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View Code? Open in Web Editor NEWA complete decompilation of Retro Engine (v5)
License: Other
A complete decompilation of Retro Engine (v5)
License: Other
Screen is completelly black; SEGA jingle plays, game crashes a little after the title screen theme starts playing.
this is an android bug, but it also affects the switch port.
basically entering a stage via the save menu, pausing and exiting to the save menu, then backing out of that menu causes a crash.
this happens in the release version and I already tried everything I have used the shaders as a mod and the error still persists.
I have this error since the first day they released their first version. ¿Does anyone know if there is a solution to this error?
And if possible, could you pass me a version that is compatible with my cpu?.
I would really appreciate it, thank you!
System: Archlinux
Error: Build
done dependencies/all/miniz/miniz.c
linking RSDK...
: bin/Linux/GL3/RSDKv5
done linking RSDK
make: *** No rule to make target 'bin/obj/Linux/Game/Game/Game.o', needed by 'bin/Linux/GL3/Game.so'. Stop.
The compiling of other stuff like 3DScene and what not was omitted since that all worked without errors
Also the pre-compiled version is looking for libglew.so.2.1 which it can't find
This affects all symlinks, including ones other than Game and RSDKv5. The guides should be updated accordingly to specify that you need to re-create all symlinks after cloning.
Thank you for releasing this amazing decompilation!
I’ve built the binaries on 32-bit ARM Linux (Raspberry Pi OS Bullseye). When I try to run the game it fails, with log.txt showing that it successfully loaded a bunch of asset files from Data.rsdk but ultimately errored with:
ERROR: [GLFW] window creation failed
Now, I definitely have a working install of GLFW on my setup— I even built some of the example GLFW demos to convince myself of this. What I suspect is happening here is that RSDKv5 expects a core OpenGL version >= 3.0, but my low-end setup here only has OpenGL 2.1 and OpenGL ES 3.1. These lines seem to be the culprits:
I’ll try some workarounds such as using environment variables to enable Mesa compatibility mode when running, but it would be great if GLFW could be configured (e.g. at build time with preprocessor definitions) to use GLES on Linux if a suitably-modern core GL version isn’t available.
Thank you again
EDIT/UPDATE: Confirmed that it works if I override the GL version like this when running it;
MESA_GL_VERSION_OVERRIDE=3.3 MESA_GLSL_VERSION_OVERRIDE=330 ./RSDKv5
From what little of the game I tested so far it runs at full speed without glitches, so this is definitely a workaround. It would however still be nice to have native GLES support in Linux.
This Bug, Consists of replacing sprites with other sprites that makes the game unplayable.
I tried the misfits pack, and some of the abilities/mechanics don’t work at all!
please fix this bug.
Fix this bug.
Hi!
When building for Linux/Switch the process is being stopped with the following error:
make: *** No rule to make target 'bin/obj/<..>/Game/Game/Game.o'
Using Ubuntu-20.04.
Not sure what might be causing it, would be glad for some heads-ups.
When building RSDKv5 locally, having a DualShock 4 or DualSense plugged in will cause constant ghost inputs to the game, only stopping when you unplug the controller. This does not happen with builds from GitHub Actions.
As far as I know, this does never happen in the original game.
https://user-images.githubusercontent.com/31354929/184809141-8d09fbb8-b418-4ad4-b30d-03051af4dbf1.mp4
Alrighty, i was thinking to return with mania from an while this time with this release completely but eventually.... the game it is stuck though the white screen before it was already started there's the way to figure out fixing it or otherwise it literally happens from newest builds which it's stuck around at same time the white screen highly, just let me knew on it able to decide for once!
and also, i'm using the windows builds so, if you might to forgot it.
Tested via Bluetooth with a G915 keyboard swapping to and from LIGHTSPEED and Bluetooth.
Fix this bug
When compiling the engine with DX11, videos for Sonic Mania play way slower than they should. DirectX 9, OpenGL 3, and SDL2 do not have this issue.
Tested on most recent commit at the time of this issue being edited ("fix some stragglers" by Rubberduckycooly), with v5U.
please fix the issue where mediatek devices get a black screen with audio
- Some Sounds in Sonic CD aren't able to be played (e.g. Ring, Skidding, Signpost, pause menu open, score total) when using audio files from the mobile port (also affects steam sfx files too?) (this doesn't seem to affect the v4 side of v5u, it's only v3)
- Music fading doesnt work correctly (known in v4, not sure about v3 but it's likely it's there too). Example: hitting the signpost in GHZ1 makes the music fade, then come back, then it changes to the Act Clear theme.
- In Sonic CD, music doesn't completely fade out upon the time travel sequence commencing.
edit by RMG: where did cosmic list the pause menu thingy ??
Pretty much as the title says. Even the music continues to play. Don't really have a consistent way to get it to occur sadly.
Music mods that contain the sample loop data in the mod.ini (Under [MusicLoops]) don't loop as they are meant to like they do with the Mania Mod Manager
aw theres no mac Port? eh they probably wont do anything with mac Ports as this point
I get this error when I try to compile this after running make
"make: *** No rule to make target 'bin/obj/Linux/GL3/RSDKv5/dependencies/all/tinyxml2/tinyxml2.o', needed by 'bin/Linux/GL3/RSDKv5'. Stop."
I have tinyxml2 installed already so I don't know what's up with that. I had a similar error where it needed stb_vorbis.c to compile audio, which wasn't in the build folder either but copying it from my own install of that worked.
While in the RSDKv5 dev menu, the background music of a scene will resume playing if you defocus and then refocus the window.
Tested on commit d858b8
.
Distro this was encountered on is Ubuntu 21.10.
Not sure if the two points above matter, but specificity isn't bad.
When I go play time attack and finish it, I try to exit but then it crashes on transition fix this major bug.
_FORTIFY_SOURCE (since glibc 2.3.4)
Defining this macro causes some lightweight checks to be performed to detect some buffer overflow errors when employing various string and memory manipulation functions
src
When this is enabled log.txt it's just filled with newlines, and Settings.ini it's just empty
Trying to run on my Powkiddy X18S (Unisoc T618, Mali) and got black screen. Music seems to play just fine, and the controls too (built-in gamepad from the X18S). So, any fix for the black screen?
i can't turn into super sonic even though i collect all the emeralds and 50 rings.
steps: In order to turn into him, you need to collect at least 50 rings. After that, just jump and hit the jump button again while in the air to morph into him. <- It does not work
(android)
I’m only getting keyboard input recognized in RSDKv5. Latest commit as of this writing, built from source on Linux. I have a gamepad connected which is working fine with RSDKv3 and RSDKv4 (without any configuration even), but it’s not being recognized by v5. The controller is a NSO N64 Bluetooth pad in case it matters.
Is there a way I can configure or force v5 to use SDL for input (since that’s what v3/4 use right?) I see indications of preprocessor definitions in the code, but no clear documentation on them as far as I can find.
Thanks for any help.
The code here seems flawed number of ways
https://github.com/Rubberduckycooly/RSDKv5-Decompilation/blob/master/RSDKv5/RSDK/Core/ModAPI.cpp#L258-L287
Data/
, Videos/
or Bytecode/
anywhere in the path to the loader, the substring code breaksWould it be possible to use std::string
for the entire process, and just remove the length of the path to the mod folder from the start of the path instead? Rather than trying to support specific directories.
I'm wondering if this problem is going to get fixed in the next update or in other future updates
[Keyboard Map 2]
...
buttonA=0x4a
buttonB=0x4a
...
[CXX1405] error when building with cmake using C:\Sonic-Mania-Decompilation\dependencies\RSDKv5\android\app\jni\CMakeLists.txt: Build command failed.
Error while executing process C:\Users\sm64f\AppData\Local\Android\Sdk\cmake\3.18.1\bin\cmake.exe with arguments {-HC:\Sonic-Mania-Decompilation\dependencies\RSDKv5\android\app\jni -DCMAKE_SYSTEM_NAME=Android -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -DCMAKE_SYSTEM_VERSION=19 -DANDROID_PLATFORM=android-19 -DANDROID_ABI=arm64-v8a -DCMAKE_ANDROID_ARCH_ABI=arm64-v8a -DANDROID_NDK=C:\Users\sm64f\AppData\Local\Android\Sdk\ndk\24.0.8215888 -DCMAKE_ANDROID_NDK=C:\Users\sm64f\AppData\Local\Android\Sdk\ndk\24.0.8215888 -DCMAKE_TOOLCHAIN_FILE=C:\Users\sm64f\AppData\Local\Android\Sdk\ndk\24.0.8215888\build\cmake\android.toolchain.cmake -DCMAKE_MAKE_PROGRAM=C:\Users\sm64f\AppData\Local\Android\Sdk\cmake\3.18.1\bin\ninja.exe -DCMAKE_LIBRARY_OUTPUT_DIRECTORY=C:\Sonic-Mania-Decompilation\dependencies\RSDKv5\android\app\build\intermediates\cxx\Debug\6m6uf1q6\obj\arm64-v8a -DCMAKE_RUNTIME_OUTPUT_DIRECTORY=C:\Sonic-Mania-Decompilation\dependencies\RSDKv5\android\app\build\intermediates\cxx\Debug\6m6uf1q6\obj\arm64-v8a -DCMAKE_BUILD_TYPE=Debug -DCMAKE_FIND_ROOT_PATH=C:\Sonic-Mania-Decompilation\dependencies\RSDKv5\android\app.cxx\Debug\6m6uf1q6\prefab\arm64-v8a\prefab -BC:\Sonic-Mania-Decompilation\dependencies\RSDKv5\android\app.cxx\Debug\6m6uf1q6\arm64-v8a -GNinja -DANDROID_STL=c++_shared -DPLATFORM=Android}
I get this error when compiling to android
In the Special Stages, in open areas with Rings, spheres, etc. there is a lot of slowdown, even though this never happened to me in the original game. Am I doing something wrong?
the confirmButtonFlip
option does absolutely nothing, the back and confirm buttons always remain the same no matter what. However, xyButtonFlip
is completely functional.
Symlinks are working. Not sure why this isn't. I'm on Windows.
Edit: Actually, as it turns out, it's compiling without any code.
The Problem:
When I launch the game from the shortcut, the screen is black, it plays the classic Sega logo sound, the sound of Sonic revving up, and then it crashes. The APK was built this morning (8/23), mod folder with GLS3 shaders mod was taken directly from the Discord and modified only to add a 4:3 aspect ratio mod (the problem persists with or without the 4:3 mod).
EDIT: The same APK is confirmed working on Snapdragon and Mediatek devices.
Hardware:
Software:
My Mods Folder:
Can anything be done to make windows defender's ML.NET AI not think its wacatac via app signatures or something
I have a huawei y9 2019 hisilicon kirin 710 the game runs with everything BUT without display i know its better to have a snapdragon but i want to play the game anywhere i have it on my pc so please post a fix or an update.
Currently, the EXE crashes upon detecting specific types of controllers, notably DualShock 4 and certain Bluetooth controllers through Steam's built-in controller support (Nintendo Switch Pro Controller)
While it is likely a byproduct of Sonic Mania's controller handling, if it could at all be fixed to improve controller compatibility across all versions, it would be much appreciated! Controllers work better across the board on the GL and SDL builds currently, and DX builds are a little left behind in this regard.
Thanks!
How to get the DLC ? Or i can't?
Describe the issue
When running the decomp on a phone that has it's refresh rate set to anything higher than 60hz, the game will be sped up to the display's refresh rate instead of capping to 60 fps.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The game should be running at 60 fps despite the phone's display refresh rate.
Device Details:
Log:
https://cdn.discordapp.com/attachments/563003189046018072/1008932666365726751/log.txt
Original issue: RSDKModding/Sonic-Mania-Decompilation#37
The game starts and is fully functional, the sound and controls are working, however, the game is just not shown. The log is available at the link above
I'm unable to build any RSDKv5 version because VS is telling me it can't open the file libogg.lib. I made sure to install libogg and libtheora, but even though the .lib file has been built, VS can't seem to do anything about it right now. What am I doing wrong here?
In OpenGL 3 compiles of the engine, the video options of Window Size and Full Screen both function incorrectly. Once the setting takes effect, they go into a completely black screen, however, it is only visual as the game itself still receives inputs and plays audio fine.
Tested on most recent commit at the time of this issue being submitted (:sob: by Chuli), with v5U.
also this is completely unrelated but the icon doesn't show up in the taskbar specifically for GL3 and that makes me irrationally angry
I dont have ANY idea on building those releases so please post them built then post their code at same time so people dont have to suffer i need the new build to see if it fixed the black screen error.
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