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Sonic Generations Hacking (and More!)

Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Jun 23, 2011.

  1. KingOfBunnies

    KingOfBunnies

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    So, like, over a year ago, JonTron tweeted that he was able to try out Sonic Generations on the Oculus Rift. I don't have a link, but it got me thinking. Is it possible to play Sonic Generations with the Oculus Rift? If so, how would you go about doing that?
     
  2. DinnerSonic

    DinnerSonic

    Never Posting Since 2004! Member
    First, there's a few apps out there(Heck, I think Steam has an official solution even) that let you play 2D and 3D side by side games on a virtual screen, the latter would apply to Generations already, while others have unofficial 3D support. I've not been able to do it myself, but 3D TV type games should look better on a VR headset than with glasses since it separates the eye screens better, I believe.

    But, no, you want to really get in the game, I assume. There's a few injectors out there that can let you play in real VR style. Vireio is free, while Tridef and VorpX cost money. Though, I'm not sure which are up to date or out of date, what with actual consumer models finally trickling out, but Generations seems to work with at least some of them judging by old videos, and with modern VR headtracking you're sure to only get somewhat sick during high speed modern levels! On a related note, I saw Sonic and All Stars Racing Transformed on one of those VR injector compatability lists in a quick Google Search.

    Hopefully people who know more will say which of those programs is the best, but maybe this'll help out some?
     
  3. Amnimator

    Amnimator

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    Wouldn't work well in VR. Built in 3D isn't exactly shaped for it so it seems at least a good portion of the screen would be cut off. Pop in is also kind of agressive which becomes more apparent with the injectors. Speaking of the injectors, their headtracking is typically to convert the movement of the headset to mouse movement. This is horrible since 1. It would only work for games that use the mouse for camera movement and 2. There is no positional tracking and limited rotational tracking (yaw, pitch, no roll) so it could be pretty nausea inducing. We can try to mitigate these issues using both an injector as well as mods. Do things like increase the fov within the game itself, change the camera, things like this and that. In the end it seems it would only work good if you stay stationary through the whole time. That doesn't seem likely as people who tried this compare it as flying through hyperspace then being tossed to your computer's seat when your done :P

    Also, Unleashed Project seems to have an issue with the game's side-by-side 3D feature. Some stages have random textures stay stuck on the screen, like Adabat having a splash texture right in the middle. Nvidia's 3DTV Play fixes this issue, but I'd prefer to stay away from it as resolution isn't flexible (720p 60fps or 1080p 24fps only), the software being $40, and it being an unpolished hack of sorts to force 3D.
     
  4. Falk

    Falk

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    Feel like that's a fast track (ehehe) to nausea. VR has a very specific FOV/framing/etc. Having the FOV change every time you so much as boost would be a cool effect... for about three seconds.

    3D isn't VR. Most 3DS games would be terrible in VR.
     
  5. Dude

    Dude

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    Random VR/AR trash
    If you were willing to re-design the camera layouts and object layouts you could make the game play like Lucky's Tale but faster. That would be a pretty huge project though. Like others have said you'd need to lock the FOV and get the framerate up to 90fps. I imagine you'd also need a comfort cage to break the visual motion cues by the periphery.

    I really would like to see a VR Sonic game, but Generations probably isn't the best platform to start from.
     
  6. KingOfBunnies

    KingOfBunnies

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    Having a problem again when I boot up the game. Sometimes when I get to the hub world, the game runs at 35 frames per second. In the hub world and normal levels. But, sometimes, if I close it and reopen it, if I do that a few times, the game runs properly at 60 FPS. I talked to someone at Geek Squad what the problem could be, and they said since my graphics card could run it faster than 60 FPS, to try and find a way to set the frame rate to 99 or unlimited. Is there a way to do this? Since it's not in the configure menu on Steam.
     
  7. Jason

    Jason

    *Results not lab tested. Member
    Some cool person added GIA to my old Titanic Timber mod.
    http://youtu.be/uH0P02Ve2a4
     
  8. Venom Snake

    Venom Snake

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    Sorry for bumping the thread a bit, but I finally figured out how to get the game to properly display on non-16:9 displays.
    Just use the simple tool known as Widescreen Fixer.
    If you have it set on Sonic Generations, put the scaling to automatic, press * while in game, and then it should scale to your resolution. The only problem is the hud will not scale, and enabling the HUD scaling option within Widescreen Fixer will cause the game to crash (at least on a 1280x1024 display, idk if it works with other resolutions). Fortunately most HUD removing mods will work with this.

    There's about 5 or so pictures in here with the fix on.
     
  9. Violet

    Violet

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    I'm out of the modding scene for quite a few years and was wondering
    is it still required to have 3DS Max 2010 > 2011 to export collision and all that fancy stuff?

    If so, any way to grab a legal copy of that on their page?
    IIRC you can't get any old version from autodesk anymore.
     
  10. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Anyone interested in experimenting with new tools for custom stages should check out this post.
     
  11. Crimson

    Crimson

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    Sonic Generations 3ds Project
    Ok, so I'm having a bit of a problem regarding objects with alpha channels... So, in 3ds max, everything shows up the way I want it to, but in game... [​IMG] this happens... the stuff that should be in the backround, appears in the foreground instead... I've tried putting either @boolean or @transparent at the end of the material name, but neither made a difference... if anyone knows what causes this and how to fix it... please let me know.
     


  12. Finally got some motivation to do some work on Windy Valley, and here's a new release. Only after 3 years.
     
  13. Lanzer

    Lanzer

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    Wow, thought that was all but dead. awesome work!

    Now we need a few more projects to come back from the grave.
     
  14. Dark Sonic

    Dark Sonic

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    Working on my art!
    http://www.youtube.com/watch?v=KUdd9nq8DX8

    Looks like we finally have Eggmanland in Generations
     
  15. Lanzer

    Lanzer

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    Refresh my memory: why haven't we seen Eggmanland until now?
     
  16. Dark Sonic

    Dark Sonic

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    Incompatibility with the werehog sections, no one knew what to do with them.
     
  17. Lanzer

    Lanzer

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    I see, so what did this guy do to fix that issue?
     
  18. Dark Sonic

    Dark Sonic

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    Working on my art!
    He created a couple work-arounds and just did his own layouts for those sections to make them work. He did an alright job with it I'd say.
     
  19. Paraxade

    Paraxade

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    Soo I accidentally found some debug in-game trigger and object collision previews.

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    They're bools in memory, just toggle them to 1 and the previews start showing up ingame. They're a little bit weird since the preview only appears when an object actually comes into range, so if you enable the flag you won't start seeing the collision views until you run around a bit to make some objects come in/out of range.

    01E5E39B - Trigger view flag
    01E5E3A0 - Object collision view flag
     
  20. Chimera

    Chimera

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    Castlevania prettyness
    Well how about that. More stuff from this game even 5 years later. Neat find.

    It's been a pretty good few months for debugging/uncovering hasn't it