Releases: SaturnSH2x2/Sonic-CD-11-3DS
Mobile RSDK Hotfix
Changelog
- Fix scripts on mobile RSDKs not loading properly, rendering the game unplayable.
Minor Tweaks and Bugfixes
Minor update; basically stuff that should've gone into the previous release to begin with.
Changes:
All builds:
- Fix
modconfig.ini
not being properly written to; mod selections should no longer be reset on startup/entering the mod menu. - Fix bug where the music wouldn't play on the main menu upon switching soundtracks.
- Fix stage-specific sound effects not being properly loaded on stage reloads.
- Console output is now disabled on the bottom screen when the engine isn't in debug mode.
- The engine now loads separate video files when using the US soundtrack; said files should have the extension
.us.ogv
. Again, pre-scaled versions can be found here.
HW Build:
- Fixed the depth value on sprite layers, certain objects should no longer go "into" the background.
- Fixed slight discoloration issues (most noticeable on the title screen).
WIP O3DS Support, Stereoscopic 3D, Video Support, and more
Changelog:
- Audio backend switched (again) to use SDL_mixer. This should get rid of any bugs where the audio thread would randomly hang, preventing music and sound effects from playing,
- Banner and icon were updated to match the 2011 promo materials, as well as to remain consistent with JeffRuLz's decomp ports. The jingle was also fixed, and now plays properly on the home screen. You may need to uninstall older versions for this to fully take effect.
- Data Folder mode is now fixed.
- Mod loader support is now implemented. You can access the mod loader from the dev menu. Make sure you have your Scripts folder extracted to /3ds/SonicCD (you can download said folder from this repo.
- Video support is now implemented via @oreo639's 3ds-theoraplayer. Make sure you extract your videos to /3ds/SonicCD/videos. You might want to scale down your videos for them to run well, or download prescaled versions from here.
Experimental HW Build Added:
- A WIP custom render backend for the Retro Engine using Citro2D was added. A few effects aren't yet implemented, but speed is good at O3DS clock.
- Much of the game is playable using this backend, however, Special Stages are still a WIP, and can't be played unless you're really good at playing through these without looking at the floor.
- Palette effects aren't fully supported (i.e. palette cycling doesn't work properly, and Tidal Tempest ends up resembling its Gems Collection counterpart using the Steam RSDK).
- Parallax is implemented, but a bit screwy at points, and per-scanline parallax isn't yet implemented. That said, "It's not a big problem really, most people won't really notice the per tile parallax." Taxman's words, not mine.
- Stereoscopic 3D is supported, and you can adjust the depth using the 3D slider.
Attached to this release are two builds of the game, one using the software render backend, and one using the new custom hardware render backend. Keep in mind, stereoscopic 3D is only supported on the HW build.
O3DS owners should probably download the HW build. N3DS owners have the choice of downloading either, depending on whether or not they want to try out the stereoscopic 3D feature, at the expense of palette/parallax effects and special stages.
Minor Bugfixes
These are minor fixes I've been sitting on for a while:
- Update automatic frame skipping (thanks to @JeffRuLz)
- Fix screen positioning (UI elements are now properly centered and not cut off)
v1.1a Release
Changelog:
- The game now uses SDL 1.2 for its audio backend. This fixes sound effects not playing properly in certain situations, however, sound will stop completely for a while after time traveling (this will be looked into).
- Experimental frame-skipping has been added (thanks to @JeffRuLz)
- The 3D floor in Special Stages now renders properly (thanks to @JeffRuLz)
Audio Hotfix
3DS Alpha Release (v1.0a)
The Special Stages are currently unplayable due to slowdown and the 3D Floor not rendering properly, however, the rest of the game is playable from start to finish. Some notes:
- The game is software rendered. A New 3DS is strongly recommended for this game; I'm not sure if it even runs on O3DS at all at the moment.
- Much of the backend audio code has been rewritten for the 3DS, and, as such, is pretty buggy in its current state. There is an occasional delay when playing some sound effects. To headphone users, turn the volume down when pausing the game, menu sound effects are corrupted pretty bad in the pause menu.
- Videos haven't been tested, but probably don't work correctly, due to the audio backend rewrite.
- Remappable controls have been stubbed for the time being.
To run the game, you will need the Data.rsdk file from the PC release of Sonic CD extracted to your 3DS's SD Card at /3ds/SonicCD. The game will not run without this file.