I put my file in the folder and whenever I run the game, whether that is the 3dsx or cia version, I get an arm 11 errorPlace them in 'sd:/3ds/Sonic1/' and 'sd:/3ds/Sonic2/'
I put my file in the folder and whenever I run the game, whether that is the 3dsx or cia version, I get an arm 11 errorPlace them in 'sd:/3ds/Sonic1/' and 'sd:/3ds/Sonic2/'
The newest version locks up on the titlescreen on 3DS and I haven't had much time to figure out why.Could you update the cia to version 1.1.2.1 (the most recent at the time) which has proper mod support?
What is the difference between this and the M2 ports?
I really like using the 3D in the M2 versions
All this and it's running natively, rather than being an emulated "Giga Drive" (the term used by the emulator developers for the 3D hook code). Any bad frame rates are because the port is currently unoptimised, running its graphics in software. There's no technical reason preventing a port of the 3D from the official releases.Widescreen display (not stretched, shows more playfield.)
Better response time because its not emulated.
Remastered soundtracks (recorded on higher quality analog chips than genesis)
True 3D bonus stages (although I hear framerate is pretty bad on 3DS in S2)
Bonus features (tails/knuckles in S1, Knuckles and hidden palace zone in S2)
Fewer physics bugs (love when you suddenly lose momentum on a tiny hill when rolling in a spin while holding down...)
That'll take a good bit more work - it's based on a newer version of the engine. Not only that, it's a game being commercially sold on current platforms (the CD/1/2 ports are free mobile games) and may have more risks involved to release such a port.Sonic Mania 3ds port when?
On top of that, there's currently no Mania decomp, negating the possibility of a port unless the source somehow becomes available. Rubberduckycooly has said that decompiling Mania would take significantly more work than the mobile remakes, due to the complexity of the engine over previous versions, as well as the larger number of objects.That'll take a good bit more work - it's based on a newer version of the engine. Not only that, it's a game being commercially sold on current platforms (the CD/1/2 ports are free mobile games) and may have more risks involved to release such a port.
Mainly focusing on CD rn, but I might fork and see if I can get the changes from upstream working. Not promising anything, though.@JeffRuLz The current version of the decomp for PC has built-in mod support. Any luck on fixing the issues you were having and releasing an update so we can have the mod loader for this 3DS version as well? SaturnSH2x2 was able to get the mod loader working for their Sonic CD port, so perhaps they may have some answers if you're still having issues.
Yeah, the audio backend on the decomps is really buggy, even on PC (there's currently a bug with the 1-Up sound effect not playing fully, among other things). I actually got burnt out on the CD port for a while trying to fix audio issues (mainly music/sound effects completely stopping after time traveling).I suppose I should speak up since the thread has been active lately.
The truth is I've attempted to update to the 1.1.2 version multiple times but I've kept hitting a wall involving the audio playback. The sound would just cut out after trying to play a sound effect or two and nothing I tried seemed to help.
About a week ago I've decided to try again, but this time I'd finally bite the bullet and stop using SDL for audio. It was simpler than I thought it would be because the engine mixes its own audio, it just needs to be fed to the hardware (but I'm kind of an idiot so it took a few days to set that up).
The previously mentioned audio issue is now gone and the audio itself sounds 'okay', but it feels off compared to the old version that was using SDL.
As for mod loading, I thought I hit another wall but it was an easy fix. Mods would work in Citra but not on real hardware. Why? Because the mod loader was inserting double slashes into file paths (ex sdmc:/3ds/Sonic1/mods//Sonic 1 Visual Overhaul/). Apparently most OSs can handle an error like that but the 3DS cannot.
Unfortunately mod compatibility is all over the place. Some work exactly like they should (Full Engine Rotation, Sonic 1 Visual Overhaul, Gorgeous Labyrinth) but others crash the game (Separate Act Themes, Sonic Forever). I'm still trying to figure out why that is. I haven't really tested them on PC yet so maybe the mods are just broken, idk.
I'll go ahead and upload what I have onto github if Saturn or someone else wants to take a look at it.
tl;dr: I've made good progress updating to v1.1.2 but it's in a very WIP state right now.
I'll give SDL_Mixer a shot. I would rather not use SDL, but I'd also prefer the thing to work at all. I'll wait for your pull request since you've already started, and I still want to pick at the current audio code for another day or two.[...]
Does your Data.rsdk file work on the PC version?Hello everyone. I have downloaded the Sonic 1 CIA and installed it. I also copied the Data.rsdk file, but when I try to run the app, it crashes.
I have attached a dump from when it crashed. Just remember to remove the ".txt". The file ends in ".txt" because it won't let me attach a ".dmp" file.