Sonic Mania for Wii

godreborn

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I wasn't asking for a port, but I really appreciate it.

This is the probably the best Sega published Sonic released in a long time.
It's a shame that Sega didn't allow this game on that generation of consoles as it I think it could have been an even better success for them.

I noticed that, as other(s) mentioned that the special stages slow down. I wonder if this is being software rendered.
If so that may be why, and maybe the developer could maybe add 240p and a GC port.
https://gbatemp.net/threads/sonic-mania-ps3.620339/

I haven't tested it.
 

_47iscool

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I updated/edited my post:
https://gbatemp.net/threads/sonic-mania-ps3.620339/post-9966681

Another note:

I noticed some users said it works on Dolphin. Indeed it does but with no sound.

I also tried on the older Dolphin 3.5 and it works on that as well with no audio.

So I decided to try and hack some codes for it. Unfortunately none of the homebrew loaders can hook gecko codes into homebrew I figured an Aob code would suffice.

The DOL I used was the one posted by @SaulFabre with an MD5 of: 15495F30695E6218DA1B240BC2631B56

Here is the code I made using Dolphin 3.5 x86 (works better for code making for me) and Cheat Engine 7.2:

One Ring Instead of 100 For An Extra Life (AoB)
Search:
39 40 00 64 A0 68 0A 24 83 81 00 08 38 80 00 00 91 3F 00 DC 7C 08 03 A6 91 3F 00 C4 91 5F 00 C8
change to
39 00 00 01 A0 68 0A 24 83 81 00 08 38 80 00 00 91 3F 00 DC 7C 08 03 A6 91 3F 00 C4 91 5F 00 C8

This code can be patched into the DOL with a hex editor.
Untested on hardware as of now but feel free to be the first.
 
Last edited by _47iscool,

SaulFabre

I like Yoshis and the Wii/Wii U scene.
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Latest build of RSDKv5 Decompilation for Wii designed for run Sonic Mania (as of October 15, 2022), including its DLC Sonic Mania Plus (it still requires the Data.rsdk to be stored into /apps/SonicMania/ as stated on README)

The commits included:
From Mefiresu's RSDKv5 Wii port branch:
Nothing new.

From Rubberduckycooly's Sonic Mania Decompilation main branch, as of October 15, 2022:
- Merge pull request #161 from Clownacy/fixes9
- Merge pull request #158 from Clownacy/fixes8
- Correct InitString parameter.
- Another PSZ2Outro.c accuracy improvement.
- Make PSZ2Outro.c more accurate.
- Fix crash in the PGZ2 outro. (the most noteable fix in this decompilation of Sonic Mania? :) )
- Merge pull request #154 from Clownacy/fixes7
- Fix shader option setting 'changes pending' flag.
- Fix applying video settings.

Please test this build, thanks :)
 

Attachments

  • SonicMania+PlusDLC_RSDKv5_Wii_15102022.zip
    1.8 MB · Views: 102

JuanMena

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Latest build of RSDKv5 Decompilation for Wii designed for run Sonic Mania (as of October 15, 2022), including its DLC Sonic Mania Plus (it still requires the Data.rsdk to be stored into /apps/SonicMania/ as stated on README)

The commits included:
From Mefiresu's RSDKv5 Wii port branch:
Nothing new.

From Rubberduckycooly's Sonic Mania Decompilation main branch, as of October 15, 2022:
- Merge pull request #161 from Clownacy/fixes9
- Merge pull request #158 from Clownacy/fixes8
- Correct InitString parameter.
- Another PSZ2Outro.c accuracy improvement.
- Make PSZ2Outro.c more accurate.
- Fix crash in the PGZ2 outro. (the most noteable fix in this decompilation of Sonic Mania? :) )
- Merge pull request #154 from Clownacy/fixes7
- Fix shader option setting 'changes pending' flag.
- Fix applying video settings.

Please test this build, thanks :)
Yep! Works fine.
IMG_20221015_233240_424.jpg
 

SaulFabre

I like Yoshis and the Wii/Wii U scene.
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would love 240p support on this for CRTs, its like the main reason I even use a Wii
It's already planned https://github.com/Mefiresu/RSDKv5-Decompilation/issues/11
Post automatically merged:

Latest build of RSDKv5 Decompilation for Wii designed for run Sonic Mania (as of October 17, 2022), including its DLC Sonic Mania Plus (it still requires the Data.rsdk to be stored into /apps/SonicMania/ as stated on README)

The commits included:
From Mefiresu's RSDKv5 Wii port branch:
- All latest commits from Rubberduckycooly's RSDKv5 decompilation main branch, plus:
- wii: Increase string storage limit: Fixes a crash during the credits due to a failed memory allocation.
- wii: Halve SFX storage limit
- wii: Remove GDB stub debug

From Rubberduckycooly's Sonic Mania Decompilation main branch, as of October 17, 2022:
- as simple as that
- oops :]

Please test this build, thanks :)
 

Attachments

  • SonicMania+PlusDLC_RSDKv5_Wii_17102022.zip
    1.7 MB · Views: 60
Last edited by SaulFabre,

Jayro

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That might be a difficult unless the source code is changed, because it's coded to read sd card/apps/SonicMania for the data file.
Well yeah, that's sort of a given. It would need a Wii NAND redirect for sure. (Or even Uneek/Sneek support)
 
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niuus

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I played it today on a CRT and a PVM. Heck, it looks incredibly nice and colorful, even if it's 480i. Can't even imagine how sharp it would look later if 240p happens. Such an awesome port to ever grace the Wii.

How long until someone turns this into an installable WAD file that contains the Mania Plus data file? :creep:
Has there ever been any Wii homebrew game with external resources converted to be used on the NAND exclusively? Can't remember a single example.

There is a big con about it, even if it were to happen: a 200MB WAD would eat almost half of the already puny 512MB NAND. Makes more sense on a Wii U, which does have some homebrew titles (at least that I know of) that could be installed exclusively on NAND / Wii U USB drive.
 
Last edited by niuus,

Jayro

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I played it today on a CRT and a PVM. Heck, it looks incredibly nice and colorful, even if it's 480i. Can't even imagine how sharp it would look later if 240p happens. Such an awesome port to ever grace the Wii.


Has there ever been any Wii homebrew game with external resources converted to be used on the NAND exclusively? Can't remember a single example.

There is a big con about it, even if it were to happen: a 200MB WAD would eat almost half of the already puny 512MB NAND. Makes more sense on a Wii U, which does have some homebrew titles (at least that I know of) that could be installed exclusively on NAND / Wii U USB drive.
Fair point... I forgot how pathetically skint (cheap) Nintendo was in 2006... They could have easily (and cheaply) given us 2GB of NAND in the Wii. Even my 8GB SD card I upgraded to at the time didn't break the bank.

That brings up an interesting point though... Has anyone ever upgraded their Wii NAND to a larger chip and successfully flashed back their NAND backup?
 
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sombrerosonic

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Fair point... I forgot how pathetically skint (cheap) Nintendo was in 2006... They could have easily (and cheaply) given us 2GB of NAND in the Wii. Even my 8GB SD card I upgraded to at the time didn't break the bank.

That brings up an interesting point though... Has anyone ever upgraded their Wii NAND to a larger chip and successfully flashed back their NAND backup?
There was a thread on here about replacing the nand https://gbatemp.net/threads/how-to-replace-nand-chip.184411/ even if you did successfully replace it, i doubt it would detect the bigger storage. Now about the NAND storage thing. I looked at a Freshly wiped wii (My red one) and it had 2163 blocks So you really only have half of a nand to play with (Well not really like 276 mb for your games. Sonic Mania's data file is 206 mb So it would most likely eat your nand up and you would most likely have to really conserve space for things like hbc and wiiflow.
 

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