Sonic Mania decomp mod that adds Super Emeralds and Hyper forms into the game, features high degree of accuracy to S3&K with code based directly on Sonic 3 AIR.
Extremely WIP, casual play is possible but with bugs and rough presentation.
Press transform + up in debug mode while super or collect all Super Emeralds to transform into your Hyper form.
- Hyper abilities - All 5 characters have hyper abilities, Mighty's and Ray's are kinda buggy and need some extra work.
- Hidden Palace Zone - Can be accessed when touching a Super Ring with all Chaos Emeralds collected, features transfer animation and ability to collect Super Emeralds. Encore special stages are being used as placeholders until new maps are created.
Initialize GameAPI with git submodule update --init
then run these commands
mkdir build
cd build
cmake .. .
make
mv hypermania.so ../../
or you can use ./build.sh
in src/
to automate this process if you don't mind running CMake every time you compile
- Make sure to have the "Desktop Development with C++" workload installed so you have access to CMake
- When Visual Studio prompts you to enable CMake Integration, pick "Enable and set source directory" and select
CMakeLists.txt
- Build the project
- move
hypermania.dll
fromout\build\(ARCHITECTURE)-Debug
to the mods' root directory (wheremod.ini
is)
RELEASE
- Set to strip debug info from binaryLEGACY
- Set to use version 1 of the mod loader
See SETTINGS
- Extra GFX/SFX
- New special stages
- New mechanic(s) for new special stages
- jubbalub + Hydropper - Super Emerald sprites, emerald cave map
- Tee Lopes - Sonic Forces Theme Unofficial Remix (Hyper theme)
- Axanery - GameConfig.bin used in legacy builds
- KiaraGale - Underwater Hyper palettes, inactive Super Emerald sprite, HPZ teleporter tiles
- Braven - yellow + red super emerald palettes