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A complete decompilation of Retro Engine v3.
Without assets from the official release, this decompilation will not run.
You can get an official release of Sonic CD from:
Even if your platform isn't supported by the official releases, you must buy or officially download it for the assets (you don't need to run the official release, you just need the game assets). Note that only FMV files from the original Steam release of the game are supported; mobile and Origins video files do not work.
ESC key if enabled in the config.F12 pause, F11 step over & fast forward debug features from Sonic Mania have all been ported and are enabled if devMenu is enabled in the config.F1 will load the first scene in the Presentation stage list (usually the title screen).F2 and F3 will load the previous and next scene in the current stage list.F5 will reload the current scene, as well as all assets and scripts.F8 and F9 will visualize touch screen and object hitboxes.F10 will activate a palette overlay that shows the game's 8 internal palettes in real time.useSteamDir is set in the config (Windows only), the game will try to load savedata from Steam's userdata directory (where the original Steam version saves to).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!)
DO NOT download the source code ZIP archive from GitHub, as they do not include the submodules required to build the decompilation.
Instead, you will need to clone the repository using Git, which you can get here.
Clone the repo recursively, using:
git clone --recursive https://github.com/RSDKModding/RSDKv3-Decompilation
If you've already cloned the repo, run this command inside of the repository:
git submodule update --init --recursive
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 glew sdl2 libogg libtheora libvorbis --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 -DCMAKE_PREFIX_PATH=[vcpkg root]/installed/x64-windows-static/ as arguments for cmake -B build.
- Make sure to replace each instance of [vcpkg root] with the path to the vcpkg installation!
- If you're compiling a 32-bit build, replace each instance of x64-windows-static with x86-windows-static.
Install the following dependencies: then follow the compilation steps below:
- pacman (Arch): sudo pacman -S base-devel cmake glew sdl2 libogg libtheora libvorbis
- apt (Debian/Ubuntu): sudo apt install build-essential cmake libglew-dev libglfw3-dev libsdl2-dev libogg-dev libtheora-dev libvorbis-dev
- rpm (Fedora): sudo dnf install make gcc cmake glew-devel glfw-devel SDL2-devel libogg-devel libtheora-devel libvorbis-devel zlib-devel
- apk (Alpine/PostmarketOS) sudo apk add build-base cmake glew-dev glfw-dev sdl2-dev libogg-dev libtheora-dev libvorbis-dev
- Your favorite package manager here, make a pull request
Follow the build instructions here.
Follow the android 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 will be located somewhere in build/ depending on your system.
The following cmake arguments are available when compiling:
- Use these by adding -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_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_FORCE_CASE_INSENSITIVE: Forces case insensivity when loading files. Takes a boolean, defaults to off.RETRO_MOD_LOADER: Enables or disables the mod loader. Takes a boolean, defaults to on.RETRO_USE_HW_RENDER: Enables the Hardware Renderer as an option. Takes a boolean, defaults to on.RETRO_ORIGINAL_CODE: Removes any custom code. A playable game will not be built with this enabled. Takes a boolean, defaults to off.RETRO_SDL_VERSION: Only change this if you know what you're doing. Switches between using SDL1 or SDL2. Takes an integer of either 1 or 2, defaults to 2.Follow the installation instructions in the readme of each branch. * For the Nintendo Switch, go to heyjoeway's fork. * For the Nintendo 3DS, go to SaturnSH2x2's fork. * A New Nintendo 3DS is required for the game to run smoothly.
Because these branches are unofficial, we can't provide support for them and they may not be up-to-date.
Currently the only supported platforms are the ones listed above, however the backend uses libogg, libvorbis, libtheora & SDL2 to power it (as well as tinyxml2 for the mod API), so the codebase is very multiplatform. If you're able to, you can clone this repo and port it to a platform not on the list.
You can find the FAQ here.
Join the Retro Engine Modding Discord Server for any extra questions you may need to know about the decompilation or modding it.
$ claude mcp add RSDKv3-Decompilation \
-- python -m otcore.mcp_server <graph>