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

#1531 User is offline Guess Who 

Posted 14 April 2012 - 01:40 AM

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View PostLobotomy, on 13 April 2012 - 11:53 PM, said:

View PostW.A.C., on 13 April 2012 - 11:17 PM, said:

additional programming could be done to add the other Wisps.

You have no way of knowing that. From what I can tell, that's looking pretty impossible.


Not only that, but he's right about Starlight Carnival and Asteroid Coaster - their gimmicks are pretty much impossible to recreate in Generations. The pathways in space that appear as you run? Gravity flipping? Giant spaceships warping in? The titular rollercoaster?

#1532 User is online Jason 

Posted 14 April 2012 - 08:49 AM

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I'm confused why it would be impossible to do these things. Forgive my lamency, but if someone else programmed it in another game, would imagine all it would take would be a competent programmer to decipher what is needed to make that particular event occur and recreate it within a modified Generations code. Why can this not happen?

#1533 User is offline Falk 

Posted 14 April 2012 - 09:01 AM

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Movesets are one thing, but all the things Guess Who are talking about very likely require changes to the fundamental framework of the game; probably even the level format.

#1534 User is online Dark Sonic 

Posted 14 April 2012 - 09:05 AM

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This isn't quite the Jesus miracle Dario's been treating us to, but here's this



Someone finally figured out how to slow down Shadow's running animation.

#1535 User is offline Dario FF 

Posted 14 April 2012 - 09:29 AM

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I rarely dabbled in ASM and never touched an EXE, so don't really expect me to even attempt to code in anything like that. I've just been sticking to cracking the file formats and writing tools for them. It's kinda amazing though how much this game can do without any code tampering though, but it could be a bit better regarding object definitions.

Only EXE hacks I would like to see are:
- Load files directly instead of using the CPKs. I'm not sure if this is even built in already! There's a work folder that was used in Unleashed for overriding files with the DLC, and I've seen reports of people sometimes crashing when there's some weird shit in the disk folder apart from the 3 Main cpks. This would likely be the best modification because it would reduce testing time to 0 instead of 2-3 minutes each time you modify something. Would also be bitchin' for mod distribution.

- Level Slot injection. Given they seem to use internal IDs, I'd imagine there's just a switch/case statement somewhere that checks the StageID and appends the level string(ghz, cpz). With the right definitions in the Archive XMLs, this would allow to put more levels in than replace the current ones.
This post has been edited by Dario FF: 14 April 2012 - 09:30 AM

#1536 User is offline Lanzer 

Posted 14 April 2012 - 09:52 AM

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If the code does start getting messed around with soon, one thing I would like to see is a way to add new level slots without replacing current ones. would be nice to have Dario's mod right next to generations stages, but I'm happy were we are atm.

View PostDark Sonic, on 14 April 2012 - 09:05 AM, said:

This isn't quite the Jesus miracle Dario's been treating us to, but here's this



Someone finally figured out how to slow down Shadow's running animation.


One thing thats really bugging me about this is why Shadows run animation doesn't change into his boost animation when he starts boosting. the others are just minor nitpicks like how hes still using some of sonic's animations. otherwise thats a great character mod, seems like these mods are finally starting to see some improvement.
This post has been edited by Lanzer: 14 April 2012 - 10:03 AM

#1537 User is offline Ayu Tsukimiya 

Posted 14 April 2012 - 12:30 PM

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So, now that animations are hack-able, will we be seeing Tails/Knuckles/Whoever becoming playable soon like Shadow?
This post has been edited by Ayu Tsukimiya: 14 April 2012 - 12:30 PM

#1538 User is online Dark Sonic 

Posted 14 April 2012 - 12:36 PM

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View PostAyu Tsukimiya, on 14 April 2012 - 12:30 PM, said:

So, now that animations are hack-able, will we be seeing Tails/Knuckles/Whoever becoming playable soon like Shadow?

Animations have always been hackable due to the havok engine I believe, just this time someone was arsed enough to fix the running animation to go at its proper speed. I imagine if someone wishes to take the time to do so other characters will be playable at some point

#1539 User is online Aerosol 

Posted 14 April 2012 - 12:38 PM

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I'm still such a fanboy of Shadow's running animation from SA2. It looked like he was attacking the ground with his skates, not just skimming along. I recognize that it looked kinda dumb, however. That said, he should atleast be skating faster while boosting. Add in some other tricks and that's just fine.

#1540 User is offline Drex 

Posted 14 April 2012 - 01:15 PM

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I honestly think that he should float like super sonic while boosting. He's shown that he's capable of doing this without the help of chaos emeralds so it'd fit him.

#1541 User is online JaxTH 

Posted 14 April 2012 - 01:17 PM

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View PostDrex, on 14 April 2012 - 01:15 PM, said:

I honestly think that he should float like super sonic while boosting. He's shown that he's capable of doing this without the help of chaos emeralds so it'd fit him.

He actually DOES float when he's boosting when you fight him.

#1542 User is offline Irixion 

Posted 14 April 2012 - 01:50 PM

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>Sonic fans complain about every character having identical gameplay and want the removal of other playable characters.

>Sonic fans hack in other characters into Sonic's gameplay.

wat.

#1543 User is offline Dario FF 

Posted 14 April 2012 - 01:55 PM

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Please don't turn this into conversation about Sonic Friends gameplay model swaps and how they play out.

Here, have some motobug instead. :v:


(Jim is gonna hate me for this)

Working on exporting and importing skeletons as well via my editor. I would like to work on some styled egg fighers for the respective stages. ;)

#1544 User is offline Thousand Pancake 

Posted 14 April 2012 - 01:58 PM

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View PostIrixion, on 14 April 2012 - 01:50 PM, said:

>Sonic fans complain about every character having identical gameplay and want the removal of other playable characters.
They didn't mean it like that! :v:
This post has been edited by Thousand Pancake: 14 April 2012 - 02:01 PM

#1545 User is offline DinnerSonic 

Posted 14 April 2012 - 03:48 PM

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Hearing people speak of theoretical ASM/EXE hacks, while remaking a lot of gimmicks from stages people want ported is probably too insane, isn't it plausible to, say, stick in a tiny hack that runs when Classic Sonic is in play and not in 2D mode that always sets the Spindash direction to equal to Classic Sonic's direction value in order to fix the 3D spindash issue?

As far as more advanced theories, I wonder if someone could hijack the shop code(after the player has bought everything in it or even 100%ed the game) and replace it with some sort of basic menu to toggle which level set to load, default, one mod(say, the Classic/Modern stage switch) or another(Unleashed level pack) replacing all the stage load destinations on the map.

Or maybe we'll get lucky and find some unfinished DLC code/menu left from Unleashed we could hijack.

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