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Sonic Lost World (PC / Wii U) Hacking & Resources

Discussion in 'Engineering & Reverse Engineering' started by Dario FF, Jan 1, 2015.

  1. Twilightzoney

    Twilightzoney

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    Oh, they actually didn't bother to code in mouth swapping for Normal Sonic, and just hid the other mouth mesh by the bone. But for Super Sonic they didn't bother to code anything to hide either mouth by bone. Even thought they use Generations Skeletons so putting them into Sonic Generations they work perfectly as intended. They just screwed it up. And they call for Sonic animations in the Super Sonic Files. Super Sonic uses Sonics animations for anything he doesn't already have animations for. Thats why his quills went downward. It was just pure laziness.
     
  2. Dark Sonic

    Dark Sonic

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    Correct me if I'm wrong, but didn't Sonic Colors do basically the same thing with Super Sonic sharing Sonic's animations, like with him standing? In that game though at least they bothered just swapping out the head to prevent those attempts at Sonic animation glitches like in Lost World.
     
  3. Twilightzoney

    Twilightzoney

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    If they did they probably set it up to ignore the quill bone rotations. But I think that he had his own set of animations in Colors to deal with that.
     
  4. Twilightzoney

    Twilightzoney

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    So it actually turns out that the .anm files define what function goes to what animation to call for. And Super Sonics .hkx files are identical files copied right from Sonic's animation files.

    [​IMG]

    And find out what makes the mouth swapping work in the game. They have new file type called Vis-Anim which controls what mouth shows up during the animation. Funnily enough they have one for Idle_R and Idle_L but they only set it up to show the right mouth to show up on both sides. Super Sonic has no Vis-Anim files so thats why no mouth disappears. I'm curious if we were to renamed the file and add it to Super Sonic if that would fix that issue honestly. I'm guessing the Idle_L and Idle_R Vis-Anim are for all the movement animations since they have them for the result animations for what mouth gets shown which we've seen the left mouth being shown off.
     
  5. Lanzer

    Lanzer

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    Wow, this is great! so how much do you guys think of this LW research can benefit Generations PC? I'm guessing by mounds considering that LW and SGPC share similarities.
     
  6. Paraxade

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    Not really at all honestly. If anything it's had the most benefit on Sonic 06/Colors modding, since they all use the same offset table format, which Dario and I cracked from looking at the Lost World files. That opens the door for a lot of Sonic 06/Colors mods, which led to this:

    http://youtu.be/R9VAxqYOKi4

    As far as Generations is concerned there isn't really anything in here that helps.
     
  7. Dark Sonic

    Dark Sonic

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    Oh jeez don't tell me Colors and Lost World were actually built off of 06. How strange that it's even connected to the Wisp games at all.
     
  8. Paraxade

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    No, probably more just a case of the same people developed the formats for both games. 06 and Colors both use U8 archives, but aside from that I don't think they have any formats in common; they just both have a bunch of formats that use the same kind of offset tables. 06 uses it for sets, paths, collision... Colors I'm not so sure about but I know it uses it in the .orc set files at least. Lost World uses it fairly commonly; it's in the .pac archives, for example, and still in .orc, as well as most of the new formats. We had a bit of an easier time analyzing it properly with Lost World since with a lot of 06 formats you need to ignore the first 0x20 bytes (the header), while in Lost World there isn't really any common header to worry about, so it was a bit more straightforward.

    It's funny that looking at a game from 2013 helped us figure out how to mod a game from 2006, but that's what happened. :P
     
  9. TheKazeblade

    TheKazeblade

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    That's pretty outstanding. What's the extent of information gained about Sonic '06 from this? Obviously a lot of it was showcased in the Emerald Coast mod, but in terms of what is known now, what kind of possibilities has this opened up for researching and modding Sonic '06? Does using the same types of file formats between Lost World's and '06 mean that Lost World's collision behavior with objects could be ported over to '06?

    I know '06 is far beyond saving, but what I'm getting at is, has this yielded discoveries that might be able to help "fix" '06 to an extent?
     
  10. Paraxade

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    They don't use the same formats. They just both have formats that have the same type of offset table. The formats for this stuff were mostly already cracked, but we didn't know how the offset table worked so it prevented us from generating new path/set/etc files. Now we do. It's not a ton of new knowledge, it's just one piece; albeit an important one we were missing before.

    Sonic 06 is never going to be "fixed" unless you've got the source code and a large team with a loooot of time on their hands.
     
  11. ICEknight

    ICEknight

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    First you'd have to fix Lost World. =P
     
  12. Lanzer

    Lanzer

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    Aww, thats a shame. Console modding doesn't interest me too much, its a cool concept but unlike a PC you have to have a modded console and its not very open or user friendly which leaves the amount of people who can do it down to a limited number.
     
  13. Lobotomy

    Lobotomy

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    Well I guess it's time to start using the cling-to-walls-unless-stopped-or-slow parkour system I made for Generations almost a year before Lost World was even announced.


    :3
     
  14. Dark Sonic

    Dark Sonic

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    So, question to which the answer is probably no. But would it be at all feasible to back port wisp powers to Sonic Generations, or if not that, Sonic Colors (and vice versa)? Obviously some wouldn't work like the rhythm one (but who would miss that), but Eagle in Colors or Hover in Generations could be kinda fun.
     
  15. Lobotomy

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    You'd need the source for both games to do that without spending months to years deconstructing the game. It's not as simple as injecting the resources.
     
  16. Dark Sonic

    Dark Sonic

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    Ah. You see I wasn't sure how that worked in Colors or Lost World, so I thought it could be theoretically possible. Then again if source editing was an option someone would have tweaked Classic Sonic significantly long ago.
     
  17. Paraxade

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    basically, you can port assets (models, textures, sounds, music, animations) and you can't port code (gimmicks, objects, physics behavior) without doing way too much work. most port projects you see just move large amounts of assets from one game to another.
     
  18. SuperSonicRider

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    Does Sonic Lost World have any models for other "typical" Modern Sonic gimmicks? (like, Springboards (Jump Ramps? I don't know exactly what to call them), Dash Rings, Rainbow Rings, stuff like that?) I still don't have the game yet, but in all the playthroughs & time attacks & whatnot I've seen, I just realized that those gimmicks are notably absent here. Unless I'm missing something terribly obvious?
     
  19. Azookara

    Azookara

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    IIRC there are no dash ramps, rainbow rings, etc. Maybe they were removed to give you more incentive to parkour or something?

    Really liked that this game had the old springs in it too.
     
  20. Paraxade

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    As far as unused content is concerned, there's a HUD texture that references Yacker, the wisp from Sonic Colors. There also seems to be assets for the Quake wisp, which is only in the 3DS version. (Would post a picture, but I don't have the model viewing stuff; maybe Dario can take one tomorrow.) Aside from that, we haven't seen anything, though I dunno that any of us have really looked.

    If you're interested in what object models it has though, these are all the models in the CommonObject pacs: