I'll add support for other versions I can find.
Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
Posted 21 April 2012 - 10:31 AM
However it does work if the file size in bytes stays the same. In any other cases it crashes for me. Should I provide a file for testing?
Posted 21 April 2012 - 12:03 PM
I've only used a few basic mods that I found, such as the no HUD mod or some character swaps, and they worked fine.
I'm guessing this problem is related to my compression issue - if the external file is larger than the CPK internal representation for it, then it'll crash.
Edit: And I guess it'll also crash if you have Sonic.ar as a single file externally when the CPK still uses split .ar files internally.
So far, this is just a "dumb" redirection from internal CPK files to external ones. I'll try to overcome that limitation, but it'll be tricky.
Posted 21 April 2012 - 12:10 PM
Hope you can fix this issue, because having to have the same file size would make the loader a bit pointless. I've seen it work though with just modifying say, the pull radius in sonic's boost via hex, so it's indeed working! Just needs some extended support.
Posted 21 April 2012 - 12:43 PM
Posted 21 April 2012 - 05:10 PM
Hope you can fix this issue, because having to have the same file size would make the loader a bit pointless.
Not just the same size, smaller files should work, too!
But yeah, I'm aware that at this stage, the redirector is too limited.
That's good to know.
I thought I could be cheap and reuse the CPK file's original TOC, just updated with the true sizes of the external files. But as it turned out, the CRI libs in Sonic Generations don't like that very much. And even if they did, that would still leave the problem that unsplit .ar files wouldn't work, or in general that files whose names weren't listed in the TOC to begin with could never be accessed.
So, yeah, to get everything working as intended, I have to generate a completely new, virtual CPK file in memory, each time the game is started. That is, a header and TOC for it, not the data, that'll be read from disk.
I've improved my patching method with some heuristics, now it works with all past and present versions of SonicGenerations.exe, and most likely with future ones too, should there ever be any. I won't provide a download link for this small update, unless somebody really wants it.
Posted 23 April 2012 - 06:41 PM
Apparently, so did someone down at Sonic Stadium. The story that featured the video originally mistakenly said that it was related to the Generations Unleashed project.
OT: So has anybody figured out anything about the Egg Dragoon teleport?
Posted 23 April 2012 - 08:45 PM
Is it possible to make a mod specifically to make the camera roam? Like some button that would move the camera and it's interest point without changing the fov, because I'd REALLY like to explore the scenery more closely! Sky Sanctuary is so well modeled!!
Posted 23 April 2012 - 09:02 PM
By hacking SonicGenerations.exe - most likely yes. But that's not going to be easy.
By modifying the parameter files - I don't know, I haven't really looked at those yet.
Posted 23 April 2012 - 09:38 PM
I would try putting a character from unleashed as Sonic, but I don't have the Xbox 360 version, so I have no way of getting the character files :/
Yes, I was inspired by Pickle Unleashed (the hack of unleashed with prof. Pickle in place of Sonic).
Posted 23 April 2012 - 09:48 PM
You mean as in custom model imports? Well the joke video I made once was to show off exactly that. I got a bone skeleton loader/writer in place as well but I'm not sure how to use the bone data yet. It's a Matrix4 that I've been having too much trouble in converting to regular coordinates. Last time I tried importing my own skeleton I had some fairly horrible results.
So to sum it up, I can import models, I just can't edit skeletons too much yet.
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