Sonic Mania - Decompiled

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NeoSnk
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Sonic Mania - Decompiled

Post#1 » Mon Aug 15, 2022 8:29 pm

I had no idea it was decompiled. Maybe a port is a good project for the DC Scene!

https://github.com/Rubberduckycooly/Son ... ompilation
For tutorials and homebrews access Titan Game Studios: https://titangamestudioscom.wordpress.com/
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galaxygod
core
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Re: Sonic Mania - Decompiled

Post#2 » Mon Aug 15, 2022 10:46 pm

This would be awesome to see one day!

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k-do
Doom
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Re: Sonic Mania - Decompiled

Post#3 » Thu Aug 18, 2022 8:09 pm

Just waiting for this...
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Ian Micheal
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Re: Sonic Mania - Decompiled

Post#4 » Thu Aug 18, 2022 8:12 pm

k-do wrote:Just waiting for this...


I always love your work :)

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Dakangel
letterbomb
Posts: 151

Re: Sonic Mania - Decompiled

Post#5 » Thu Aug 18, 2022 10:07 pm

The sonic mania game isn't the problem here because @Ivan Guber had updated the Opensonic engine some months ago.
viewtopic.php?f=53&t=14474

The problem is to develop an RSDKv5 interpreter for the dreamcast because that is the real "sdk" used to create the game itself.

https://github.com/Rubberduckycooly/RSDK-Reverse

Note that the Opensonic for dreamcast was made using the RSDKv1

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gameblabla
rebel
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Re: Sonic Mania - Decompiled

Post#6 » Fri Aug 19, 2022 12:05 am

I took a look at RSDKv55 and it's just like the previous ones : entirely software rendered. A dreamcast port would be very doable from what i saw but i think speed and memory consumption might be a problem...
https://github.com/Rubberduckycooly/RSD ... Device.cpp

A backport to SDL 1.2 could be easily done at least.

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Ian Micheal
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Re: Sonic Mania - Decompiled

Post#7 » Fri Aug 19, 2022 2:11 am

Dakangel wrote:The sonic mania game isn't the problem here because @Ivan Guber had updated the Opensonic engine some months ago.
viewtopic.php?f=53&t=14474

The problem is to develop an RSDKv5 interpreter for the dreamcast because that is the real "sdk" used to create the game itself.

https://github.com/Rubberduckycooly/RSDK-Reverse

Note that the Opensonic for dreamcast was made using the RSDKv1


I updated allegro for kos for opensonic pretty much just recompile and its' faster.. the problem why i only release the update of allegro was opensonic engine uses too much ram..

It was good to see someone finaly use it years after i updated it ..

Same goes for SDL1.2 if your using the crap in kos ports with out dma flip then your not too smart ..2x faster blitting

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Anthony817
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Re: Sonic Mania - Decompiled

Post#8 » Tue Aug 23, 2022 4:32 am

Damn, so many open sourced\decompilation projects comming out near same time it boggles the mind. Maybe someday this gem can come over to the DC. I would love to play it on the system.
Image

cast128dreams
minority
Posts: 68

Re: Sonic Mania - Decompiled

Post#9 » Tue Aug 23, 2022 10:16 am

Its allready on psvita and wiiu where are our dc programers :/ on holidays ?

MastaG
Quad Damage
Posts: 203

Re: Sonic Mania - Decompiled

Post#10 » Tue Aug 23, 2022 2:41 pm

Do not forget that most DC devs do it as a hobby... It's not a 9 to 5 job.
It requires a lot of effort and passion to wrap your head around a new project/code base.
Let alone the difficulties when dealing with 16megs of ram and a 200mhz CPU in 2022 :P

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