What permissions do you give others to modify and/or maintain your submission?
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.
This is Reveries, a custom build containing a total overhaul of the game.


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. The new Shield button from 2.2.14 is 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.

DOWNLOADS:
Windows - https://github.com/hazepastel/srb2/releases/download/f1/reveries_windows_F1.zip
Linux - https://flathub.org/apps/io.github.srb2.rphys
Android (outdated) - https://github.com/hazepastel/srb2/releases/download/rphys_v8/rphys-android.apk
Mac - good luck

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 As as of 03/12/2024, the vanilla cast models on the message board's Jeck Jims model pack are still outdated so if you install all the models from there they will get overridden.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 2.2.14 assets folder.
Reveries Physics
  • 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
  • Springs are more powerful and commit you to their launch direction
  • 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)
  • Spring tricks!
    • Spin characters may use the Anti 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.
    • 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.
  • 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 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?
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. Keep holding the jump button to ascend 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. Since air drag only has an effect while above top speed, you won't slow down further past the 2/3 mark.

Knuckles

knuckles.gif


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

Passive: Bulldoze
Break into a run and mow down everything in your path!

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 roate and fall faster over time. Hit the ground for a speed boost.

Shield: Hammer Whack
Press shield on the ground to swing 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 the Anti Flying Turtle Roll 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) As a nonspin, springs allow Fang to use any ability off of them. If you quickly tap and release bounce off a spring you can cancel most of your vertical momentum.

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: Dash Charge
Stop and gather energy to enter dash mode. Release when fully charged to blast away!

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://github.com/hazepastel/srb2

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: PeeloutSpecial, which catches any shield button input even if you don't have a shield.
Credits

Clairebun: aerial popgun sprites, turning code

Logan McCloud: sprite replacements

Princess Plushima: FlowBubble

SonicX8000: font replacments

SuperPhanto: peelout sprites

Krabs: ring sprite

DirkTheHusky: dropdash sprites
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pastel
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  2. Final Reveries, Version 1

    I got tired of waiting for 2.2.14 to officially come out to release this, so here's the final...
  3. Rebranding + v9 Early Access

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Latest reviews

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
Hey this is pretty cool. But, when I downloaded F2 windows said something about it having a Trojan... is that normal?
pastel
pastel
Microsoft's dumb machine learning tends to false postive on unfamiliar programs. It's been a recurring problem when releases are still new. You can always upload the exe to VirusTotal if you're not sure.
Upvote 0
Don't got much to say. The new title cards are really nice and I ADORE the character moveset overhaul. Additionally, the Exit Game confirmation popup being some useful tips rather than a whiny guilt trip message trying to get you to play more is a really nice touch imho. My only personal gripes with this are the absence of the NPC Amy that makes a beeline for you and hugs you on sight, as well as the lack of 3d model shenanigans. Apart from that tho, a really solid overhaul
pastel
pastel
the amy npc should still be there, and she was when i just tested it. if you enter the map as Amy she won't spawn, but that's vanilla srb2 behaviour.

happy you enjoyed it otherwise :D
Upvote 0
Played around with (current version) for an hour, it feels great. A lot of nice non gameplay stuff too like the font changes and title cards.

I also appreciate the link in NiGHTS either lasting longer or freezing while the player is in an ideya capture, in Christmas chime zone the link freeze powerup is wayyyy after the Ideya Capture so having a link never break in the stage may or may not be impossible, but in this build I was able to get the chips before my link broke.

Anyway the physics changes are nice and the ability changes are fun too. I think Amy being able to spin is an odd choice considering she has specific paths made for her abilities and now she can just go under spin gaps. I suppose there’s also Knuckles jump height increase allowing him to take Sonic’s path too but I don’t blame you at all for that, the levels would have to be remade to account for the increased height and gravity.
I also find the decision to give Amy the hammer twirl odd, not only can it not be steered whatsoever, you also can’t jump out of it, there’s no reason why you wouldn’t just spin instead. You also can’t use it in midair if that’s the supposed use of it. You can use it to hit springs and that’s it… and with the momentum that this game has Amy doesn’t need a spin to keep her speed from hammering a spring… which makes me think that really you could just replace her spin with a better version of the twirl that can be steered, held for longer, and jumped out of. Also she no longer has to time spin for protection so I find her having a spin jump also redundant to her new twinspin ability.
Though there’s not many parts in SRB2 where we have a character specific Amy path AND a spin gap to prevent Amy from just going Sonic’s path so it doesn’t really matter I was just giving my thoughts and plus it is used for GFZ2’s heart emblem.

Havent played Fang or Metal yet due to not having them unlocked. Yknow I find it kinda odd that Level Select is unlocked but that might be an oversight.

Well anyway yeah everything feels great Amy’s twirl seems kinda useless and bad rn I feel like just giving it the ability to be jumped out of would make it better but being able to steer it would be nice too… Everyone else’s abilities feel good and right.
pastel
pastel
The reason Amy's abilities are like that is because her hammer moves have a greatly extended hitbox (you can even grab rings with it), but I can see your point about the Hammer Twirl being too cumbersome to use. I'll be making a change to allow jumping out of it next patch.
Upvote 0
Honestly one of the best revamps of SRB2's physics to date. The controls feel more responsive and make platforming so much less of a hassle. If you could, can you add an options menu that lets you customize your move sets?
Upvote 0
This is a total upgrade! I love the amount of control you have and the character tweaks aren't overpowered. Amazing!
Upvote 0
the physics feel clunky
sonic feels unintuitive the "thok" is too slow the "drop dash" part feel like it should have been mapped to spin
tails feels stop and go
knuckles felt more clunky than usual
amy is a completely different character
metal is just old sonic w boost mode
and finally fang feels pretty good being able to shoot at any speed is nice
overall i severely disliked the addon despite the effort put in
Upvote 1
the mod seems to be like a classic sega official game i love the almost perfect momentum
Upvote 0
it is so fun launching myself into space with every character
Upvote 1
This is amazing, and since its hardcoded, you dont need to go through the trouble of searching for it through your addons folder.
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