This fork contains a PlayStation 3 port of the game. To compile it, you need ps3toolchain and the SDL2 port. Once you're done installing them, go to RSDKv5.ps3, export PKG_CONFIG_PATH to /usr/local/ps3dev/portlibs/ppu/lib/pkgconfig/ and run the Makefile. After you're done compiling it, put the game data in a folder called SonicMania on a USB drive (At the moment I can't get a normal Data.rsdk file to work so you'll have to extract it to a folder simply called Data), then plug it in to your PS3's right USB port. If you have more than 2 USB ports, I do not know which one is dev_usb000 so you'll have to look in MultiMan which one is it. Speaking of MultiMan, you might want to use it to run the .self executable.
- Make Data.rsdk files actually work instead of having to extract them manually.
- Fix audio so that it doesn't break your ears.
- Properly fix input, it currently uses a workaround.
- Try to get better performance on special stages.
- Make the game not crash the console when quitting out.
For some reason, the game starts to lag really badly after running for a while.FIXED.
Original README below.
A complete decompilation of Retro Engine v5 and v5Ultimate.
We do not own the Retro Engine in any way, shape or form, and this project would not have been possible had they not developed RSDKv5(U) in the first place. Retro Engine is currently owned by Evening Star; we highly urge you to follow & support their projects if you enjoyed this project of ours!
DO NOT USE THIS DECOMPILATION PROJECT AS A MEANS TO PIRATE SONIC MANIA OR ANY OTHER RSDKv5(U) GAMES.
We do not condone using this project as a means for piracy in any form. This project was made with love and care for the source material and was created for purely educational purposes.
- Added a built-in mod loader and API allowing to easily create and play mods with features such as save file redirection and XML asset loading, supported by all sub-versions of v5U.
- Added a built-in shader compiler for backends/platforms that support it.
- Added various other backends to windows aside from the usual DirectX 9 backends
- Clone the repo recursively, using:
git clone --recursive https://github.com/Rubberduckycooly/RSDKv5-Decompilation.git
or if you've already cloned the repo, run inside:git submodule update --init
Currently, the only officially supported platforms are the ones listed above. However, the backend is very modular, so the codebase is very multiplatform.
However, since release, there have been a multitude of forks made by the community (keep in mind that many of these ports are still a WIP!:)
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WebASM by heyjoeway
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New 3DS by SaturnSH2x2
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Wii U by Radfordhound
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Wii U by Clownacy
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Vita by SonicMastr
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and a general optimization fork by smb123w64gb
A: Try turning on VSync in settings.ini.
A: Submit an issue in the issues tab and we might fix it in the main branch. Don't expect any major future releases, however.
A: There is! You can find RSDKv3 here and RSDKv4 here.
A: Absolutely not. This project took about 1 and a half years to do, and between the last two and this one, we're done with decompiling, at least for the time being. Please do not expect any more decompilations from us, Sonic or otherwise!
- Chuli for leading ModAPI development, porting to other platforms, general decompilation assistance, helping me fix bugs, tweaking up my sometimes sloppy code and generally being really helpful and fun to work with on this project
- The Weigman for creating the asset bases such as the header and icons (originally made for RSDKv3 and v4, modified by Chuli)
- 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
Join the Retro Engine Modding Discord Server for any extra questions you may need to know about the decompilation or modding it.