-
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 dev menu 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.
- 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
- Download the newest version of the MSYS2 installer from here and install it.
- Run the MINGW64 prompt (from the windows Start Menu/MSYS2 64-bit/MSYS2 MinGW 64-bit), when the program starts enter
pacman -Syuu
in the prompt and hit Enter. PressY
when it asks if you want to update packages. If it asks you to close the prompt, do so, then restart it and run the same command again. This updates the packages to their latest versions. - Now install the dependencies with the following command:
pacman -S make git mingw-w64-i686-gcc mingw-w64-x86_64-gcc mingw-w64-x86_64-SDL2 mingw-w64-x86_64-libogg mingw-w64-x86_64-libvorbis
- Clone the repo with the following command:
git clone https://github.com/Rubberduckycooly/Sonic-1-2-2013-Decompilation.git
- Go into the repo you just cloned with
cd Sonic-1-2-2013-Decompilation
- Then run
make CXX=x86_64-w64-mingw32-g++ CXXFLAGS=-static -j4
(-j switch is optional but will make building faster, it's based on the number of cores you have +1 so 8 cores wold be -j9)
- 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.
- To setup your build enviroment and library dependecies run the following commands:
- Ubuntu (Mint, Pop!_OS, etc...):
sudo apt install build-essential git libsdl2-dev libvorbis-dev libogg-dev libgbm-dev
- Arch Linux:
sudo pacman -S base-devel git sdl2 libvorbis libogg
- Clone the repo with the following command:
git clone https://github.com/Rubberduckycooly/Sonic-1-2-2013-Decompilation.git
- Go into the repo you just cloned with
cd Sonic-1-2-2013-Decompilation
- Then run
make -j4
(-j switch is optional but will make building faster, it's based on the number of cores you have +1 so 8 cores wold be -j9)
- 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
- For Vita installation, Xeeynamo's vita branch has you covered.
- Head on over to heyjoeway's fork and follow the installation instructions in the readme.
- Download the libraries you need for your OS as if you were compiling for desktop
- Download Emscripten's WASM compiler here and make sure you can call it from the command line in this directory
- Make sure your legally-obtained
Data.rsdk
is in this directory as it gets compiled in - Now compile by running
make wasm
- Go into the newly created
wasm
directory and run a server. I usually runpython -m http.server
, which will serve locally on port 8000 - In your browser go to
localhost:8000
and play the game! - If there is no sound, reload the page and try clicking/interacting with the canvas (black box). Sound is prevented from autoplaying in Chrome until the user interacts
For further documentation and platform-specific details on building the WASM target, see the wiki: https://github.com/mattConn/Sonic-Decompilation-WASM/wiki
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
- The Weigman for creating the header you see up here along with similar assets
- 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.