Homebrew Sonic CD Port Released

HiSaturnV

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SolidSonicTH

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Quick Q: i got the game running on my New 3DS but there's no sound. In the debugging panel on the bottom screen it says "Audio enabled: 0". Is there some way to modify that?
 

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The latest ".3dsx" that Saturn provided works great on my O2DS! I'm very hopeful for this port's future!

EDIT: How can I compile a cia for myself as it seems there have been more commits done after the latest 3dsx post here.
 
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bonkmaykr

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A good classic that needs to be on 3DS. Playing platformers on mobile was always clunky and yet it had the best form factor for a while imo

Seeing disappointed old 3DS fans - where's the popcorn emote when I need one?

No but seriously, nice stuff. Love that the widescreen Sonic ports are seeing more love.
There are a lot of people who aren't able to upgrade right now for one reason or another, or simply want to play on an older model. Homebrew is all about freedom to use the hardware how we want to, and I see no reason why a Genesis game from 20+ years ago shouldn't run on the o3DS. Please be more considerate of others. That being said, I'm sure it works on both of them even if it's only optimized for one or the other.
 
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CeeDee

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There are a lot of people who aren't able to upgrade right now for one reason or another, or simply want to play on an older model. Homebrew is all about freedom to use the hardware how we want to, and I see no reason why a Genesis game from 20+ years ago shouldn't run on the o3DS. Please be more considerate of others. That being said, I'm sure it works on both of them even if it's only optimized for one or the other.

Dang man, was this really worth bumping the thread for that? Thought I already went over this:
I ain't off tryin' to be too much of an asshole here or anything, but it's important to understand that not everything is gonna be able to run on the dated hardware that is an old-3DS model. That's my real point here, I understand why so many people own old models instead of new ones and I ain't mockin' those who own the old ones, moreso just trying to say that yeah, some homebrew just ain't gonna shake on the old system, especially when the 3DS scene is dying and there's a lack of interest in optimizing homebrew hard enough to run well on the old one.

Trust me, I know how it is, my new 3DS broke and I'm down to a 2DS. It's a bummer not being able to run all the cool homebrew stuff that's out there, but it's a decade-old system and not a super powerful one at that, it's not hard to get why it doesn't bode well with a lot of stuff thrown at it.
 

HiSaturnV

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There are a lot of people who aren't able to upgrade right now for one reason or another, or simply want to play on an older model. Homebrew is all about freedom to use the hardware how we want to, and I see no reason why a Genesis game from 20+ years ago shouldn't run on the o3DS. Please be more considerate of others. That being said, I'm sure it works on both of them even if it's only optimized for one or the other.
I apologize if you've already seen, but there are 3dsx builds for a version of the port that runs on O3DS that I linked to earlier in the thread; they're not perfect, tho, and a lot of features are still missing like palette cycling and per-line parallax.

With that said, apologies for abandoning this thread for a while, environment broke a while back and got too got distracted with other stuff to fix it, on top of feature creep for the Citro2D build setting in (in all fairness I seriously should have waited for the hardware render backend to get fully decompiled instead of rewriting the entire thing myself lol).

Working on getting my environment back up and running; once that's done, I'm going to continue the Citro2D build, as well as try to fix some bugs pertaining to Data folder mode and audio. Don't expect frequent updates, though.
 

bonkmaykr

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Trust me, I know how it is, my new 3DS broke and I'm down to a 2DS. It's a bummer not being able to run all the cool homebrew stuff that's out there, but it's a decade-old system and not a super powerful one at that, it's not hard to get why it doesn't bode well with a lot of stuff thrown at it.
my bad, and you're right, but I just don't see how a 20 year old Genesis game is struggling so hard. It's the 3DS, not a flip phone. I know there are a lot of shortcuts developers have to make and I can understand some things just not being possible. I don't expect every game to run at a solid 60 FPS on hardware it wasn't designed for. What I don't understand is how licensed developers can pump out pretty looking games, and we can't even port classic titles despite having full knowledge of the hardware. But I've never ported anything to the 3DS so this is all to be taken with a grain of huge salt.

Wavy has a point as well, obviously the superior hardware is going to be easy to write games for since there's more wiggle room, but that doesn't make the old systems entirely incapable

I apologize if you've already seen, but there are 3dsx builds for a version of the port that runs on O3DS that I linked to earlier in the thread; they're not perfect, tho, and a lot of features are still missing like palette cycling and per-line parallax.

With that said, apologies for abandoning this thread for a while, environment broke a while back and got too got distracted with other stuff to fix it, on top of feature creep for the Citro2D build setting in (in all fairness I seriously should have waited for the hardware render backend to get fully decompiled instead of rewriting the entire thing myself lol).

Working on getting my environment back up and running; once that's done, I'm going to continue the Citro2D build, as well as try to fix some bugs pertaining to Data folder mode and audio. Don't expect frequent updates, though.
I'll try the 3dsx version you mentioned, right now I'm running off the CIA from Universal Updater

EDIT: I've installed the version with the hardware acceleration and while it is incredibly buggy (Sonic 's sprite will jump out when he is upside down, menu dialog and pause screen contents are not rendered, main menu does not clear screen between frames and makes a hall of mirrors effect, etc) it's running at a solid 60FPS prettymuch all the time and is perfectly playable, nice work
 
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placebo_yue

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Is the 3dsx file the full game or do i need to download some files from the original game onto my SD card?
Thanks for working so hard to get this running on O3DS as well
 

Wavy

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Is the 3dsx file the full game or do i need to download some files from the original game onto my SD card?
You'll need the data.rsdk file from the Steam version of Sonic CD and copy that and the 3dsx into /3ds/SonicCD. Though I believe the Android ports rsdk file could work as well (can't say for certain though).
 

HiSaturnV

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Is there an issue tracker for the gpu accelerated version?
Realized issues were disabled on the repo, fixed that, you can report them here: https://github.com/SaturnSH2x2/Sonic-CD-11-3DS/issues

That said, those builds I uploaded earlier in the thread are now several commits behind, so you're probably going to want to use this build before reporting any issues. I'm going to try to set up some sort of nightly build system to automate this a bit and make the matter of issue reporting a bit cleaner.
 

HiSaturnV

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A few things that I've been working on lately:
  • Video playback is implemented. The way I went about this was a bit hacky; instead of trying to get the decompiled code to run on the 3DS, I took @oreo639's 3ds-theoraplayer and basically just taped it onto the decomp. Granted, there are memory leak issues after playing videos that I haven't been able to figure out just yet, so use at your own risk. You'll probably also want to scale your videos down to run on 3DS.
  • Audio backend was completely reworked to just make calls to SDL_mixer; this actually seemed to improve performance on the HW build at O3DS clock speed. This should also fix the bug involving music not playing properly after time traveling.
  • Data Folder mode now works; this was a stupidly easy fix, I just needed to compile with -DFORCE_CASE_INSENSITIVE and update the Makefile.
  • Stereoscopic 3D was worked into the HW build. This was surprisingly easy to implement; the Retro Engine renders in tile/sprite layers, making it easy to just assign the different layers a depth value and offset the horizontal position when drawing to the right screen. Granted, depth on objects is a bit off, which might be a little disorienting for some; I'll adjust these values a bit more in the future.
If anyone wants to try out any of these changes, here's a build of the current commit as of the time of this writing.
Hotfix here; this fixes an issue with Tails' flight sfx being played continuously.

Once I get the dev menu's mod loader working (which will probably involve pulling some changes from upstream), I plan on putting all these changes into a new release, with separate versions for both the HW and SW render backends. From there, I plan on mainly focusing on the HW build, fixing stuff like the special stages, incorrect colors, parallax, and palette cycling.

Also, autobuilds. I really should figure out Docker Hub.

I apologize for taking so long on these features, and thank you guys for being this patient with the port lol
 
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