A Full Decompilation of Sonic 1 & 2 (2013)
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Without assets from the official releases this decompilation will not run.
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Video tutorial on how to find your legally obtained data.rsdk file: https://www.youtube.com/watch?v=gzIfRW91IxE
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You can get the official release of sonic 1 & sonic 2 from:
Even if your platform isn't supported by the official releases, buy it for the assets (you don't need to run the official release, you just need the game assets)
If you want to transfer your save from the Android pre-forever versions, you can go to Android/data/com.sega.sonic1 or 2/SGame.bin
and copy it to the SData.bin
in the EXE folder.
- added a built in script compiler, similar to CD, but tweaked up to match the new syntax for the scripts used in RSDKv4
- There is now a settings.ini file that the game uses to load all settings, similar to Sonic Mania
- Dev menu can now be accessed from anywhere by pressing the
ESC
key if enabled in the config - The
f12
pause,f11
step over & fast forward debug features from sonic mania have all be ported and are enabled if devMenu is enabled in the config - If
devMenu
is enabled in the config, pressingf10
will activate a palette overlay that shows the game's 8 internal palettes in real time
- the "native object" system has been implimented, but the objects (aside from RetroGameLoop and a temporary pause menu) and the proper HW rendering system have yet to be added
- probably some more bug fixes, because there always are a few stragglers
- create a
cmakelists.txt
file for windows compiling so builds can be added automatically via git actions - S2 networking code, we attempted to write code to handle the 2PVS mode in S2 but we couldn't finish for many reasons, we did leave our WIP code in the game, so if you think you could do it by all means give it a shot!
- Clone the repo, then follow the instructions in the depencencies readme for windows to setup dependencies, then build via the visual studio solution
- or grab a prebuilt executable from the releases section
- Clone the repo, then follow the instructions in the depencencies readme for Windows and depencencies readme for UWP to setup dependencies, copy your
Data.rsdk
folder intoSonic1Decomp.UWP
orSonic2Decomp.UWP
depending on the game, then build and deploy viaSonic12Decomp.UWP.sln
- You may also need to generate visual assets, to do so, open the Package.appxmanifest file in the designer, under the Visual Assets tab, select an image of your choice and click generate.
- Clone the repo, then follow the instructions in the depencencies readme for mac to setup dependencies, then build via the xcode project
- a mac build of v1.0.0 by sappharad can be found here
- head on over to heyjoeway's fork and follow the installation instructions in the readme
Currently the only supported platforms are the ones listed above, however the backend uses libogg, libvorbis & SDL2 to power it, so the codebase is very multiplatform. if you've cloned this repo and ported it to a platform not on the list or made some changes you'd like to see added to this repo, submit a pull request and it'll most likely be added
A: Try turning on vsync, that worked for me (tested on mac)
A: Submit an issue in the issues tab and I'll fix/add (if possible) it as soon as I can
A: I already have! you can find it here!
A: No. Sonic Mania is a ton bigger and requires that I'd decompile not only how the (far more complex) RSDKv5 works, but also all 600+ objects work
- RMGRich: for helping me fix bugs, tweaking up my sometimes sloppy code and generally being really helpful and fun to work with on this project
- Everyone in the Retro Engine Modding Server: for being supportive of me and for giving me a place to show off these things that I've found
you can join the Retro Engine Modding Discord Server for any extra questions you may need to know about the decompilation or modding it