Finally, all the scattered fragments of Reveries have assembled. This mod has evolved from rphys into its final form: the true Reveries!

Based on 2.2.14 nightly and manually bugfixed to a presentable state, which means no mobile version yet - I'll be sure to make that available as soon as the 2.2.14 mobile version is. It might be a bit because vanilla 2.2.14 isn't even out yet, but this update is already so big I didn't want to hold it back any longer.

As a result, this is considered an Early Access™ release of v9. Expect a stability update once 2.2.14 is out.

If you're interested in the SRB2 2.2.14 changelog, see here: https://git.do.srb2.org/STJr/SRB2/-/wikis/Changelogs/2.2.14

I've also applied the needed patches to fix the SUGOI crashes, so you can play the SUGOI trilogy using this build if you want.

IMPORTANT: due to config incomptability with vanilla, Reveries will use reveries.cfg instead of config.cfg. You can either copy your old config or set up your controls again. There's a new Shield button from 2.2.14 which is very important to this mod, so keep that in mind. I also changed several defaults to ones more suitable for Reveries gameplay, but it's not a huge deal if you'd rather use your old config.

Changelog:
  • General adjustments to improve user experience
  • Added setting to toggle Super music
    • You can find it at the bottom of the Sound Options menu.
    • Or just change the "supersound" cvar from the console.
  • Increased acceleration power globally (except in 2D mode)
  • Added coyote time, signified by airwalking
  • Save files from unloaded addons now tell you who the file belongs to
  • New feature: Quick Spindash! Hold back to skid, and then press Spin to instantly begin charging a Spindash without needing to fully stop.
  • Spring tricks have returned, fully revamped:
    • Spin characters may use the Anti Flying Turtle Roll by pressing Spin while springing upwards - this is a defensive maneuver which cuts your spring launch short and enters a roll state. There are many applications for this move, but it's up to you to discover them.
    • Nonspin characters may use their normal abilities off springs. Watch out for the star effect when launching off a spring - if you see it, your character qualifies.
  • Numerous potential softlocks in custom maps have been fixed. In particular, bonking the sky no longer cuts spring launches short.
  • Improved controls when hitting springs
  • Characters may roll upon landing after using abilities when appropriate
  • Super characters can use shield abilities if they pick up a shield
  • Implemented a modified version of Princess Plushima's FlowBubble: https://mb.srb2.org/addons/plushimas-asset-collection-pac.3139/
    • The stupid bubble enemy from Azure Temple has had its behaviour updated to match
  • The opponent Metal Sonic in Black Core 1 has his new moveset
    • Level time limit is the same as vanilla for fairness sake, but try to beat the new faster Metal Sonic to the goal for an extra challenge
  • Improved custom character compatability
  • New default hud based on a slightly modified SonicX8000's hud https://mb.srb2.org/addons/sonicx8000s-huds-fonts.1866/
  • Added the new hook PeeloutSpecial which fires when pressing the Shield button even without a shield. Reminder that the global rphys can check for the presence of this mod!
  • Shield abilities revamped:
    • Force Shield
      • Replaced the Force Stop with Force Stasis. Hold down the Shield button to stall in midair, and release to restore your previous speed in the direction the camera is facing. You can also press Jump to redirect your speed downwards.
      • Enhanced passive: Taking damage with a fully reinforced Force Shield won't stun you.
    • Elemental Shield:
      • Replaced the Elemental Stomp with Elemental Rise: Cancel all momentum and rocket directly upwards, detonating in a burst of flame (or bubbles) at the end. Press the Shield button again to detonate early!
      • Enhanced passive: Fire trail also generates when running in addition to rolling.
    • Whirlwind Shield:
      • There is now a particle effect when using the ability. This shield was pretty good as is, and its activation conditions makes more sense thanks to the new Shield button.
    • Attraction Shield:
      • Homing attack is faster and may target springs and monitors. Successfully striking an enemy will refresh all of your abilities, not just the homing attack.
    • Ash Shield:
      • Replaces the Pity Shield. Granted to all shieldless players when popping an Armageddon Monitor, which now devastates a huge area with an instant catastophic explosion. Note that it is still possible to obtain the Armageddon Shield under certain circumstances, in which case manually detonating it will degrade it into an Ash Shield.
    • Thorn Shield:
      • Returning from the pure lua version of Reveries, this is a new shield that can be acquired exclusively from Pity Monitors. Other sources of Pity will give you the Ash Shield instead.
      • Active: Thorn Switch - Reverses your vertical momentum, firing thorns in the direction of your previous momentum. The thorns explode into clouds of AoE poison upon contact with any surface or entity.
      • Passive: Spike Immunity
    • Flame Shield:
      • Thrusts much faster, roughly equivalent to the Thok at minimum speed. Use it while moving fast to go even faster! This ability is kind of ridiculous, but offers little benefit outside of raw speed.
    • Bubble Shield:
      • Abilities may be used after bouncing.
      • Nonspin characters will use roll state, making it more consistent with the other S3K shields.
    • Thunder Shield:
      • No changes?
  • Replaced the Sonic moveset:
    • Jump+Jump Ability: Comet Dash
      • Boost up to thok speed for a short time, canceling any downwards momentum. Hit a wall while holding jump to rebound off it and refresh the dash, but do this twice and Sonic will uncurl. If you hit an enemy after the dash ends, the ability will completely refresh.
    • Jump+Spin Ability: Drop Boost
      • Acts like the Drop Dash from Sonic Mania, but can be chained to build up more and more speed. Can still be used after using other air abilities, including the Anti Flying Turtle Roll.
    • Shield on Ground: Super Peelout
      • Hold shield to charge the peelout. Release at max charge to take off at high speed, rapidly accelerating over time. Its top speed is unrivaled among Sonic's kit, but any jump or roll will end the peelout. This is an advanced move, so here's some tips:
        • Tip 1: Take note of the terrain! It's usually faster to Spindash instead if you expect to jump soon.
        • Tip 2: Entering the air in a non-roll state won't cancel the peelout. If you keep your speed up, you can even maintain it across spring chains.
  • Tails may boost carried allies forwards by pressing Shield.
  • Knuckles can now damage enenmies during his run state. Keep moving and power through the horde, but note that similarly to the glide, only the front of Knuckles does damage!
  • Amy's ground hammer attack has been moved to Shield on Ground. Tying it to roll made clearing spikes and such extremely awkward.
  • Fang has been revamped:
    • Repeatedly bouncing builds up speed.
    • Bounce goes higher vertically.
    • Canceling bounce cuts upwards vertical momentum only in the same fashion releasing jump during a normal jump does.
    • Bounce may now interact with floors instead of always ignoring them.
      • Fixed getting hurt by rising lava during bounce landing.
    • Fang can shoot after bouncing again - this was always intended but it got lost at some point.
  • Metal Sonic adjustments:
    • Jet Burst cancels if you slow down too much or hit a wall.
    • Dash Charge moved to Shield on Ground, with Quick Roll always available on Spin.
    • Quick Roll's speed now matches the air ability, including the dashmode enhancement.
    • Using the Quick Roll to defeat an enemy provides a speed boost. Roll through crowds to stack tons of speed!
    • Removed the Booster due to it being extremely broken and having no downside to constantly using it (the same effect is available via speed shoes + dashmode tho).
    • Dash Charge no longer requires holding forwards to release. That was never intended but was there as a workaround to a bug that I've finally fixed in this version.
KNOWN ISSUES - I've patched out most of the indev 2.2.14 bugs but two still stand:
  1. Mario Bros secondcolor and cape do not display correctly. Their gameplay is unaffected.
  2. A few modded maps have issues with texture transparency. The vast majority of modded maps should look fine though.
Oops, the Android version was broken. Please redownload the APK from the v8 release, it should actually work now.

Remember to uninstall your existing rphys app before updating!

Big thanks to bitten2up for helping troubleshoot.

vvv see previous update post for v8 release notes vvv
Hi, new version here with lots of fixes and proper support for the Chaotix mod. See the full changelog below:
  • Various fixes to properly support Chaotix
    • Title screen actually works instead of showing a black void
    • Heavy controls like he should instead of blitzing to 300 fracunits/tic in two seconds
    • Charmy spindash has proper friction
  • Overhauled spring and thrusting mechanics
    • See before and after
    • Springs should almost never undershoot unless the ceiling is too low (roger maps)
    • You can finally reach the exit of Sunset Something Act 1 in Cyberdime without needing to hit the spring at an overly precise angle
  • Minor tweaks to the controls
  • Added OpenGL palette rendering (credit Hannu Hanhi)
    • It's off by default, turn it on in OpenGL options
    • Android version does not have this as porting it to GLES is a massive hassle
  • Certain mods such as Mario and Adventure Sonic control a bit more faithfully
  • Removed the uncurl from Sonic's ability
    • It was part of a mechanic that no longer exists and very out of place
  • Amy's double jump refreshes upon hitting an enemy
  • Replays actually work again instead of turning you into Sonic (silly upstream issue)
  • Miscellaneous bugs eradicated
    • Fixed using the hover whisp as Whisper temporarily permanently reducing her normalspeed
    • Fixed Amy's hearts spawning in the wrong place in reverse gravity
    • Some other fixes from upstream
  • Cool!
Reactions: TheOofer77
Once again it's time to bring rphys up to date with the current version of SRB2.

Changelog:
  • Slopes have been adjusted to be less disruptive to platforming
  • Acceleration on ice is now a slight boost instead of a major reduction
    • Ice was slippery enough already and the old acceleration made Luigi control like a semi truck
  • Fixed the Trick Spin thok barrier detection malfunctioning in reverse gravity
  • Tails flight behaviour is a bit more accurate and less jerky
  • Fixed swimming having the wrong top speed
  • Rolling has more friction at very low speeds
  • Mobjscaled springs should behave better
  • Amy moveset adjustments
    • Using the hammer on the ground also has an expanded hitbox instead of only duing Hammer Spin
    • Hammer Spin was moved to the Spin key
    • Amy can double jump, and using the second jump refreshes Hammer Spin if it's already been used
    • Hammer Spin no longer automatically cancels when hitting something
      • Instead, the timer before fast falling begins is reset
    • Rebounding off the ground gains more speed but less height
      • Her v6 gameplay felt like a worse version of Fang to me, which is the reason for these changes
  • Metal Sonic moveset adjustments
    • Jet Burst now reduces the effect of gravity as long as jump remains held
      • However, using the ability causes Metal Sonic to uncurl (acts similar to vanilla float)
Changelog:
  • Fixed the Trick Spin wall drop dash getting activated by monitors
  • Air drag now works correctly underwater
  • Fixed inconsistent player speeds in 2d mode
  • Removed the Amy wallbounce thing. It may return in the future, but it needs a lot more polish and the current version caused several bugs. This fixes the following:
    • Unable to break monitors from above with Hammer Spin
    • Heart particles not showing up when hitting enemies or springs with Hammer Spin
    • Maybe fixed the "rolling in spindash state" bug? I couldn't reproduce it so I'm not sure.
  • Fixed spindashing on a slope as Amy spawning buggy hearts
  • Reverted v6a's diagonal spring buff because it casued several vanilla map spring chains to overshoot
    • afaik the only map that is currently impossible as no ability Sonic due to springs undershooting is Angel Island Fall
    • Sunrise Uplands 1 cuts it close but the spring before the goal is barely possible with a precise jump
  • Yellow and red boosters now provide the same thrust as yellow and red horizontal springs
    • Previously, the yellow booster was slightly too slow and the red booster was far too fast
This mod is now available on Android. Since the apk is too big so I had to move the downloads to github. Just click on the button and pick rphys-windows.zip if you're on Windows and rphys-android.apk if you're on Android.

You do not need to uninstall the existing SRB2 app to use the Android version, Both can coexist on your device, though I recommend backing up gamedata.dat first just in case something weird happens.

Meanwhile, changelog:
  • Fixed an issue where Amy could launch herself into orbit by quickly double tapping spin on the ground
  • Amy can now perform a speed-based wall jump by using the ground hammer swing on a wall
  • Patched a silly conveyor belt mishap
So I discovered there's a bug with vanilla Automatic mode that made the controls not work correctly while facing forwards. Now that I noticed the problem existed I removed the janky workaround I had before and fixed the actual issue. The controls should be improved in general but especially in Automatic mode.

Changelog:
  • Fixed control jank described above
  • Amy was polished a bit
    • An animation was added for hitting things
    • The extended hitbox can pick up rings and other collectibles
    • Added a small delay between hammer swings so you can't just blindly mash it
    • Spindashing will initiate a hammer swing too
  • ChrispyChars will no longer crash on load due to name conflict with a new 2.2.12 color
    • It will still throw a warning and mess up Amy's color but you can at least play them without any other issues
  • Modified anti-air drag timers to work better with mobjscale
  • Buffed diagonal springs again because they still undershot on some maps
  • .rev file extension changed to .rvr because I broke gamedata compat again
    • If you have any .rev files you can just delete them
Relevant features from upstream SRB2:
Extra:

Reveries shield overhaul is finally available as its own file and works with rphys. Find it at https://mb.srb2.org/addons/reveries.1401/ and download the rshields file.
This is the full update I had planned for 2.2.11. It's a bit late so the previous patch was just to make the exe work in the meantime.

Here's the summary of changes:
  • Implemented speed degredation:
    • Works similar-ish to classic Sonic games but its effect is weaker. You'll lose speed while above normalspeed in the air except while spinning or during special conditions such as being recently sprung or interacting with certain gimmicks.
    • The following vanilla abilities ignore air drag while active:
      • Knuckles glide
      • Amy hammer spin
      • Fang tail bounce

  • Spindash's default minimum speed was buffed to 42. This brings it in line with Sonic's drop dash which is the same speed as an uncharged spindash in Sonic Mania.


  • Added puresonic console variable: enable to remove the Trick Spin from Sonic. Useful for a self-imposed challenge or mods that provide alternate Sonic abilities.

  • Sonic's ability provides much more of a speed boost than before, especially in the air. This is thanks to air drag helping balance it out.
    • Also finally fixed the ability facing the wrong direction in manual mode. I only use strafe and automatic so that went unnoticed for longer than it should have.

  • Knuckles jump height was increased from 66% to 80% of Sonic's jump height. For the record vanilla SRB2 uses 72% and Sonic 3 uses 84%.

  • Metal Sonic gets a new coat of paint: while his concept remains similar to the previous versions, the execution of his moveset has been mostly redone.
    • Razor Spin replaced with Burst Jump: a jumpthok-like move which gets significantly stronger in dash mode
    • Quick Roll controls like a normal roll, and provides a speed boost up to normalspeed. Its duration is also extended if you hit an enemy, so you should no longer suddenly uncurl in the midst of a crawla swarm
    • Dash charge and quick roll can be canceled by jumping out of them
    • Dashmode provides the max bonus instantly instead of gradually building up
    • Dashmode now functions underwater
    • divers.gif

  • Amy has been entirely revamped from the ground up to become a spin character while stil being inspired by her vanilla SRB2 moveset. She's the least vertically mobile of the vanilla cast but can take virtually any level path.
    • Double Jump: Hammer Spin - Tap the button to perform an instashield-like hammer attack with an extended hitbox. Keep holding the button to maintain the state and start falling faster. Upon impacting the ground, rebound into the jump state and gain speed. You can keep chaining the ability, but you'll have to be mindful of timing to gain the most speed - the hammer spin ignores aerial speed degredation, but also increases gravity drastically. Also, if you hit an enemy/monitor with this ability you'll bounce higher than usual.
    • Spin: Spindash / Whack & Roll - Spindash funtions like normal. When starting a roll, Amy will transition into it via a hammer swing. You can take advantage of this to power up springs or defeat spiky enemies. Note that pressing spin while already rolling also initiates a hammer swing.
    • rosy1.gif

  • Boss resistance against Fang's corks was removed. Super Fang's corks were given an AOE damage effect.

  • Removed "spring spark" system - it was too OP in most situations.
    • However, the whirlwind passive now allows you to use your ability in the air regardless of jump state. So if you want to do cool tricks off springs you'll need to find a whirlwind shield first.

  • Better custom character support
    • In particular, most instances of mods attempting to slow you down will actually slow you down.

  • Removed startup file version check. The exe will keep working even if SRB2 updates. I'm still planning on keeping rphys up to date with SRB2.

  • Fixed an exploit that allowed infinite score chains.

  • Miscellaneous minor polish.

Bonus features from upstream SRB2:




  • Various bugfixes
Here's a new windows build compatible with 2.2.11. Not everything I have planned is done yet but there's a fair amount of fixes and changes included with this:
  • Improvements to slope physics
  • Yellow horizontal springs propel you faster
  • DeltaChars, Mario Bros, Adventure Sonic issues fixed
  • Lockon no longer cancels when hitting a boss, and you can now always target Metal Sonic and Black Eggman instead of only sometimes
  • More performance improvements over the vanilla game, especially in Arid Canyon
  • A full Metal Sonic revamp is planned in the future, but for now I just buffed his dash charge speed
  • Fix super form jump being way too strong
  • Save files for duos will use the background color of the leader rather than being locked to sky blue
  • Resolved a few cases of diagonal springs not sending you far enough
  • A few other tweaks I forgot about
Coming in the future: overhauls to Amy and Metal Sonic, as well something to replace the current "ability use on springs" thing
I compiled rphys v4 for Android, available here: https://drive.google.com/uc?id=1Neks8fVc7qZ9hKsAigDaa6lLlqCTQifl&export=download. You don't need to uninstall your existing srb2 app; rphys can coexist with it.

KNOWN ISSUE: crashes during startup 100% of the time on certain systems. This does not generate a crash log so I can't really fix it.

Note that the android build does not have uncapped, but does include UDMF.
  • Cool!
Reactions: supermayropros
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