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Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
Hi, you've reached the custom build Reveries! This mod aims to provide a gameplay experience vastly different from vanilla via a comprehensive overhaul to the physics, characters, shields, and much more! Not the maps though, they're the same.

As the primary flavour of my SRB2 Cherry project this also contains bonus quality of life features shared with Redberries such as the shield button and gamepad refactor.


IMPORTANT: due to config incomptability with vanilla, Reveries will use reveries.cfg instead of config.cfg. You can either copy and rename your config.cfg or set up your controls again. There's now a Shield button and a few other new settings, 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 import your old config.

ALSO IMPORTANT: Use the win32 download unless you want to install the game as a standalone with its own folder, in which case use the win64 download. This only applies to Windows, if you are on Linux ignore the download button and check out the official flatpak at https://flathub.org/en/apps/io.github.srb2.rphys

About 3D models:
Jeck's models work with Reveries, supporting all of the vanilla cast's custom frames excluding the Drop Boost but you need to use the models included with SRB2 versions 2.2.13 or higher, not the ones in the Jeck Jims models addon. As as of 15/05/2025, the vanilla cast models on the message board's Jeck Jims model pack are still outdated so if you install all the models from there they will get overridden. Steam Deck & Linux Flatpak users can ignore this message as the correct models are already installed thanks to the power of extra-data grabbing them directly from the 2.2.15 assets folder.

The models.dat included with 2.2.15 has the pity shield scaled way too big compared to other shields. This makes the Armageddon overlay look very silly with models on. If you care about fixing this, open models.dat and change the line PITY OBJE/PITY.md3 2.7 0.0 to PITY OBJE/PITY.md3 2.4 0.0 which is the intended scale.
Reveries Physics
  • Better gamepad support
    • Includes bindable triggers and proper analogue stick tilt response
    • You can also change the menu confirm button in Player 1's Gamepad Settings
  • Momentum past your top speed is preserved while on the ground
  • Linear acceleration and friction, similar to the classic sonic titles
  • Slope physics are drastically altered
  • Higher gravity, higher jump heights
  • More maneuverability while jumping or spinning
  • Spindash min charge speed is significantly increased
  • Jerboa Time, a short window after walking off an edge where you can still jump
    • Only a few frames by default, but each frame of input latency increases its duration
    • Reworked airwalk to only happen during Jerboa Time
  • Save files from unloaded addons now tell you who the file belongs to
  • Air drag: while above top speed in the air, your speed will slowly degrade until you drop down to top speed.
    • Spinning as well as certain character abilities will completely bypass air drag
  • Quick Spindash! Press spin during a skid to instantly spindash without needing to completely stop.
  • Characters may roll upon landing even after using an ability (when appropriate)
  • Better resolution support and ability to resize the window into any arbitrary resolution
    • Why is this noted in the physics section? I dunno, but the gamepad thing was already here...
  • Spin characters may use the Flying Turtle Roll by pressing Spin while springing upwards - this is a defensive manuever 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.
  • Spring tricks!
    • Press jump within the first few frames of launching off a spring to perform a trick! You'll launch in stylish Sonic CD-esque fashion and gain a sparkle trail, making your descent slightly floatier and enabling the use of your Jump+Jump ability until you land or are otheriwse interrupted.
    • While ascending during a trick, any character can use the Super Turtle Roll with Spin regardless of their ability to perform the normal variant. You'll shoot downwards at high speed!
    • A few addon characters are excluded from the trick system due to conflicts with their design or code.
  • Many minor changes not worth listing individually
Reveries Shields
  • 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 while running in addition to rolling.
  • Whirlwind Shield:
    • Added 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.
    • Emergency jump can also be activated with the Shield button instead of only Jump.
    • New passive: Gain immunity to Canarivore gas.
  • Attraction Shield:
    • Ability is now the Attraction Dive: perform a homing attack if locked on, otherwise dive downards (and also forwards if you're below normal top speed)
    • Grants a period of invulnerability while the shield remains bright.
    • Successfully striking an enemy will refresh all of your abilities, not just the homing attack.
  • Basic Shield + Armageddon Charge:
    • The Armageddon Shield is now the Armageddon Charge, able to stack on top of your current shield and be detonated without destroying your underlying shield. It won't offer any protection though, so if you get hit the charge will go off but you'll also lose your shield.
    • If you don't already have a shield, the Armageddon Monitor will give you a Basic Shield (pity in pink!) to go with your Charge.
  • 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 Basic Shield instead.
    • Its ability is the Thorn Switch which reverses your vertical momentum, firing thorns in the direction of your previous momentum. The thorns explode into clouds of poison upon contact with any surface or entity.
    • Passive: Gain immunity to Spike-type damage.
  • 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?
Reveries Characters

Sonic

sonic.gif


Jump+Jump: Comet Dash
Launch forwards with a burst of speed. Collide with a wall while holding jump to rebound upwards.

Jump+Spin: Drop Boost
Hold spin to charge an enhanced drop dash that gets stronger the faster you're moving.

Shield: Super Peelout
Attain supersonic speed, but jumping or rolling will end it.

Tips:
1) Bop an enemy after the Comet Dash ends to refresh the dash. This also resets the wallbonk counter, so you can take advantage badnik bouncing to scale higher than you could normally.
2) Drop Boost may be used after a Comet Dash, Anti Flying Turtle Roll, and even certain Shield Abilities.
3) Super Peelout state won't be lost in the air as long as you're not jumping or rolling. You can even maintain it across spring launches!


Tails

tails.gif


Jump+Jump Fly
Start flying for a limited time. Hold the jump or spin button to ascend or descend at the cost of speed.

Passive: Pickup
Carry around allies while flying! Press the shield button to throw your friend forwards.

Tips:
1) Fly has two states: passive flight and active flight. You begin flying in the active state, so simply release the jump button to switch to the passive state.
2) The flight timer only decreases while Tails is in active flight. Pay attention how quickly the tails are rotating: if they're fast, you're in active flight and thus losing flight timer.
3) Active flying doubles the power of air drag and caps your top speed to 2/3 of normal.

Knuckles

knuckles.gif


Jump+Jump: Glide
Glide in the air as long as jump is held. Collide with a wall to begin climbing it.

Passive: Bulldoze
While running or gliding, Knuckles will automatically damage enemies with his fists.

Tips:
1) Jumping off a wall with the jump button to point the camera away from the wall. Press spin instead to jump without changing the camera.
2) Glide & Bulldoze only deal damage from the front of Knuckles.
3) If you glide into the ground, you'll start skidding to a halt. Release jump as soon as possible to exit the skid and keep most of your speed!

Amy

amy.gif


Jump+Jump: Lovely Ascent
Use the power of love to jump again in the air somehow. This refreshes everything a normal jump would, including your Hammer Spin! Also, you can bop an enemy to regain the ability.

Jump+Spin: Hammer Spin
Hold spin during a jump to rapidly rotate and fall faster over time. Hit the ground for a speed boost.

Shield: Hammer Twirl
Press shield on the ground to perform a spiral attack with Amy's hammer.

Tips:
1) Strike a spring with any hammer action to increase its power.
2) Hammer actions provide a significantly increased attack range. You can even use your hammer to pick up rings and some other goodies!
3) Using either Turtle Roll variant will immediately initiate a Hammer Spin.

Fang

fang1-gif.44212


Jump+Jump: Tail Bounce
Bounce off the ground and most hazards as long as jump is held. This can also destroy some floors.

Spin: Pop Gun
Fire a cork at the nearest target. You won't be able to move while firing.

Passive: Jerboa Time
Gets bonus jump leniency when walking off an edge.

Tips:
1) While bouncing, Fang both ignores air drag and gains a small speed boost each time he lands.
2) Releasing jump during a bounce has the same upwards momentum canceling effect releasing jump during a normal jump does. Use this as an emergency brake if you're ascending too quickly!
3) You can use the gun and shield abilities both before and after a Tail Bounce, but not during one.

Metal Sonic

metal.gif


Jump+Jump: Jet Burst
An aerial thrust which gets stronger during dash mode. Keep holding the jump button to resist gravity.

Spin: Quick Roll
Perform a speedy somersault. Hit a target for a boost.

Shield: Super Burnout
If not in dashmode, stop and gather energy. Otherwise, charge up a robo blast of speed!

Tips:
1) Dash mode can't be lost while in the air, but can only be obtained while on the ground.
2) If you hit a wall or slow down too much, Jet Burst will cancel.
3) Jet Burst allows you to ignore air drag while active.

Extra Notes
Source code: https://codeberg.org/cande/cherry

A few character abilities can be toggled via console commands. eclipse for Comet Dash, nocd for Super Peelout, heartbreak for Lovely Ascent, and underdrive for Jet Burst.

Certain maps may have issues due to the higher gravity. I've done my best to mitigate this but it's impossible to fix everything.

The majority of custom characters should work fine.

Lua can check for the global rphys to detect this mod's presence.

There is a new hook: ShieldButtonSpecial, which catches any shield button input even if you don't have a shield.
Credits

Clairebun: original turning code

Chrispy & Lach: trick star sprites + code

Skydusk, Kumin, TehPuertoRicanSpartan, KamiJoJo_, Team Springs et al: Pipe Towers Revamped

ClovesCloestar: new springs and other assets

Logan McCloud: misc sprite replacements

Princess Plushima: FlowBubble

SonicX8000: hud replacments

Lactozilla: original gamepad refactor

SuperPhanto: peelout sprites

Golden Shine: comet dash vfx sprite

Krabs: ring sprite

DirkTheHusky: dropdash sprites
Author
candelavla
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Latest reviews

Have been using this for around a year now I think on both Steam Deck and Windows. By far the best way to play the game for those who prefer using a controller. The revamped bosses have also been VERY fun! Physics feel amazing as well. TYSM for this mod!
Upvote 0
i like it but the camera spindash lag thing forces camera spatial speed to cap at 0.4??? so it's just extremely awkward. i can't really downgrade or anything. especially because i'm on flatpak. cool that there's a flatpak btw thank you for that
candelavla
candelavla
should be fixed as of f7b
Upvote 0
So, after being tired of the usual SRB2 physics and experience, I decided to give a try to this SRB2 Build, and give a general review on this.

I could just choose an addon that modifies vanilla characters and call it a day, but this one gives an even more complete experience in my opinion, so why not? I decided to replay SRB2 campaign with this one!

I've been playing in 2 ways: Keyboard only and Keyboard + Mouse.

At start, I got a hard time because I was very used to SRB2 physics for many many years. So I decided to clear my mind on this one. Through the main Campaign as Sonic, at the end I mostly got used to it. Of course there were some trips in the way, mostly of how the momentum behaves here.

Keyboard only with my usual bindings felt 10 times better, mostly with the air control and redirection.

Aside from that, it was truly a fresh experience, I recommend this build for those who want something different from the usual SRB2. maybe through the time I could complete the main campaign with all characters or play with level packs and see how it turns out.
Upvote 0
I was wondering what all the hype was about with Reveries, so I cloned a copy of the source and compiled it, and honestly... wow. This build feels so much better to control. Everything about this build just feels so much smoother, and since the better physics are already pre-included, I can even remove a Lua script off my autoexec. This has truly been a Sonic Robo Blast.
Upvote 0
I love this. It makes the vanilla characters compare to modded characters that are trying to be vanilla, like Ray the Flying Squirrel or The Chaotix. Speaking of which, when I load The Chaotix, Metal Sonic's dash charge doesn't work. No clue why that would happen. I know that might not be too important to fix, but The Chaotix are right there on top of the resources. I can live without that; it doesn't affect my rating since it's an external issue and not an issue with the addon itself. Anyway, everything else in this build is amazing! Very good air control; characters feel accurate to their speed (what I mean by that is Sonic feels fast, Metal Sonic can keep up with Sonic, while Tails and Knuckles are slower, as they should be). And the gameplay flow is just very smooth overall.
Upvote 0
I can't use the mod. Every time I use it, a dark screen saying "WRONG EXE" pops up and I can't do anything, which leads me to quit the game and rejoin.
I am on Macbook Air btw. Can anyone please help me.
candelavla
candelavla
You should never ever add reveries.pk3 manually, the build adds it automatically. The supplied build in the downloads is only for Windows, to install on mac you need this: https://mb.srb2.org/addons/srb2bld-srb2-build-package-manager-cli.3727/
Upvote 0
I really love what you did for this version of the mod. At first it was hard to get used to be with some practice it's really nice to move around and have GOOD movement than the physics we got in vanilla!

The tricks were probably my fav part of the mod tho since it feels so good to do and junio sonic cutscene like manuver and shot down and hit an enemy to fly up with speed!

The thing I find a bit werid is the shields don't render when super so unless you have the shield hud on you can't see the shield you have which I feel would have been a really cool thing to see. And another thing but mostly a inconvince is I'm the type of person to turn off the jump abilites just cause it feels better to just rely on level design and the physics to play, but to type the commands over and over again is such a pain and feel like there should be a toggle for each jump ability since the build has a new config just like the palette rendering toggle or model toggle.

This is awesome to play with and I don't think I'll stop playing it anytime soon!
Upvote 0
I really enjoy this mod more than vanilla. This really feels like a Sonic game compared to Vanilla. Since Sonic Team Jr. added a shield button themselves, I don't think the srbr.exe file is needed anymore. If you could change the code to be compatible with both EXEs, then that would be great. Otherwise, it is still a cool mod.
Upvote 1
awesome, imagine if you could mix this and TSoURDt3rd, tho i dont really like how it changes some not physics based stuff like make bubbles forever stay in the ground instead of waiting for it, i mean it is helpful i hate water levels so its very helpful, but i just dont think it should be changed, also i have an idea, yk coyote time and jump leniency? what if you add those to everything, like speed so when you slightly hit a wall, you are forgiven for like 1 or 2 frames so you still have your speed even tho you hit that wall, like, you hit a wall but its like the corner or edge of the wall so you hit it barely and you just stop, that doesnt feel very fun, but with uhh speed coyote time and leniency whatever, you will still have, a little bitty itty whitty time where your speed is stored, yk? i dont know where else to suggest ideas/thing to this mod, the github has only pull requests
Upvote 0
I really like the basic movement changes, but I feel like the actual movesets themselves are a bit...lacking. Not because they don't work or they aren't useful, far from it, they do exactly what they're meant to do and are fun to use. It's just that there are a lot of situations where you can't really do anything. To show what I mean, I'll give a few examples.

Rolling - Pressing Spin or Shield does nothing when Rolling (with the exception of using the Whirlwind Shield in the air). When in the air, pressing Jump also does nothing.

Spring Curl - You can cancel the Spring animation into the Jump animation, but for some reason you can't use your Jump Action or Shield Abilities afterwards.

Tails - Pressing Spin or Shield during Flight does nothing, which is especially weird for Spin since that used to be the descent button. Pressing Shield on the ground also does nothing, and pressing Spin in the air does nothing as well.

Knuckles - Pressing Spin or Shield while Gliding does nothing, as do both pressing Shield on the ground and pressing Spin in the air.

Amy - Pressing Spin during her Hammer Twirl does nothing. For this one, I have a suggestion. Since pressing Spin is how Amy used to activate her Hammer Attack in Vanilla SRB2, and Spin is left open, it could be implemented here as a way to cancel the Hammer Twirl into the Hammer Bounce. Speaking of, pressing Shield during or after the Hammer Bounce does nothing as well.

Fang - Pressing Shield on the ground does nothing. Another suggestion for this is that you could implement Fang's Bomb Throw from his boss fight as his grounded Shield ability. Similarly, pressing Spin or Shield while Bouncing also both do nothing. Lastly, maybe Super Fang could drop Bombs when he bounces like in the boss fight too?

Metal Sonic - Pressing Shield on the ground during DashMode does nothing and pressing Spin or Shield while using Jet Boost also both do nothing. A possible solution for Jet Boost (as well as Flying or Gliding) could be to allow them to be canceled with the current version of the Spring Recurl.

Shield Abilities - The Whirlwind Shield is the only Shield that can be used while Rolling or Falling, which (while faithful to vanilla SRB2) has always confused me as to why all Shields don't do that. That could fix a lot of other instances in the Air where pressing Shield does nothing (like Flying, Gliding, Hammer Bouncing, Bouncing, or Jet Boosting). If it's a matter of wanting the Whirlwind Shield to be unique, that same goal could be accomplished by having it lower the player's gravity. Not only that, but pressing Jump still activates the Whirlwind Shield despite now having a dedicated button, which is one of the things limiting the Spinning state from being able to use Jump Actions.

One more thing as well, I occasionally get an error when starting a level along the lines of Z_CheckHeap with varying numbers after. If nothing else, could you please fix that?
Upvote 0
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