Homebrew RELEASE Sonic 3 AIR

RupeeClock

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what, does the developer have plans to make it open source eventually?

I have some vague recollection that they may intend to open source the project once they've satisfied they've completed their work on it.
But in the mean time, the game is easily moddable with its provided mods manager.
 

MultiKoopa

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yeah but the developer for example refuses to release the code to somebody who's trying to port it to Vita, saying there's no point porting to the Vita or some such nonsense
 
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ssmatt

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Works a treat.

I didn't have the steam version, but I just renamed a rom to Sonic_Knuckles_wSonic3.bin and it seems to work without issues.
 

RupeeClock

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Works a treat.

I didn't have the steam version, but I just renamed a rom to Sonic_Knuckles_wSonic3.bin and it seems to work without issues.

I don't believe the ROM name necessarily matters, the program would be checking for a file hash to make sure you have matching data.
Sonic 3 AIR claims to use the ROM as a data source, but I'm not sure that it really does. It's more just a check that you have the data that the executable also uses.
 

sj33

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The No Intro rom works fine, and assuming the Steam version is dumped correctly then they should be identical. The important thing is to not use roms with copier headers or in copier formats
 

SodaSoba

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I know we have a forwarder but i thought I would make one

https://gbatemp.net/download/sonic-3-a-i-r.37070

sonic-air-icon001-[05A2073452890000]].jpg


This is the icon

I've also replace the switch logo in the bottom right with this:
sonic3air.gif


and the logo in the top left with this:

sonic3.png



 
Last edited by SodaSoba, , Reason: added video

Skandu-

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we have sonic cd, 1 2 and 3
what about the master system remakes? i was wonder if they can be possible to port on switch
 

RupeeClock

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we have sonic cd, 1 2 and 3
what about the master system remakes? i was wonder if they can be possible to port on switch

There's actually quite a lot of disassemblies for Sonic games, including Sonic 2 on the Master System.
http://info.sonicretro.org/Disassemblies
Disassemblies are useful for ROM hacking as it allows you to more easily make changes to Assembly language code, but they are not the source code that would allow for direct porting to other systems.

Although, someone has worked on remakes of Sonic 1 and 2 Master System.
https://www.sonicstadium.org/2020/09/sage-2020-sonic-2-sms-remake-goes-above-and-beyond/
https://sonic-sms-remake.blogspot.com/p/one.html
Though it's a remake with liberties rather than being a mostly direct port.
No clue if this remake makes any use of the disassembly, but since it's a Game Maker project is probably just recreates things as faithfully as possible using original assets.

Actually, because it's made with Game Maker, that would make running it on the Switch pretty easy.
AM2R has already been ported to Switch by the same virtue of the Switch having Game Maker support, as I recall that's thanks to Undertale.
 

RupeeClock

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Impressive,does it work on 12.0?

No clue personally, I've not yet dabbled in Switch homebrew myself, but am aware of a few things around it.
I'm not sure what the actual process of getting Game Maker games running on Switch is anyway, but there is one and I think it's similar to how the games are brought to Android or something.

Those Sonic SMS engine fan games have Windows and Android builds anyway.
 

TheNintendoEnthusiast

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Confirmed working on Atmosphere 0.19.2 and FW12.0.1 :lol:.

I made the forwarder compatible with FW 12+

GameID: 04008C3583A50000
NRO Location: /switch/sonic3air/sonic3air.nro
sonic-air-icon001-[05A2073452890000]].jpeg


Shoutout to SodaSoba for the icon image
 

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Tsukiru

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It might be a similar situation where the main sidescrolling platforming gameplay isn't too demanding, but the special stages are since they're built from the ground up. The blue sphere minigame in particular is much higher resolution and runs at 60 FPS.

Sonic 3 Air is built for 16:9 displays whilst the 3DS top screen display is 5:3, which is slightly narrower horizontally. It probably wouldn't be much of an issue aside from needing to adjust the HUD display, and maybe the locked camera for certain screens.

A 3DS port would be doable but you'd probably need to refactor aspects like removing some graphical enhancements and limiting frame rate for the blue sphere minigame.
The project is not yet open source anyway, it's only in the hands of a few trusted individuals to port it to other systems like the Switch or Android.

Resolution shouldn't impact too much since I don't remember anyone having issues with Sonic 1/2 3D. Special stages would be wild to see on the 3DS though.
 

RupeeClock

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Resolution shouldn't impact too much since I don't remember anyone having issues with Sonic 1/2 3D. Special stages would be wild to see on the 3DS though.

The mobile versions of Sonic 1 / 2 / CD were built for variable display width.
Meaning that it will compensate for some phone screens being wider than others in landscape orientation, this made it a lot easier to port the decompilations to the 3DS.
You can tinker with the width on the PC desktop builds too, but the height is fixed to 240, with appropriate scaling options.



The point anyway is that Sonic 3 AIR, I don't think was built for variable display width like this as it seems to hardcode everything for 16:9 display support.
Which unfortunately would make it harder to port the game to any devices that don't use 16:9 screens. I'd be really interested in seeing Sonic 3 AIR ported to Anbernic devices like the RG351V (4:3) and RG351P (3:2) for example.
 
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Tsukiru

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The mobile versions of Sonic 1 / 2 / CD were built for variable display width.
Meaning that it will compensate for some phone screens being wider than others in landscape orientation, this made it a lot easier to port the decompilations to the 3DS.
You can tinker with the width on the PC desktop builds too, but the height is fixed to 240, with appropriate scaling options.



The point anyway is that Sonic 3 AIR, I don't think was built for variable display width like this as it seems to hardcode everything for 16:9 display support.
Which unfortunately would make it harder to port the game to any devices that don't use 16:9 screens. I'd be really interested in seeing Sonic 3 AIR ported to Anbernic devices like the RG351V (4:3) and RG351P (3:2) for example.

Oh I didn't know this actually, that's super cool. But yeah that seems to be what the main appeal of AIR is.
 

NIGELH7086

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Confirmed working on Atmosphere 0.19.2 and FW12.0.1 :lol:.

I made the forwarder compatible with FW 12+

GameID: 04008C3583A50000
NRO Location: /switch/sonic3air/sonic3air.nro
View attachment 262675


Shoutout to SodaSoba for the icon image


I'm using Atmosphere but even with the forwarder It's starts to load but then I just get a blank screen it used to work perfectly on FW11
any help would be great
 

TheNintendoEnthusiast

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I'm using Atmosphere but even with the forwarder It's starts to load but then I just get a blank screen it used to work perfectly on FW11
any help would be great

Use the forwarder I created and make sure the nro location is exactly where the forwarder is looking for and you should be fine. I have been using the forwarder since FW12+ has been out and it's been working for me.
 

NIGELH7086

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Use the forwarder I created and make sure the nro location is exactly where the forwarder is looking for and you should be fine. I have been using the forwarder since FW12+ has been out and it's been working for me.
I will have to try again later are you on 12.1.0 I'm sure I done all that a few times try again later
 

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