Without assets from the official releases, this decompilation will not run.
You can get the official release of Sonic Mania (Plus) from:
Even if your platform isn't supported by the above official releases, you must buy it for the assets. The Netflix Games version is NOT supported.
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, and would not exist without the work of Sega, Headcannon, and Evening Star.
If you want to transfer your save from the official PC versions, you can just copy your savedata into the folder containing the decompilation!
This project uses CMake, a versatile building system that supports many different compilers and platforms. You can download CMake here. (Make sure to enable the feature to add CMake to the system PATH during the installation if you're on Windows!)
In order to clone the repository, you need to install Git, which you can get here.
Clone the repo recursively, using:
git clone --recursive https://github.com/RSDKModding/Sonic-Mania-Decompilation
If you've already cloned the repo, run this command inside of the repository:
git submodule update --init --recursive
This repo includes everything you need for Sonic Mania + RSDKv5(U). If you wish to compile only Sonic Mania, you can skip to the compilation steps below.
To handle dependencies, you'll need to install Visual Studio Community (make sure to install the Desktop development with C++
package during the installation) and vcpkg (You only need to follow 1 - Set up vcpkg
).
After installing those, run the following in Command Prompt (make sure to replace [vcpkg root]
with the path to the vcpkg installation!):
[vcpkg root]/vcpkg.exe install libtheora libogg --triplet=x64-windows-static
(If you're compiling a 32-bit build, replace x64-windows-static
with x86-windows-static
.)Finally, follow the compilation steps below using -DCMAKE_TOOLCHAIN_FILE=[vcpkg root]/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static
as arguments for cmake -B build
.
[vcpkg root]
with the path to the vcpkg installation!x64-windows-static
with x86-windows-static
.Install the following dependencies: then follow the compilation steps below:
sudo pacman -S base-devel cmake glew glfw libtheora
sudo apt install build-essential cmake libglew-dev libglfw3-dev libtheora-dev
sudo dnf install make cmake gcc glew-devel glfw-devel libtheora-devel zlib-devel
sudo xbps-install make cmake gcc pkg-config glew-devel glfw-devel libtheora-devel zlib-devel
Setup devKitPro, then run the following:
(dkp-)pacman -Syuu switch-dev switch-libogg switch-libtheora switch-sdl2 switch-glad
Finally, follow the compilation steps below using -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake
as arguments for cmake -B build
.
Ensure you clone the repo recursively, then follow the RSDK build instructions here.
Compiling is as simple as typing the following in the root repository directory:
cmake -B build
cmake --build build --config release
The resulting build for Mania will be located somewhere in build/
depending on your system.
If building with RSDKv5(U), the resulting Mania and RSDK executable will likely be in build/dependencies/RSDKv5/
.
The following cmake arguments are available when compiling:
-D[flag-name]=[value]
to the end of the cmake -B build
command. For example, to build with RETRO_DISABLE_PLUS
set to on, add -DRETRO_DISABLE_PLUS=on
to the command.RETRO_REVISION
: What revision to compile for. Takes an integer, defaults to 3
(RSDKv5U).RETRO_DISABLE_PLUS
: Whether or not to disable the Plus DLC. Takes a boolean (on/off): build with on
when compiling for distribution. Defaults to off
.RETRO_MOD_LOADER
: Enables or disables the mod loader. Takes a boolean, defaults to on
.RETRO_MOD_LOADER_VER
: Manually sets the mod loader version. Takes an integer, defaults to the current latest version.RETRO_SUBSYSTEM
: Only change this if you know what you're doing. Changes the subsystem that RSDKv5 will be built for. Defaults to the most standard subsystem for the platform.WITH_RSDK
: Whether or not RSDKv5 is built alongside Sonic Mania. Takes a boolean, defaults to on
.
GAME_STATIC
: Whether or not to build Sonic Mania into the resulting RSDKv5 executable. Takes a boolean, defaults change depending on the system.MANIA_FIRST_RELEASE
: Whether or not to build the first console release of Sonic Mania. Takes a boolean, defaults to off
.MANIA_PRE_PLUS
: Whether or not to build a pre-plus version of Sonic Mania. Takes a boolean, defaults to off
.GAME_INCLUDE_EDITOR
: Whether or not to include functions for use in certain RSDKv5 scene editors. Takes a boolean, defaults to on
.GAME_VERSION
: Which release version of Sonic Mania to target for. Takes an integer, defaults to 3
when MANIA_PRE_PLUS
is enabled, and 6
otherwise (last steam release).The only directly supported platforms are those listed above. Since Mania is very easy to build, requiring no additional dependencies, virtually any platform that can run RSDKv5 can compile Mania easily.
However, there are a multitude of ports listed in the RSDKv5 repository.
A: There's a mod for it that you have to make. Refer to the following directions:
Create the following directory structure inside your mods directory:
GLShaders/
| Data/
| | ...
| mod.ini
Inside mods/GLShaders/Data/
, copy the RSDKv5/Shaders
directory, and inside the mod.ini
, paste this:
Name=GLShaders
Description=GL3 shaders
Author=Ducky
Version=1.0.0
TargetVersion=5
A: Submit an issue in the Issues tab and we might look into it. Keep in mind that this is a decompilation, so bugs that exist in official releases will most likely not be fixed here.
A: No. There are several reasons for this: the APIs introduced in the port that we'd have to deal with, the pressure of having to maintain support for a version that's being frequently updated, concerns over piracy, and a general disinterest in the port. If you want to play the decomp on mobile with touch controls, there's a mod for that you can use instead.
A: I already have! You can find Sonic CD here and Sonic 1/2 here.
A: Absolutely not. This project took about 1 and a half years to do, and doing Sonic 3 & Knuckles would take equally as long, if not longer, as it's not only larger in scope, but Origins' hybrid codebase makes it harder to read. Between our other decompilation projects and this one, we're done with decompiling, at least for the time being. We would also like to expand our horizons beyond Sonic going forward, and we don't wish to spend forever just playing catchup with Sega's official releases. Please do not expect any more decompilations from us, Sonic or otherwise!
Join the Retro Engine Modding Discord Server for any extra questions you may need to know about the decompilation or modding it.