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Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!

#391 User is offline DustArma 

Posted 20 November 2011 - 07:33 PM

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View Postsamourai23, on 20 November 2011 - 07:29 PM, said:

Trust me, I played it, and it works just perfectly.
Modern works in the clocktower spindash thing.
And he also can push stuff properly, I've been through it without a problem :eng101:


There's a barrel Classic can push down that destroys a few Egg Fighters in the way and clears an alternate path, I tried pushing it with Modern and the game crashed. :colbert:
This post has been edited by DustArma: 20 November 2011 - 07:33 PM

#392 User is offline samourai23 

Posted 20 November 2011 - 07:35 PM

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I don't know what barrel you're talking about, but I guess you're right :specialed:
I hope this will be fixable :/
This post has been edited by samourai23: 20 November 2011 - 07:35 PM

#393 User is offline RGamer2009 

Posted 21 November 2011 - 03:03 PM

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On the note of switching characters, have you tried switching the Sonic's for any of the bosses?

I think Classic versus the Egg Dragoon would be pretty interesting.

#394 User is offline Jason 

Posted 21 November 2011 - 04:55 PM

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Has anyone figured out how to "turn off" the HUD and character models? I would dig some 1080p anti-aliased wallpaper fodder.

#395 User is offline Herm the Germ 

Posted 21 November 2011 - 08:39 PM

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My easiest bet would be to edit all the HUD-textures to be entirely transparent as that's the safest way that, from what I understand, would not render the game a crashing mess.

#396 User is offline Vinsent 

Posted 21 November 2011 - 09:42 PM

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View PostJason, on 21 November 2011 - 04:55 PM, said:

Has anyone figured out how to "turn off" the HUD and character models? I would dig some 1080p anti-aliased wallpaper fodder.

I think I remember a few people saying somewhere that you can remove the HUD by forcing Anti-aliasing.

#397 User is online JaxTH 

Posted 22 November 2011 - 01:28 PM

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View PostRGamer2009, on 21 November 2011 - 03:03 PM, said:

I think Classic versus the Egg Dragoon would be pretty interesting.

Wouldn't the game crash on the diving part?

#398 User is offline samourai23 

Posted 23 November 2011 - 04:01 PM

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Hey guys, I tried to change both Modern Sonic's and Super Sonic's speed by changing these lines :


<MaxVelocityBasis>80</MaxVelocityBasis> Changes Modern Sonic's speed

<MaxVelocityBasisSps>110</MaxVelocityBasisSps> Should Change Super's speed

<MaxVelocityFinalMax>145</MaxVelocityFinalMax> Seems to limit the Max speed...

I still don't understand how the Boost's factor works...

But about Sonic's and SS's speed, something weird happens, if I set Sonic's speed to any value, Sonic will run to that value, but if I set SS's speed to any other value, he will still run at the Sonic's speed value...... It seems it can't be seperated..

If anybody knows how the hell this works, it'd be nice to tell :)

Also, Classic Super Sonic's jump while in 3D sections (thanks to DarioFF ^^ ) has increased a LOT (like he jumps twice higher than he should), but that is really weird since I didn't change anything about Super Sonic's jump, I don't even know how to do it... So if anybody can help on this too, I'd be greatful ! :)

#399 User is offline Dario FF 

Posted 23 November 2011 - 04:45 PM

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View Postsamourai23, on 23 November 2011 - 04:01 PM, said:

Also, Classic Super Sonic's jump while in 3D sections (thanks to DarioFF ^^ ) has increased a LOT (like he jumps twice higher than he should), but that is really weird since I didn't change anything about Super Sonic's jump, I don't even know how to do it... So if anybody can help on this too, I'd be greatful ! :)


I tried changing a few of those, and while sonic's max speed can increase in super form, it seems there's still a lot of speed caps around to limit it. It really starts showing how some of the slopes or stuff have max speed limits of their own somehow. :v: Or maybe there's just more variables to edit there.

And I'd attribute the uber high jump that he just ain't coded specifically for that XML file, so I would expect glitchy stuff to happen.

(Also goodbye at your 20 posts. :( )

#400 User is offline Azu 

Posted 24 November 2011 - 10:08 AM

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I'm just curious as to how the script is coming along.

#401 User is offline flarn2006 

Posted 24 November 2011 - 03:03 PM

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Wouldn't releasing this much content be illegal? I mean, this game is still being sold, unlike the Genesis games. Not that I have any problem with you releasing anything; I'm just wondering.

#402 User is offline Guess Who 

Posted 24 November 2011 - 03:09 PM

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Big difference. Wen a ROM hack is released, you're usually downloading a complete, playable game. This kind of modding requires your own copy of the game - the mods alone are useless, so there's no damage being done to sales.

#403 User is online Master Emerald 

Posted 24 November 2011 - 05:16 PM

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So, well, I guess there isn't any way to dump the 3DS rom to get the songs :(. Because the rips we got have low bass compared to the aax files (compare the start of the end credits medley ripped by the earphone jack and the aax ending credits from the 360/PS3/PC).
This post has been edited by Master Emerald: 24 November 2011 - 05:17 PM

#404 User is offline CesspoolofHatred 

Posted 24 November 2011 - 06:22 PM

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View PostMaster Emerald, on 24 November 2011 - 05:16 PM, said:

So, well, I guess there isn't any way to dump the 3DS rom to get the songs :(. Because the rips we got have low bass compared to the aax files (compare the start of the end credits medley ripped by the earphone jack and the aax ending credits from the 360/PS3/PC).

Next Retro Project: Creating the 3DS dumping scene by dumping Sonic Generations 3DS to get the ripped songs.

I have faith in you, guys.

#405 User is offline Lanzer 

Posted 24 November 2011 - 06:59 PM

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View PostCesspoolofHatred, on 24 November 2011 - 06:22 PM, said:

View PostMaster Emerald, on 24 November 2011 - 05:16 PM, said:

So, well, I guess there isn't any way to dump the 3DS rom to get the songs :(. Because the rips we got have low bass compared to the aax files (compare the start of the end credits medley ripped by the earphone jack and the aax ending credits from the 360/PS3/PC).

Next Retro Project: Creating the 3DS dumping scene by dumping Sonic Generations 3DS to get the ripped songs.

I have faith in you, guys.


^This, seriously! I know the 3DS is virtually unhackable and the flashcart scene hasn't broke the secret code to make 3DS flashcarts work yet but this shouldn't stop the rom dumpers.

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