Apparently there's an older build of both that has the menu intact however it's nowhere to be found. Sonic cd plays perfect for me not counting the occasional freeze up!
Yes, I suspect this is part of why they didn't go parading these releases around, they get the job done, but they're far from feature complete. Having said that, your Sonic CD issue is news to me, as I get proper full screen with the Wii U port of the decompiled Sonic CD. Not sure what's happening with that one.Tried out all 3 ports on wii u. Sonic 1 and 2 have no menus at all and it sounds like the game is pausing when you press the b button. When you get a game over you can hear the android sounds from menu but its just a black screen. Sonic 2 without menus only lets you play as sonic by himself without tails or lets you play tails by himself. Sonic CD the screen is really small and no matter what buttons i press it doesn't do anything.
It might be because i have previous files in the same folder that were made from the original wii sonic cd port i have on wii u since both wii and wii u versions read files from the soniccd folder on the root of the sd card.Yes, I suspect this is part of why they didn't go parading these releases around, they get the job done, but they're far from feature complete. Having said that, your Sonic CD issue is news to me, as I get proper full screen with the Wii U port of the decompiled Sonic CD. Not sure what's happening with that one.
werent you the guy who did the wii u ports of sonic 1,2?The danger with SDL apps is whether they rely heavily on OpenGL, which SDL makes quite easy. Sonic 3 AIR seems to do exactly this. It does have a software renderer, but the code itself has no support for compiling without opengl - it just switches between opengl and software with if statements - and there's loads of classes that do things like use GLUint and other stuff.
I guess I'm saying that it'd require some pretty heavy engine modification and maybe a GX2 port; as opposed to "pure" SDL apps which can sometimes be as simple as tweaking the makefile.
WiiU homebrew apps don't know what folder their .rpx is in, so I have to hardcode the paths. The only difference between the two binaries is that one looks at sd:/wiiu/apps/sonic1/Data.rsdk while the other looks at sd:/wiiu/apps/sonic2/Data.rsdk.Though It seems a bit weird, are there supposed to be two separate builds for this one? When I got the exe for my pc version, it was only one download. I had to copy and paste it into separate folders for each game. So it's the same exe for both Sonic 1 & 2.
Yup!werent you the guy who did the wii u ports of sonic 1,2?
if yes i have a request could you try to compile a version of rsdk 1.2 for the wii u port?
that version of rsdk introduced mods and hadnt changed to the mobile menu yet.
so the wii u port can play mods and you can select save file
I guess that's a common thing in 2022.It's really hard to tell what's changed and if there are bugfixes since all their commit messages are just memes :F
I have no idea if the upstream supports it? but also, the original controls are for two thumbs, and I can't think of anything worse than trying to hold a Wii U GamePad like thatI guess that's a common thing in 2022.
Though considering that these are ports of mobile versions, do they also allow for touch screen function? Clearly no one would bother with it, but it just something I thought of since these nintendo systems (and playstation vita) have touch screens.
Oh could you send the 1.1 version link then ,Yup!
I did actually do a port of.. something from Jan '21, I want to say v1.1? While it does work and has a visible menu, it was also very crashy at random points - apparently engine bugs that got fixed later on. I was told that v1.3 would be the final version (evidently not true) which is why the current port is that.
It's really hard to tell what's changed and if there are bugfixes since :F
I mostly haven't made much noise about the v1.3 port because there are no visible menus.
hey so could you send the old version then?WiiU homebrew apps don't know what folder their .rpx is in, so I have to hardcode the paths. The only difference between the two binaries is that one looks at sd:/wiiu/apps/sonic1/Data.rsdk while the other looks at sd:/wiiu/apps/sonic2/Data.rsdk.
Yup!
I did actually do a port of.. something from Jan '21, I want to say v1.1? While it does work and has a visible menu, it was also very crashy at random points - apparently engine bugs that got fixed later on. I was told that v1.3 would be the final version (evidently not true) which is why the current port is that.
It's really hard to tell what's changed and if there are bugfixes since :F
I mostly haven't made much noise about the v1.3 port because there are no visible menus.
Good to know. At first I thought the problem was because I had to use a specific version of the Data file.I did actually do a port of.. something from Jan '21, I want to say v1.1? While it does work and has a visible menu, it was also very crashy at random points - apparently engine bugs that got fixed later on. I was told that v1.3 would be the final version (evidently not true) which is why the current port is that.
It's really hard to tell what's changed and if there are bugfixes since all their commit messages are just memes :F
I mostly haven't made much noise about the v1.3 port because there are no visible menus.
The wii u has no opengl, huh, anyone tried this thing on github: snickerbockers/gx2glI learned a few days ago that the wiiu has no opengl for it. I was able to compile gx2 though using a very old version of wut. I posted a printscreen of it when it finished compiling, but I'm not even really sure how to use it or what it did.
Just so ya know, you can get the decomps of Sonic 1, 2, and CD to play wonderfully on the Wii U especially if you use the mods that give the games full elaborate menus with save files, extra modes, etc. Mods in question are known as Sonic 1 Forever and Sonic 2 Absolute, you have to use the right mod file, as I believe the latest Sonic 1 Forever mod will crash, but the previous update won't.Reviving this thread just to say: Someone pls continue these ports. The only other ways to play the classic sonics in Wii U is either through Retroarch (Which crashes if you do a savestate) or the vWii (Which doesn´t look good because it runs in 480p.)
In my case (tried both aroma AND tiramisu) the sonic 1 port crashed after the title screen, sonic CD didn´t even load and was stuck in a black screen.
Sonic 2's port worked the best here: Managed to blindly enable tails through the menu sound-guiding myself with the mobile version THAT I COULD ACTUALLY LOOK AT lol. No menus but the levels worked perfectly fine, but progress and tails did not save.
Aroma versions would get stuck in loading screen after exiting the games.
Just to clarify, this is happening with the Sonic1/2 2011 decomps?Only problem is that when exiting the games in Aroma Environment, it´ll stay loading the Wii U Menu and never actually load it. Not a big problem, though, since you can just restart the console.
Yes, the mobile versions. Happens with both the vanilla versions and the modded versions (Sonic 1 Forever & Sonic 2 Absolute)Just to clarify, this is happening with the Sonic1/2 2011 decomps?
can you tell me how to install the mod ? do i put it in wiiu/apps/Sonic1 ? (for sonic 1 forever)Just so ya know, you can get the decomps of Sonic 1, 2, and CD to play wonderfully on the Wii U especially if you use the mods that give the games full elaborate menus with save files, extra modes, etc. Mods in question are known as Sonic 1 Forever and Sonic 2 Absolute, you have to use the right mod file, as I believe the latest Sonic 1 Forever mod will crash, but the previous update won't.
Genuinely the only classic Sonic on Wii U that doesn't have such a release with native widescreen, extra features, and more at this point is just Sonic 3.
How do you build it???So much awesome homebrew out for the WiiU rn