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Sonic Generations Hacking (and More!)

Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Jun 23, 2011.

  1. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Wrong.

    They're the crisis city platforms. :v:

    I can replace the models with the Unleashed platforms though. It's just that they're a bit different in how it handled floors from one game to the other.
     
  2. Azu

    Azu

    I must be stupid. Member
    I don't suppose anyone has 3D Ripper or 3DVia and a 32bit OS, do they? I would like for someone to rip SkySan' s level geometry if they can.
     
  3. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    I probably can but with no textures and a bunch of missing geometry models at the moment. (Stuff like leaves or some other not that important stuff) Classic or Modern?
     
  4. P3DR0

    P3DR0

    b0ss Member
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    SONIC INFINITY
    1- Flamethrowers from crisis city maybe? [2]
    2- Get that airship at the end of Modern's Rooftop Run and make it chase Sonic, just put some spikes in the way, I dunno.
    3- Lightdashable rings or rainbow rings, doesn't really matter. I think I liked what Commando Beta suggested on this one.
     
  5. Azu

    Azu

    I must be stupid. Member

    I would like both, but if you can't do both, then Classic.
     
  6. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Here you go. I didn't test them both in max yet but they should work in theory. They're 3DS files so anything will probably read them. It WILL take a while to load up though, since all the objects are split, so just be patient and make sure you got enough RAM.
     
  7. Azu

    Azu

    I must be stupid. Member
    Thanks a bunch!
     
  8. lagstarr

    lagstarr

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    Sonic Generations Multi-format RIPS, "Project Sandbox" Unity 3D
    So I have a Question Has anyone tried to get the Sonic Generations 3DS version files yet? I have started to try to get in to the .bin files contained in the .3DS Rom using 3DSExplorer but keep getting asked For a Key I am still working on finding the key, hopefully I can find it, but check it out so far

    [​IMG]

    [​IMG]

    but I am hopeful that the 3DS might use the same actual system files as the others once I am able to open the .bin files
     
  9. Lobotomy

    Lobotomy

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    Ooh, this was unexpected! I hope you can figure out the key issue.
     
  10. Sappharad

    Sappharad

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    He won't. I was going to reply yesterday, but I couldn't do it without insulting him.

    3DS rom dumps have not been decrypted. You won't find the data for any 3DS game out there.
     
  11. Lanzer

    Lanzer

    The saber calls for its master... Member
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    Living life.
    So its almost been a full year since the japanese release (Feburary 26th, March 25th EU and March 27th US) and nobody has made progress on 3DS hacking? Usually by now I would've heard about some minor hacking done.

    Maybe Nintendo is right in saying they nailed a way to defeat hackers and pirates. Or at least found a way to stall them longer then usual.
     
  12. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    No need to be mean, he's just asking if it was somehow possible. He's been doing lots of rips of the PC version of resources for SonicGLvl and was wondering if the 3DS version had anything else that might be interesting.

    Also, some interesting tidbit, <ObjectPhysics> nodes aren't hardcoded luckily(the ones which manage stuff like breakable boxes/pots/etc.). There's an xml in #SystemCommon.ar.00 called ObjectProduction. It holds the definitions of HP, damage, weight type, model files, rigid body containers of every single breakable object in the game. For them to be working and loaded, the Unleashed ones just need a fixed path(just a matter of replace all), replaced categories(Categories are the level slots for generations, while in Unleashed they're Mykonos, China, etc.), and well, hkx need to be recreated as well. It also needs an entry on the StageObject.sto.xml of the stages.

    I've tried porting a plant pot and it kinda worked, but I needed to rotate it for some weird reason 90 degrees, even if the original object data is from Unleashed. So yay for more engine incosistencies. Plus, the ceramic material doesn't work so it was all black.
     
  13. Chimera

    Chimera

    I'm not a furry. Tech Member
    1,272
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    Castlevania prettyness
    So I decided to do something different.

    http://www.youtube.com/watch?v=pEBItCl0BDU

    Discuss.
     
  14. Dark Sonic

    Dark Sonic

    Member
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    Working on my art!
    I approve, that's all I need to say.

    Maybe you can scatter the elemental shield monitors around the levels so they can be used in different ways to help with the platforming. Now if only the camera and spindash could be fixed.

    You know what I'm just going to throw this out there, any way we can get Omochao the fuck off the title card?
     
  15. Falk

    Falk

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    Haha, that's awesome. Camera needs to be zoomed out a little but it already looks playable as a proof of concept.
     
  16. Harmony Friends

    Harmony Friends

    it's the whole gang Oldbie
    claustrophobic camera aside that looks awesome. also I see you got the title card in there, awesome.
     
  17. Chris Highwind

    Chris Highwind

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    Fuck yeah, that's an awesome way to integrate Classic Sonic into Unleashed.

    imo, if SEGA did something like this for the Night stages instead of the Werehog, there wouldn't be that much complaining. I mean, it's pretty easy to say that instead of turning Sonic into a werehog every night, Eggman's plan to unleash Dark Gaia instead nerfed his speed at night. He couldn't boost, he couldn't use the homing attack, and he couldn't go as fast as he can in the daytime, but he can still go plenty fast. None of this beat-em-up crap, just give him a speed cap similar to Sonic 1 and throw him in stages with puzzles and platforming.

    EDIT: Also, fuck yeah, new title card.
     
  18. Chimera

    Chimera

    I'm not a furry. Tech Member
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    Castlevania prettyness
    Well.... Homing attack was a way to navigate in 3D space in Adventure, but was just abused in later games. Plus, the spindash is unusable at this point in time, so...
    Believe me, simply jumping on enemies in 3D space is kind of a chore. If you don't want to homing attack enemies, don't, but it's there to make your life easier. (And don't worry, I shortened the range quite a bit; just trying to see if I can increase his travel time for the jump dash...)


    *takes a bow*

    EDIT: Late to the party but...


    Well, what you JUST said wasn't insulting, so why couldn't you just say that? You don't always have to be a dick to somebody to get your point across...
     
  19. Sappharad

    Sappharad

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    You're probably right, but it would be nice if he would at least read the documentation on the tool he's using.
    Here is a more technical answer posted by the author of the tool:
    http://3dbrew.org/wiki/Talk:3DSExplorer#Extracting_Data_Files.3F
     
  20. Chimera

    Chimera

    I'm not a furry. Tech Member
    1,272
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    Castlevania prettyness
    Alright, challenge for tech members.

    A pressing problem we have is that the spindash, when used in 3D, crashes the game. Why is this? It's because the spindash is looking for a 2D plane, but said 2D plane doesn't exist. Therefore the game crashes. One would think simply entering a 2D area and then exiting would remedy the situation (because you actually can go into a 2D plane and then exit, then spindash in 3D), but the spindash sadly propels itself in the direction of the last 2D plane loaded into memory (IIRC). So, 3D spindashing is almost useless, and Classic's only forms of attack are those granted to him through the use of shields or skills, or simply jumping onto enemies but that can prove to be very awkward in 3D.

    So, the challenge I propose to you tech members who know anything about assembly language (and can possibly pick up x86 assembly syntax), is to use a program to disassemble the Sonic Generations executable (such as IDA pro, for example), and find out what controls the check for a 2D plane for Sonic, and change that to checking for the direction Sonic is facing, similar to how the jump dash and fire shield are handled.

    I realize this will be a daunting task and it may (rather, WILL) take a long time to actually happen, if it ever will. However, I have faith in the tech members of Retro, and I hope many of you can realize that a working 3D spindash will benefit the project DarioFF, TwilightZoney, and myself, are developing, as well as many future modifications in the future. And hey, who knows, maybe disassembling the executable and doing some tweaks will prove to reveal more about the game's inner workings and allow more customization! Certainly this would be a great thing, now wouldn't it?

    I hope you guys will at least take my proposal into consideration. Thanks.




    ...*ahem* as far as how the project's coming along, collision wise I'm roughly 25% of the way there. :S