I was doing some light experimentation with a Wii U port of SRB2, since it's kinda a great lil' game. At the time of writing it crashes when entering a level due to a buffer overflow Somewhere in the code. (Update: it was a stack overflow! Fixed via a slight P_SetMobjState refactor) reset data is disabled for a similar reason. Works about the same in Decaf and on console via classic HBL (no ProcUI).
With the usual wut/devkitPPC setup (last tested on r38):
# make a build folder or whatever you like
# this will save you much pain if cmake doesn't work and you need to start over
mkdir build && cd build
# run cmake - this is the ideal command:
# cmake .. -DCMAKE_TOOLCHAIN_FILE=$DEVKITPRO/wut/share/wut.toolchain.cmake -DSRB2_CONFIG_HAVE_GME=NO -DSRB2_CONFIG_HAVE_OPENMPT=NO -DSRB2_CONFIG_HAVE_CURL=NO
# this is what I actually needed to get it working:
cmake .. -DCMAKE_TOOLCHAIN_FILE=$DEVKITPRO/wut/share/wut.toolchain.cmake -DSDL2_INCLUDE_DIR=$DEVKITPRO/portlibs/wiiu/include/SDL2 -DSRB2_CONFIG_HAVE_GME=NO -DSRB2_CONFIG_HAVE_OPENMPT=NO -DSRB2_CONFIG_HAVE_CURL=NO
# I think this is SRB2's fault but I haven't got around to fixing it
# then compile:
make -j$(nproc)
# your output file is ./bin/SRB2SDL2.rpx
To run on console, you also the following on the root of your SD card:
music.dta
patch_music.pk3
patch.pk3
player.dta
srb2.pk3
zones.pk3
I pulled all these files out of the Windows installer zip on srb2.org.
I'm not convinced the port can actually create files on-console right now (works on emulator) so you may also need a valid config.cfg
and srb2sav1.ssg
to get it running on hardware. Despite my best efforts, reading in these large files on-console is slow, so break out udplogserver
, get some tea, and settle in.
Sonic Robo Blast 2 is a 3D Sonic the Hedgehog fangame based on a modified version of Doom Legacy.
See SRB2 Wiki/Source code compiling
Sonic Team Junior is in no way affiliated with SEGA or Sonic Team. We do not claim ownership of any of SEGA's intellectual property used in SRB2.