Homebrew Sonic CD Port Released

sonictopfan

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I haven’t checked this project for a few months, imagine my surprise to see my name in the credits, lol.

Tested on a New 3DS “SW Sonic CD cia” cutscenes work fine as well as the glitch in the final level is fixed, thank you everyone for the wonderful work!

One glitch/oversight I noticed, not sure if it’s well known, if you set the soundtrack to US the Pencil Test video no longer works, I’m guessing we need a copy for the US version?

Also has the game always had long-ish loading screens on 3DS or is this due to the fixes for the audio glitch?
 

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HiSaturnV

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I haven’t checked this project for a few months, imagine my surprise to see my name in the credits, lol.

Tested on a New 3DS “SW Sonic CD cia” cutscenes work fine as well as the glitch in the final level is fixed, thank you everyone for the wonderful work!

One glitch/oversight I noticed, not sure if it’s well known, if you set the soundtrack to US the Pencil Test video no longer works, I’m guessing we need a copy for the US version?

Also has the game always had long-ish loading screens on 3DS or is this due to the fixes for the audio glitch?
Ah, I had no idea that was you behind the vocals restoration lol. Thanks for that btw.

For the Pencil Test, the game is modified to swap out the .ogv extension with the .us.ogv extension, so copying the video file and renaming accordingly should fix the issue. The PC version of the game apparently used two audio streams on the same file to handle the soundtrack switch, however, this isn't handled in the 3DS port, so separate files with different names are used to handle the change instead.

As for the loading times, those are unfortunately a side effect of the backend switch to SDL_Mixer. To my knowledge, instead of streaming the music from the file, it's instead loaded entirely into memory. Due to how the Retro Engine is structured, this also loads any other jingles (such as the speed shoes and invincibility music) into memory as well. While this could be changed so that only the relevant music is loaded in memory (and this was actually how the backend was set up originally), it would introduce loading screens whenever the music would switch to something else. This is also why mods that use higher-quality audio files crash on 3DS, as the system simply runs out of memory.

Switching to SDL_Mixer wasn't the most ideal solution, but it alleviated errors with the original decompiled audio backend simply hanging on 3DS at seemingly random spots.
 

sonictopfan

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Ah, I had no idea that was you behind the vocals restoration lol. Thanks for that btw.
No problem, I’m just glad they were of help and the fact you still credited me is a nice treat, really appreciate it 💕
For the Pencil Test, the game is modified to swap out the .ogv extension with the .us.ogv extension, so copying the video file and renaming accordingly should fix the issue. The PC version of the game apparently used two audio streams on the same file to handle the soundtrack switch, however, this isn't handled in the 3DS port, so separate files with different names are used to handle the change instead.
Don’t you think I know that? Lol, I did hack both the PC and Android versions to restore the vocals, I even tried the PS3 version at the time but failed to figure out the format used.

Anyway, I figured making a copy of the pencil test video will solve the problem as it is handled similar to the Android version.

As for the loading times, those are unfortunately a side effect of the backend switch to SDL_Mixer. To my knowledge, instead of streaming the music from the file, it's instead loaded entirely into memory. Due to how the Retro Engine is structured, this also loads any other jingles (such as the speed shoes and invincibility music) into memory as well. While this could be changed so that only the relevant music is loaded in memory (and this was actually how the backend was set up originally), it would introduce loading screens whenever the music would switch to something else. This is also why mods that use higher-quality audio files crash on 3DS, as the system simply runs out of memory.

Switching to SDL_Mixer wasn't the most ideal solution, but it alleviated errors with the original decompiled audio backend simply hanging on 3DS at seemingly random spots.
I see, so in theory if I switch to the HDL build instead it’ll have shorter loading screens but the audio glitch might still occure, it’s really a tough decision to be honest, I do prefer stability especially considering that glitch would hard crash the game, if I remember I couldn’t even press the home screen I had to manually hard shut the 3DS, but I also don’t really like the longer loading screens especially on a handhelod, oh well...
 
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UltraSyko

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Are any mods compatible? Not expecting anything complicating, but anything simple that people use for the 3DS port?
 

Wavy

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Are any mods compatible? Not expecting anything complicating, but anything simple that people use for the 3DS port?
Most if not all of them should be compatible. Here's a small list of small mods that work fine:
  • Fixed Decomp Menu
    • An absolute must. Fixes the menus to better support the decompilation. Use the "CSZS Compatible" version of this mod to get it to work with the mod below.
  • Complete Save Zone Select
    • Brings back no saves as well and adds a zone select for completed saves.
  • Mania-styled rotations
    • A purely visual mod that adds smooth Sonic Mania rotations. Not much else.
  • Knuckles The Echidna in Sonic CD
    • Adds Knuckles to Sonic CD. Haven't tried this yet myself but I see no reason as to why it shouldn't work.
  • Sonic CD Restored
    • A large-ish mod that - by its name - restores a lot of features from the original 1993 version of Sonic CD as well as Sonic 1/2.
      • Download one of standalone builds and use the "Sonic CD Restored" folder with the mod.ini file (from "Sonic CD Restored/Mods") as the mod folder.
      • Not compatible with the first two mods listed above as the features from them are present in Sonic CD Restored.
      • Use this mod if you want to use Knuckles with Sonic CD Restored.
 

dermo529

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Most if not all of them should be compatible. Here's a small list of small mods that work fine:
  • Fixed Decomp Menu
    • An absolute must. Fixes the menus to better support the decompilation. Use the "CSZS Compatible" version of this mod to get it to work with the mod below.
  • Complete Save Zone Select
    • Brings back no saves as well and adds a zone select for completed saves.
  • Mania-styled rotations
    • A purely visual mod that adds smooth Sonic Mania rotations. Not much else.
  • Knuckles The Echidna in Sonic CD
    • Adds Knuckles to Sonic CD. Haven't tried this yet myself but I see no reason as to why it shouldn't work.
  • Sonic CD Restored
    • A large-ish mod that - by its name - restores a lot of features from the original 1993 version of Sonic CD as well as Sonic 1/2.
      • Download one of standalone builds and use the "Sonic CD Restored" folder with the mod.ini file (from "Sonic CD Restored/Mods") as the mod folder.
      • Not compatible with the first two mods listed above as the features from them are present in Sonic CD Restored.
      • Use this mod if you want to use Knuckles with Sonic CD Restored.
So I'm not really sure what I'm doing wrong but for some reason when I install Sonic CD Restored and Knuckles, along with Shields+ and Sonic CD Restored (all required for the Plus Knuckles)... I get no background on the main menu and a crash as soon as I hit start game. Everything works flawlessly on PC so I'm wondering if the 3DS is running out of RAM or something. I'll attach photos soon but I'm wondeirng if the music addon is causing it. I want to try adding and removing some things to see if I can figure out what's causing the crash.
 

Diego Liberal

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I have an issue with this port since forever but just today I decided to really look it up.

The issue is: Absolute no input works.
All buttons and the touchscreen does absolutely nothing to control anything.
I double checked the settings.ini and they show as:

[Keyboard 1]
; Keyboard Mappings for P1 (Based on: https://wiki.libsdl.org/SDL_Scancode)
Up=0
Down=0
Left=0
Right=0
A=0
B=0
C=0
Start=0

[Controller 1]
Up=0
Down=0
Left=0
Right=0
A=0
B=0
C=0
Start=0

I know that this implies that no actual input was set. But I tried to replicate the ones from Sonic1/2 and Mania ports but none worked.

Since I can't figure it out the values, can anyone help me with this?
Maybe even share your settings.ini ?
 
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HiSaturnV

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I'm pretty sure that I'll not, judging by how long some messages been posted there, but I did post there anyways.
I think it's easier and quicker if anyone share their working settings.ini
Sorry for not responding to the issues on GitHub; was busy with life and college. I was planning on getting to them eventually, just... never did.

IIRC, the button values for the port are hard-coded, so changing them around likely won't fix anything. My settings file has the exact same values for keyboard and controller as yours does. Besides, I had heard reports of issues with regards to input and getting stuck on the title screen; this sounds like a related issue. Would you happen to be using the Android .rsdk file?

Currently prioritizing the Mania port, however, I might take a second look at the input code once I've got this other stuff out of the way. Also, to my knowledge, RSDKv5 has backwards compatibility with previous Retro Engine versions, so I may just end up using that as a basis for future CD releases anyways.
 

Diego Liberal

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Sorry for not responding to the issues on GitHub; was busy with life and college. I was planning on getting to them eventually, just... never did.

IIRC, the button values for the port are hard-coded, so changing them around likely won't fix anything. My settings file has the exact same values for keyboard and controller as yours does. Besides, I had heard reports of issues with regards to input and getting stuck on the title screen; this sounds like a related issue. Would you happen to be using the Android .rsdk file?

Currently prioritizing the Mania port, however, I might take a second look at the input code once I've got this other stuff out of the way. Also, to my knowledge, RSDKv5 has backwards compatibility with previous Retro Engine versions, so I may just end up using that as a basis for future CD releases anyways.
Hello!
Yes, I'm using the Android .rsdk.

So, since it's hardcoded, there's nothing I can do besides purchasing the steam version?
Well, if so, I'll wait for another update on this port, been waiting for ages, a bit more is no problem.
 

b2p1mp

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I just installed this using universal updater. Then i used ftpd to add the proper file from the android xapk. I am really impressed. Is it normal on 3ds for the special stages to have scrambled backgrounds? Also, Is it better to use the steam version? EDIT: I am using HW version on my O3ds. I just realized this wasnt exactly the right place to post this. I do not have a new 3ds to test those builds.
 
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