Homebrew Homebrew game [Release] Sonic Mania (3DS Port)

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I finished mania mode on my 2DS xl (Sonic Mania Plus). It was a BLAST! Really hopeful that special stages are optimised to run faster the next update :D:yay3ds:
 

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Been wanting to try this for a long time. I only have an Old 3DS for the moment, though.

Crossing my fingers that this project isn't dead. The developer hasn't shown life signs for a couple of years... That's worrying me.
 
Been wanting to try this for a long time. I only have an Old 3DS for the moment, though.

Crossing my fingers that this project isn't dead. The developer hasn't shown life signs for a couple of years... That's worrying me.
Well, you should only get worried about chances of being optimized further, for load times, and performance on the old and new 3DS's. The game, should be stable enough as it is, and the source code was released for anyone to tweak and perhaps even fork it.
 
Well, you should only get worried about chances of being optimized further, for load times, and performance on the old and new 3DS's. The game, should be stable enough as it is, and the source code was released for anyone to tweak and perhaps even fork it.
By pure coincidence, from my trip to Switzerland, I managed to snag a New 3DS. The game works like a charm, and seeing it run on such a small system feels so surreal to me!

I also found a fork from someone doing God's work---it makes load times 4x faster! They say they submitted a PR to the main repository but haven't received a response. This was a year ago, so I assume this project is now abandoned. Shame!
 
I also found a fork from someone doing God's work---it makes load times 4x faster! They say they submitted a PR to the main repository but haven't received a response. This was a year ago, so I assume this project is now abandoned. Shame!
Out of curiosity, is special stage performance increased at all?
 
Out of curiosity, is special stage performance increased at all?
No. From what I see, it has to do with rendering. Right now the port uses software rendering which is more resource intensive.
The developers stated that adding a hardware rendering backend was their main priority, but I don't see that happening anytime soon given that they haven't shown any signs of life over the last few months.
 
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By pure coincidence, from my trip to Switzerland, I managed to snag a New 3DS. The game works like a charm, and seeing it run on such a small system feels so surreal to me!

I also found a fork from someone doing God's work---it makes load times 4x faster! They say they submitted a PR to the main repository but haven't received a response. This was a year ago, so I assume this project is now abandoned. Shame!
could you send the fork to me please?
 
i have an old 3ds version working
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i have an old 3ds version working but it does not have a banner and icon on the home screen
here is the link:

i have tried to add a banner but idk how
 
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i have an old 3ds version working
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i have an old 3ds version working but it does not have a banner and icon on the home screen
here is the link:

i have tried to add a banner but idk how

You linked to it wrong. Try again?
1733682184246.png
 
Has anyone been able to implement 3D with this port yet? Like the Sonic CD port?
Not yet. As much as I'd want to do that, I don't have either the skills or enough Mountain Dew bottles to make a hardware renderer implementation myself.
It is safe to assume the project is now "dead", since the developers basically marked everything as "complete" as-is. Not to blame them, though, since the special/bonus stages are slow, albeit playable, and the game is pretty much 100% clearable.

We'll have to wait for someone with balls of steel to make this a reality.
 
Been posting updates in REMS, but figured I should give an update on this here, too. I've picked up work on the port again. Current plan is to reduce loading times as much as possible. I've currently merged @davidgf 's PR, which allocates a heap buffer on file access, speeding up load times significantly. I'm also working on reducing memory footprint while also adding in support for caching assets in memory, which I'm hoping will further reduce loading times. While caching the entire Data file like the Switch port does isn't an option, caching some assets (mainly Sprites) should be possible on 3DS.

Current builds boot and run on O3DS systems now, albeit not at full speed, going off reports from O3DS users in REMS.

Once loading times are down to a reasonable length, I'll put up a new release on GitHub, and then start work on writing a custom Citro3D/2D backend for the engine to hopefully alleviate the slowdown in Special Stages and make the game playable on O3DS systems.

Here's a screenshot of the current build:
IMG_5253.jpg
 
Just fixed autobuilds by updating the actions to v4. Unfortunately, it seems GitHub has removed support for downloading autobuild artifacts outside of zip files, so I can't provide a direct QR code to the .cia file; you'll have to download the build manually. To download, visit the Actions page on GitHub, click on the latest commit, then click on the download icon in the corner to download a zip containing the .3dsx and .cia of the latest build.

2025-05-01-223533_1706x754_scrot.png


2025-05-01-223543_1796x672_scrot.png

Given that these are non-release builds, don't expect things to work perfectly, however, if you want to keep up-to-date with recent changes, feel free to check them out.
 
Just fixed autobuilds by updating the actions to v4. Unfortunately, it seems GitHub has removed support for downloading autobuild artifacts outside of zip files, so I can't provide a direct QR code to the .cia file; you'll have to download the build manually. To download, visit the Actions page on GitHub, click on the latest commit, then click on the download icon in the corner to download a zip containing the .3dsx and .cia of the latest build.


Given that these are non-release builds, don't expect things to work perfectly, however, if you want to keep up-to-date with recent changes, feel free to check them out.
Or, use nightly.link to download GitHub Actions artifacts without a GitHub account. https://nightly.link/SaturnSH2x2/RSDKv5-Decompilation/workflows/3ds/master/sonicmania.zip
 
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