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

#1591 User is offline Korama 

Posted 21 April 2012 - 05:29 AM

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Sorry, I forgot to mention that this will only work with the latest (I believe) version of SonicGenerations.exe, namely v1.0.0.5.
I'll add support for other versions I can find.

#1592 User is offline Dario FF 

Posted 21 April 2012 - 10:31 AM

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I've tried several modified files, like say, PFDs, or even a different Sonic.ar file with a green texture and it just crashes for me on most cases. I'm using basefolder="".

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?

#1593 User is offline Korama 

Posted 21 April 2012 - 12:03 PM

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Yes, some test files would be great!
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.
This post has been edited by Korama: 21 April 2012 - 12:08 PM

#1594 User is offline Dario FF 

Posted 21 April 2012 - 12:10 PM

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I placed the following files in the bb folder.

Hope you can fix this issue, because having to have the same file size would make the loader a bit pointless. :v: 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.

#1595 User is offline Chimera 

Posted 21 April 2012 - 12:43 PM

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Perhaps you can have your dll program, when called, check the .arl files of the archives in the game, and if they don't match with the table of contents, update the ToC to support the arl file and the new ar.00 files, adding the new files, removing ones that aren't there anymore, and changing the file sizes? Of course, I have no idea how the ToC works, so this might very well be impossible, but hey, anything that might make the workflow more bearable, right? :P

#1596 User is offline Korama 

Posted 21 April 2012 - 05:10 PM

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View PostDario FF, on 21 April 2012 - 12:10 PM, said:

I placed the following files in the bb folder.
Hope you can fix this issue, because having to have the same file size would make the loader a bit pointless. :v:

Not just the same size, smaller files should work, too! ;)
But yeah, I'm aware that at this stage, the redirector is too limited.

Quote

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.

That's good to know.


View PostChimera, on 21 April 2012 - 12:43 PM, said:

Perhaps you can have your dll program, when called, check the .arl files of the archives in the game, and if they don't match with the table of contents, update the ToC to support the arl file and the new ar.00 files, adding the new files, removing ones that aren't there anymore, and changing the file sizes? Of course, I have no idea how the ToC works, so this might very well be impossible, but hey, anything that might make the workflow more bearable, right? :P

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.

#1597 User is offline Azu 

Posted 22 April 2012 - 10:37 AM

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This isn't Sonic Generations, but this funny as hell.



#1598 User is offline KuroBit 

Posted 22 April 2012 - 11:54 AM

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Hahah I saw this. I totally thought I was watching Generations at first.

#1599 User is offline iGamr 

Posted 23 April 2012 - 06:41 PM

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View PostKuroBit, on 22 April 2012 - 11:54 AM, said:

Hahah I saw this. I totally thought I was watching Generations at first.


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?

#1600 User is offline Master Emerald 

Posted 23 April 2012 - 08:45 PM

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Sorry because I'm lazy and don't want to read the entire 107 pages but

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!!

#1601 User is offline Korama 

Posted 23 April 2012 - 09:02 PM

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View PostMaster Emerald, on 23 April 2012 - 08:45 PM, said:

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!!

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.

#1602 User is offline CrashSG32 

Posted 23 April 2012 - 09:38 PM

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Has anyone put a character from another game into generations yet?

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).

#1603 User is offline Dario FF 

Posted 23 April 2012 - 09:48 PM

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View PostCrashSG32, on 23 April 2012 - 09:38 PM, said:

Has anyone put a character from another game into generations yet?


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.

#1604 User is offline CrashSG32 

Posted 23 April 2012 - 10:12 PM

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^Yep, model imports is what I meant. That's cool, I didn't know if it's been done with a character that's not from Generations yet.

#1605 User is offline Aerosol 

Posted 23 April 2012 - 10:35 PM

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I don't think my question got answered. Is it known if it is possible to turn xbox 360 saves into PC saves for Generations?

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