
Age
24
Website
saturnsh2x2.ml
XP
488
Country
United States
I was using the .cia version. It crashed directly after the 3DS logo appeared, so yes, it was booting. I actually do not have the Data.rsdk file extracted to my /3ds/SonicCD. I may have missed that step.
Ah, OK, that should explain it. I thought I had implemented a basic error handler in case the rsdk file was missing, though I don't believe I bothered to test that part on actual hardware; I'll try to fix that for future releases.
 

Computer_Freak_2004

Well-Known Member
Newcomer
Joined
Jun 1, 2019
Messages
64
Trophies
0
XP
1,563
Country
Germany
The new build works already pretty good on my Old3DS. Game runs pretty much always at 60FPS. The framerate drops sometimes and also when you are invincible! There are still many graphical glitches in the menu and special stages.
Great work so far! :yay3ds:
 

HiSaturnV

Well-Known Member
Newcomer
Joined
Jan 29, 2021
Messages
45
Trophies
0
Age
24
Website
saturnsh2x2.ml
XP
488
Country
United States
Minor update on HW rendering: implemented a few extra drawing calls since the last upload, meaning that menus should show more or less correctly (sans the main menu background, which relies on 3D drawing calls). Also, fixed the issue with positioning that rotated sprites had, so stuff like running through loops, Tails's tails, and the final boss should show correctly now.

Special Stages still don't work, however.

Link: https://anonfiles.com/r6d7H5h7r1/SonicCD_3dsx
 

depaul

Well-Known Member
Member
Joined
May 21, 2014
Messages
1,293
Trophies
0
XP
2,949
Country
France
GREAT! Any chance this could be ported to Wii U ?

With regards to the music, this is a known issue; I initially thought it was just an issue with how the 3DS's sound worked, however, it turns out this is an issue with the Reader not being thread-safe. I plan to incorporate the changes from Clownacy's Wii U fork into the 3DS port at some point.

Hi SaturnV. Does this mean there is already a Wii U port released? Thanks!
 
Last edited by depaul,

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • The Real Jdbye @ The Real Jdbye:
    the vram is one advantage when it comes to AI but ends up being slower even with that and really AI is the only use case that needs more than 12gb vram right now
  • Psionic Roshambo @ Psionic Roshambo:
    Interesting lol
  • Psionic Roshambo @ Psionic Roshambo:
    I think I watched a video where two games at 4K where eating just over 16GB of RAM and it's the one case where the 7900XT and XTX pulled ahead (minus RTX of course)
  • Psionic Roshambo @ Psionic Roshambo:
    So my opinion is that they could age a bit better in the future, and maybe AMD will continue improving them via drivers like they tend to do. No guarantee there but they have done it in the past. Just a feeling I have.
  • The Real Jdbye @ The Real Jdbye:
    cyberpunk at 4k without DLSS/fidelityfx *might* exceed 12gb
    +1
  • The Real Jdbye @ The Real Jdbye:
    but that game barely runs at native 4k
  • Psionic Roshambo @ Psionic Roshambo:
    I think it was some newer games and probably poorly optimized PS4 or PS5 ports
  • The Real Jdbye @ The Real Jdbye:
    they definitely will age better but i feel dlss might outweigh that since it looks about as good as native resolution and much less demanding
    +1
  • Psionic Roshambo @ Psionic Roshambo:
    When I played Cyberpunk on my old 2080 Ti it sucked lol
  • The Real Jdbye @ The Real Jdbye:
    AMD could introduce something comparable to DLSS but nvidia's got a lot more experience with that
  • The Real Jdbye @ The Real Jdbye:
    least amd 7xxx has tensor cores which the previous generations didn't so there is the potential for AI upscaling
  • Psionic Roshambo @ Psionic Roshambo:
    They have FSR or whatever it's called and yeah it's still not great
  • The Real Jdbye @ The Real Jdbye:
    so AMD seem to finally be starting to take AI seriously
  • Psionic Roshambo @ Psionic Roshambo:
    Oh yeah those new 8000 CPUs have AI cores built in that's interesting
  • Psionic Roshambo @ Psionic Roshambo:
    Maybe they plan on offloading to the CPU?
  • Psionic Roshambo @ Psionic Roshambo:
    Would be kinda cool to have the CPU and GPU working in random more
  • Psionic Roshambo @ Psionic Roshambo:
    Tandem even
  • The Real Jdbye @ The Real Jdbye:
    i think i heard of that, it's a good idea, shouldn't need a dedicated GPU just to run a LLM or video upscaling
  • The Real Jdbye @ The Real Jdbye:
    even the nvidia shield tv has AI video upscaling
  • The Real Jdbye @ The Real Jdbye:
    LLMs can be run on cpu anyway but it's quite slow
  • BakerMan @ BakerMan:
    Have you ever been beaten by a wet spaghetti noodle by your girlfriend because she has a twin sister, and you got confused and fucked her dad?
  • Psionic Roshambo @ Psionic Roshambo:
    I had a girlfriend who had a twin sister and they would mess with me constantly.... Until one chipped a tooth then finally I could tell them apart.... Lol
  • Psionic Roshambo @ Psionic Roshambo:
    They would have the same hair style the same clothes everything... Really messed with my head lol
  • Psionic Roshambo @ Psionic Roshambo:
    @The Real Jdbye, I could see AMD trying to pull off the CPU GPU tandem thing, would be a way to maybe close the gap a bit with Nvidia. Plus it would kinda put Nvidia at a future disadvantage since Nvidia can't make X86/64 CPUs? Intel and AMD licensing issues... I wonder how much that has held back innovation.
    Psionic Roshambo @ Psionic Roshambo: @The Real Jdbye, I could see AMD trying to pull off the CPU GPU tandem thing, would be a way to...