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Sonic Forces (PC/PS4/XB1/Switch) Hacking & Resources

Discussion in 'Engineering & Reverse Engineering' started by Dario FF, Nov 7, 2017.

  1. Shaddy the guy

    Shaddy the guy

    Professional Internet asshole Member
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    I think the way it works is that the scripts for most games are written in Japan first, then localised by Pontac and Graff, then animated by JP to the English dialogue, then dubbed over in Japanese. Excluding Lost World, pretty sure the main series has always had it's script made in Japan first, and even then I don't think Pontaff wrote that game on their own.

    **Since Unleashed, that is. In everything from 06 back it was written in JP and dubbed in English, only the CG was synced to English dialogue usually, which is even more confusing
     
  2. Windii

    Windii

    Robot Stonks Riser Member
    The whole "English>Japanese>English" script debacle with SA2 is not real and never was. The mere idea of that myth being true is straight up insane when you think about it. Maekawa Shiro is a Japanese man. There is a very high chance he doesn't know a lick of English, yet we are led to believe SA2 was written in English first anyway? Why are the cutscenes lip-synced and animated to the Japanese dialogue and inflection then? Why can we see Japanese dialogue from the game on Maekawa's storyboards? In short, it's crazy.

    This is not the most appropriate topic for this stuff, but I had to get this out of the way. I'm just tired of that rumor being thrown around like it's a fact to this day, especially when no one could ever back it up.
     
  3. SHowin

    SHowin

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    First time posting on this site. Been lurking for years and I'm finally trying to be a member!

    Anyways, I made a mod for Sonic Forces that I'd like to show you guys and see what you think.

    It's a mod that aims to improve Classic Sonic's gameplay in forces. It changes various things.

    Here's a video! (Sorry for not embedding it I'm somehow too stupid to figure that out)

    Here's the gamebanana link!

    First of all the mod changes the level design to remove all the dashpads (aside a few that I thought were fine to keep) and generally improve the flow. For example, I removed the auto scrolling section from Iron Fortress. There are other more minor changes to Sonic's graphical appearance that I personally think look better.

    It also tries to hopefully improve upon Classic Sonic's physics and make him more enjoyable to play. Everyone might not like all the changes or feel that they changes are too big so there're multiple versions of the mod. It's recommended that you try them all to figure out which one you like the best. Said versions include.

    • Greatly Raised Speed Cap - Sonic will go much faster but not as fast as he would without a speed cap. This version is showcased in the video.
    • Moderately Raised Speed Cap - This one aims to strike a balance between the "Greatly Raised" and "Slightly Raised" speed caps. Not too fast but not too slow either.
    • Slightly Raised Speed Cap - This one only raises the speed cap just enough so Sonic can get up certain slopes without spin dashing.
    • Original Speed Cap - For those who feel that the "raised speed cap" versions accelerate too quickly and prefer the original speed.
    • No Speed Cap - Sonic no longer has a speed cap of any kind. This results in many issues and bugs but its fun to play around with.

    There are other optional variants such as one that doesn't include any graphical changes and one that comes packed with CFR's Modern Sonic Physics tweaks. (with permission of course)

    I also plan to make a music mod (for the classic stages) featuring remixes from Lil Boulder and various other sources. I've gotten a lot of requests to do that for some reason. If I'm being honest I actually like the Classic songs quite a bit. They feel right at home with genesis for me.
     
  4. Lanzer

    Lanzer

    The saber calls for its master... Member
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    Living life.
    This popped up on my youtube recommendations:

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

    Seems someone out there cracked the code and found a way for custom collision. we really got to start inviting fresher blood here...

    Also wut?

    http://www.youtube.com/watch?v=Cmrs7wye2WI
     
  5. Skyth

    Skyth

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    Yeah, I did. I plan to release the tools by the end of this weekend.
     
  6. Lanzer

    Lanzer

    The saber calls for its master... Member
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    Living life.
    Neat! Good to have you here, looking forward to your release.
     
  7. Skyth

    Skyth

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    Now custom collision is a possibility.

    Get the tools here.

    You can convert .anm.hkx, .skl.hkx, and .phy.hkx to Sonic Forces format.
    However, it doesn't do backporting yet. If you want to rip animations and skeletons, use my previously released ripper.

    EDIT: Updated the link.
    EDIT: Backporting is possible now.
     
  8. Herm the Germ

    Herm the Germ

    Hmm, not bad. Well done, doctor! Member
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    MIDI-to-SMPS-conversions, mostly. Takin' requests, too.
    Man, if all the other cutscene assets are also in the game, imagine how much the game's filesize could be decreased by having the game rendering all the cutscenes, thus rendering (pun intended) the pre-renders obsolete. :v:
     
  9. Sonikko

    Sonikko

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    On this matter, I've been wondering... Is it possible to delete all the pre-rendered videos from the archives? I haven't played the game in a long while, but I don't feel like uninstalling it. I'd like to trim the file-size as much as possible though!
     
  10. Dark Sonic

    Dark Sonic

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    Working on my art!
    http://www.youtube.com/watch?v=NHJZrvLhzsQ

    Interesting mod here (well beyond the Sonic R model). Instead of getting boost via wisps you get boost from rings, like in Generations and Unleashed.
     
  11. Windii

    Windii

    Robot Stonks Riser Member
    This seems to be the most appropriate topic to post this in. A Sonic Forces retranslation mod is now in the works.

    Obviously it's still not complete, since only the text for Shadow Story has been implemented so far, but we're getting there. Yes, I'm aiming to retranslate the entire story content from the game (which probably means I may have also done all the unused stuff that no player will get to hear in the game normally. Shame).

    I'm going to later post the scripts to my Pastebin, for those who don't want to play.
     
  12. Skyth

    Skyth

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    I've found debug leftovers in game executable which contains the format structure of every RFL file, as well as set object parameters. With this info, every RFL and set object type is now cracked with proper names!

    I've generated 010 Editor binary templates (.bt) for RFL files. You can get them here.
    String editing is currently not supported.

    As for set object types, Radfordhound will be fixing the XML templates that I created, and add proper descriptions to them. He will put everything in his level editor, HedgeEdit.

    However, you can still have them if you want.
     
  13. CornflakeRush

    CornflakeRush

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    That's awesome! Maybe now we can finally see the devs' notes on what does what in the physics files. Great work.
     
  14. Aerosol

    Aerosol

    Not here. Moderator
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    Not where I want to be.
    Sonic (?): Coming summer of 2055...?
    Is there any real benefit to modding Forces rather than Generations?
     
  15. CornflakeRush

    CornflakeRush

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    If you ask me having the Avatar and 3D/2D platforming that's possibly... theoretically... MAYBE a bit more compatible "out of the box" with the tighter platforming in levels like those from '06 make it worth pursuing, but then again I'm speaking as someone who's not facing hours of coding to create the tools to allow this modding in the first place!

    For me personally, I wanted to make my Modern Sonic Physics Tweaks mod to try and help bring Forces closer to its full potential - I remember having a lot to complain about after I finished my first playthrough but something about it made me want to stick around, join Sonic Retro and get involved in whatever way I could to try and improve the game! The power of modding lets you take a game and change it in a way that others might enjoy, and I think Forces has definitely benefited greatly from that with all the Avatar Parts, physics fixes/adjustments, playermodels and now levels people have already made and converted.

    Granted I can't point to a specific feature that separates Forces from Gens outside of the Avatar, but that's just my thoughts! :P
     
  16. Caped Baldy

    Caped Baldy

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    I'm getting "invalid dds file" error when I try to modify texture files from the .pac files in paint.net and gimp.
     
  17. CornflakeRush

    CornflakeRush

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    Try making a copy of them, renaming the file extension of the duplicates to ".dds2", then import those resulting "<texture>.dds2" files into Paint.NET.

    As for renaming file extensions, I'm sure there's plenty of ways to do it but the easiest for me is to navigate to the folder in something like 7Zip or WinRAR and rename them from there.
     
  18. Caped Baldy

    Caped Baldy

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    Yeeeah, that didn't work at all. Won't even recognize the files. I even tried forcing it to open using "open with", and it couldn't be opened.
     
  19. Skyth

    Skyth

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    Do you even have the plugins?
     
  20. Caped Baldy

    Caped Baldy

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    Frack, guess I missed that step. Back then when I wanted to mod Generations, my PC wasn't compatible with paint.NET, so I had to use gimp. Thanks man.