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 pickrphys-windows.zipif you're on Windows andrphys-android.apkif 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:
Relevant features from upstream SRB2:
- 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
Extra:
- Fixed music change crash (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2043)
- Fixed performance issues and crash when compiling with LTO: (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2050)
- More lua optimisations (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2024)
- Intermission joining ported from Kart (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2019)
- Fixed interpolation messing up the netcode (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2046)
- Hitbox renderer:
renderhitbox 1in console (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/1838/)- Some miscellaneous fixes
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
puresonicconsole 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
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- 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.
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- 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:
- Multiplayer emblems (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/1756)
- Allow saving in modified games (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/1749
- gamedatas converted by rphys will have a
.revextension to avoid corrupting vanilla 2.2.11 gamedata
- Lua optimisations (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2017)
- More colors (https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2027)
- Also updated the vanilla cast's colours
- 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:
Coming in the future: overhauls to Amy and Metal Sonic, as well something to replace the current "ability use on springs" thing
- 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
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.
My mod is being harassed by virus scanners so here's a small bonus update just to shake the exe around internally enough to where it hopefully stops triggering false positives.
- Allowed the Flame Shield to bust walls like in Sonic 3
- Fixed the Attraction homing attack not working when used from spring spark
- Merged in some stuff planned for 2.2.11
Thanks to everyone who sent me bug reports. Here's a hotfix for v4:
- Fixed nights bumpers facing the wrong direction
- Metal Sonic's abilities are now more powerful when super
- Fixed the Razor Spin not scaling down underwater
- Super transormation moved to the
FIREbutton
- I wasn't going to port this from Reveries, but then I realised Fang literally couldn't turn super because the gun has priority over super transformation
- Reduced air turning potency by 10%
- Fixed the new Whirlwind passive incorrectly applying to Mario's cape
- Increased super form acceleration a bit
- Purged some unused code
- Fixed several issues with 2d mode
- Added rphys contributors to the ingame credits
- Made credits always able to be skipped
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Amy changes:
Metal changes:
- Spiral hover entirely cancels downwards momentum, but has a time limit of around 4 seconds
- Hammer jump now boosts speed upon use
- Fast fall falls faster
Tails changes:
- Rush Thruster replaced with Razor Spin, a midair spindash which aims upwards. It has the same charge time as the rphys ground spindash, but the speed you gain will be vertical rather than horizontal.
- Dash mode counter will increase while you're charging
- Initiating the Razor Spin causes a small shockwave which can damage nearby enemies
- Dash mode gains speed more quickly
- Fixed roll not breaking walls
Sonic changes:
- Replaced the descend button with a Sonic 3 AIR style flight cancel
- Fixed a frame perfect flight timer exploit
Physics changes:
- Trick Spin has smoother scaling and diminishing returns at high speeds
Other fixes:
- Made friction scaling actually work. You literally couldn't move at smaller scales before.
- Rolling control has been reworked
- Gravity scaling relies on spring spark instead of player state
- Changed friction calculations to be more compatible with custom characters. You can now play as Luigi.
- Steam jets give a small amount of spring spark
- Mario's cape jump won't send him directly to the moon anymore
- Diagonal springs should work a bit better
- Added some optimisations to improve game performance
- Score chains while rolling are possible for the first time since 1.09.4
- A few minor things I forgot about
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There were a few major bugs in v2 (and maybe some banana peels) so I've removed them. Here's a changelog:
- Corrected an error in the friction calculations which made everything far more slippery than intended
- Fixed a few level gimmicks not launching you high enough
- Fixed conveyor belts, currents, and polyobject pushers being way too strong
- Mario will no longer cause a massive explosion of lua warnings when loaded
- Amy tweaks:
- Hammer jump now requires you to keep holding spin to activate
- Fixed the cyclone hammer not bouncing off enemies
- Extra momentum will make the hammer jump a bit stronger
- Metal Sonic tweaks:
- If you're still holding jump, Rush Thruster will not cancel
- Reduced the minimum time to cancel Rush Thruster
- Fixed 2d mode still using v1's movement
- Some other stuff I forgot about
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(ignore the spin trail, the green screen messed with it)
For some reason I decided to turn this throwaway experiment I made in 2 days into an actual mod. Many things have been changed and added, some features new and others ported from reveries. Here's the list:
Entirely rewritten acceleration, friction, and slope physics:
Added spring spark mechanic:
- Acceleration, friction, and slope physics are all linear rather than multiplicative
- Ice increases acceleration but reduces ability to turn and brake
- v1's slope modifications have been improved upon
- The player will come to a more natural stop on the ground
- Control in general should be much better with most of the jank eliminated
There is now only one exe, featuring a new uncapped implementation by Eidolon & Sal
- For a limited time after hitting a spring, allow ability use in air regardless of jump state (signified by a sparkle trail)
- Horizontal spring enable this too if you run off a ledge quickly enough
Sonic ability Trick Spin imported from reveries with some changes:
- If you prefer playing without interpolation, just type
fpscap 35in the console to disable it.
Tails flight timer increased, Sonic 3 style flight speed mechanic added
- Is now the primary ability
- Upon use, enter a drop dash with 4 functions:
- Release the jump button midair for a speed boost
- Keep holding the jump button until you land to gain a larger speed boost
- Collide with a wall to spin up the wall
- If in range of an enemy, automatically activate an instashield with an expanded hitbox
- After spinning up a wall, you'll get a short spring spark period to use the ability again
Knuckles glide control increased
Amy has two new features:
Fang may now shoot in the air
- New primary ability (cyclone hammer)
- Hold jump to reduce fall speed at the cost of control
- If you also hold spin, fall speed will increase instead
- Added a hammer jump onto running ground hammer
- The new acceleration physics make having to build up run speed an actual thing
Metal Sonic's moveset was entirely revamped:
- Also added the shooting/cork mechanics from reveries
Various custom character compatibility fixes
- Primary ability: Rush Thruster (from reveries)
- Rockets forward at a high speed, but trajectory is fixed for the duration
- If you hit a wall, you'll rebound off it
- Ground spin ability trio: Dash Charge / Quick Roll / Speed Booster
- If you hold spin at a standstill, you'll begin charging power to enter dashmode
- Press spin while moving or release the charge early to perform a rolling attack
- In dashmode, hold spin to boost acceleration and top speed
Minecarts jump higher so ACZ2 is possible to complete
GFZ2's spring chain works again
You can speed up by holding forwards on water slides
Several minor changes I won't bother listing