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

#1651 User is offline iGamr 

Posted 29 April 2012 - 01:03 PM

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View PostDustArma, on 29 April 2012 - 12:13 PM, said:

View PostiGamr, on 29 April 2012 - 11:56 AM, said:

View PostLanzer, on 29 April 2012 - 08:55 AM, said:

From the man who brought us Prof. Pickle in Unleashed and the Pele the beloved dog series comes:

http://www.youtube.c...h?v=5XfGpezwZtI

2006 level porting! He said he would be doing more tweaking to the level later on but its a start.


My mouth was literally hanging open as I watched that... I can't believe that even worked as well as it did!

This actually makes me wonder something... which do you guys think is easier? Adding in custom scripts to an 06 stage or fixing scripts on Unleashed stages?


Porting 06 stages implies recreating everything that is not level geometry, on top of that you have to create the lighting from scratch as 06 used dynamic shadows for everything.


You'll have to forgive me for not knowing this, as I'm not too familiar with the mechanics of Sonic 06, but how many things (besides tidying up some running-on-things scripts, switches, and enemy/spring placement) would be required to make these levels playable? From what I HAVE seen, the levels never had anything too complex, whereas Sonic Unleashed has a lot of scripts and such that might be harder to recreate, but it's not all being done from scratch after porting over a simple level geometry layout.

Also, nice work so far on the file loader; that sounds like it might end up as one of the most useful things for Generations modding yet! (Aside from the level editor that Dario is working on, of course.)

EDIT: Um... oops, new page? (I don't know why I keep seeing people comment on making a new page; is that just a Sonic Retro tradition?)
This post has been edited by iGamr: 29 April 2012 - 01:04 PM

#1652 User is offline DustArma 

Posted 29 April 2012 - 01:37 PM

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View PostiGamr, on 29 April 2012 - 01:03 PM, said:

View PostDustArma, on 29 April 2012 - 12:13 PM, said:

View PostiGamr, on 29 April 2012 - 11:56 AM, said:

View PostLanzer, on 29 April 2012 - 08:55 AM, said:

From the man who brought us Prof. Pickle in Unleashed and the Pele the beloved dog series comes:

http://www.youtube.c...h?v=5XfGpezwZtI

2006 level porting! He said he would be doing more tweaking to the level later on but its a start.


My mouth was literally hanging open as I watched that... I can't believe that even worked as well as it did!

This actually makes me wonder something... which do you guys think is easier? Adding in custom scripts to an 06 stage or fixing scripts on Unleashed stages?


Porting 06 stages implies recreating everything that is not level geometry, on top of that you have to create the lighting from scratch as 06 used dynamic shadows for everything.


You'll have to forgive me for not knowing this, as I'm not too familiar with the mechanics of Sonic 06, but how many things (besides tidying up some running-on-things scripts, switches, and enemy/spring placement) would be required to make these levels playable? From what I HAVE seen, the levels never had anything too complex, whereas Sonic Unleashed has a lot of scripts and such that might be harder to recreate, but it's not all being done from scratch after porting over a simple level geometry layout.

Also, nice work so far on the file loader; that sounds like it might end up as one of the most useful things for Generations modding yet! (Aside from the level editor that Dario is working on, of course.)

EDIT: Um... oops, new page? (I don't know why I keep seeing people comment on making a new page; is that just a Sonic Retro tradition?)


Sonic 06 levels have a lot of scripting, Aquatic Base comes to mind, Unleashed level scripting can be ported for the most part but 06 has to be recreated from scratch, each one of the levels also has their own separate sections that would require merging into a single continuous level, meaning you would need to create whole new geometry to bridge the parts together and scrap those that require using different characters as 06 often does.
This post has been edited by DustArma: 29 April 2012 - 01:38 PM

#1653 User is online Overlord 

Posted 29 April 2012 - 01:59 PM

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To be honest, you're still likely gonna have a better experience putting the 06 levels in Generations than faffing about with scripting - the Generations engine isn't fundamentally broken, for a start. =P

#1654 User is offline Lobotomy 

Posted 29 April 2012 - 02:18 PM

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View PostLanzer, on 28 April 2012 - 08:35 PM, said:

Just thought I'd stop in and share what were talking about at SSMB:


Someone has restored the original rank animations from the demo.



I know it's been said before, but the S Rank animation for Classic looks like he's furiously masturbating.
This post has been edited by Lobotomy: 29 April 2012 - 02:19 PM

#1655 User is offline Korama 

Posted 29 April 2012 - 07:11 PM

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View PostMainMemory, on 29 April 2012 - 12:27 PM, said:

Okay so I updated Generations Archive Editor, fixed the icon bug (hopefully), and at Chimera's request, made it save ar.00 files as a single file, regardless of size, and made it ignore split files when generating arl files.

This may cause an issue if you open a split file, save it, and open it again, as it will read the combined file and the leftover split files, leading to duplicate files. Not sure how to handle that without completely disabling support for loading split files.


Nice! It'd be great if the game would look for a single .ar file first, before looking for split .00 etc. But I guess we aren't so lucky.

#1656 User is offline JaxTH 

Posted 29 April 2012 - 08:37 PM

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Not even Generations can save the last loop in Wave Ocean...

#1657 User is offline Candescence 

Posted 29 April 2012 - 09:45 PM

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That last loop needs a spline path of some kind, methinks, to actually work with Generations. That loop could probably be easily done in SonicGDK, since the camera rotates around with you and stays behind the back, making it much easier to clear manually.

#1658 User is offline DustArma 

Posted 29 April 2012 - 11:49 PM

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View PostCandescence, on 29 April 2012 - 09:45 PM, said:

That last loop needs a spline path of some kind, methinks, to actually work with Generations. That loop could probably be easily done in SonicGDK, since the camera rotates around with you and stays behind the back, making it much easier to clear manually.


Yup, either a camera path that follows Sonic behind the back permanently at the same angle or a 2D spline path should do the trick.
This post has been edited by DustArma: 29 April 2012 - 11:50 PM

#1659 User is offline Dario FF 

Posted 30 April 2012 - 02:05 PM

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I'm working on a HKX converter for 360 files, since the only difference to the PC is the endianness. It's an OOP format, and it's freaking, freaking hard. But I've got this so far for Windmill Isle Act 2.

Posted Image
Posted Image
Posted Image

I still got some bugs to work out and add some support for a kind of "type library" since files like skeletons and animations just prune out those types and use the defaults. The problem is I've got no defaults so I should builds something like it with a database. This should hopefully work for any Havok file in the Xbox 360 format.

#1660 User is offline Aerosol 

Posted 30 April 2012 - 02:07 PM

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What happened to that other guy hacking the HKX files?

#1661 User is offline Dario FF 

Posted 30 April 2012 - 02:12 PM

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He says it was too hard due to having to figure out many specific cases. So I went for another approach, which is using the data in the file directly to know how to do it properly. :v:

#1662 User is offline Aerosol 

Posted 30 April 2012 - 02:14 PM

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Well godspeed to you sir. How sure are you that the only difference is the endianness?

#1663 User is offline Dario FF 

Posted 30 April 2012 - 04:02 PM

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View PostAerosolSP, on 30 April 2012 - 02:14 PM, said:

Well godspeed to you sir. How sure are you that the only difference is the endianness?

Just enough I guess.

Some random NPC from Windmill Isle. :)


This post has been edited by Dario FF: 30 April 2012 - 04:53 PM

#1664 User is offline Falk 

Posted 30 April 2012 - 04:56 PM

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I find it amusing that there's collision slightly off the planes in parts of the 2D sections.

edit: wait, for interaction with breakable objects/badnik destruction debris I guess.
This post has been edited by Falk: 30 April 2012 - 04:56 PM

#1665 User is offline iGamr 

Posted 30 April 2012 - 05:04 PM

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View PostDario FF, on 30 April 2012 - 04:02 PM, said:

View PostAerosolSP, on 30 April 2012 - 02:14 PM, said:

Well godspeed to you sir. How sure are you that the only difference is the endianness?

Just enough I guess.

Some random NPC from Windmill Isle. :)




Wait, does that second video mean that you could theoretically port Sonic's drift animation to Sonic Generations? I remember seeing a video from TwilightZoney regarding something similar, but I'm pretty sure he said that was a custom animation.

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