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Sonic Forces (PC/PS4/XB1/Switch) Hacking & Resources

#151 User is offline Windii 

Posted 21 March 2018 - 03:34 AM

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This seems to be the most appropriate topic to post this in. A Sonic Forces retranslation mod is now in the works.

Obviously it's still not complete, since only the text for Shadow Story has been implemented so far, but we're getting there. Yes, I'm aiming to retranslate the entire story content from the game (which probably means I may have also done all the unused stuff that no player will get to hear in the game normally. Shame).

I'm going to later post the scripts to my Pastebin, for those who don't want to play.

#152 User is offline Skyth 

Posted 26 March 2018 - 01:23 PM

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I've found debug leftovers in game executable which contains the format structure of every RFL file, as well as set object parameters. With this info, every RFL and set object type is now cracked with proper names!

I've generated 010 Editor binary templates (.bt) for RFL files. You can get them here.
String editing is currently not supported.

As for set object types, Radfordhound will be fixing the XML templates that I created, and add proper descriptions to them. He will put everything in his level editor, HedgeEdit.

However, you can still have them if you want.
This post has been edited by Skyth: 27 March 2018 - 01:47 PM

#153 User is offline CornflakeRush 

Posted 01 April 2018 - 05:23 PM

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View PostSkyth, on 26 March 2018 - 01:23 PM, said:

I've found debug leftovers in game executable which contains the format structure of every RFL file, as well as set object parameters. With this info, every RFL and set object type is now cracked with proper names!

I've generated 010 Editor binary templates (.bt) for RFL files. You can get them here.
String editing is currently not supported.

As for set object types, Radfordhound will be fixing the XML templates that I created, and add proper descriptions to them. He will put everything in his level editor, HedgeEdit.

However, you can still have them if you want.


That's awesome! Maybe now we can finally see the devs' notes on what does what in the physics files. Great work.

#154 User is offline Aerosol 

Posted 01 April 2018 - 06:14 PM

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Is there any real benefit to modding Forces rather than Generations?

#155 User is offline CornflakeRush 

Posted 03 April 2018 - 03:23 PM

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View PostAerosol, on 01 April 2018 - 06:14 PM, said:

Is there any real benefit to modding Forces rather than Generations?


If you ask me having the Avatar and 3D/2D platforming that's possibly... theoretically... MAYBE a bit more compatible "out of the box" with the tighter platforming in levels like those from '06 make it worth pursuing, but then again I'm speaking as someone who's not facing hours of coding to create the tools to allow this modding in the first place!

For me personally, I wanted to make my Modern Sonic Physics Tweaks mod to try and help bring Forces closer to its full potential - I remember having a lot to complain about after I finished my first playthrough but something about it made me want to stick around, join Sonic Retro and get involved in whatever way I could to try and improve the game! The power of modding lets you take a game and change it in a way that others might enjoy, and I think Forces has definitely benefited greatly from that with all the Avatar Parts, physics fixes/adjustments, playermodels and now levels people have already made and converted.

Granted I can't point to a specific feature that separates Forces from Gens outside of the Avatar, but that's just my thoughts! :P

#156 User is offline Caped Baldy 

Posted 04 April 2018 - 09:20 AM

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I'm getting "invalid dds file" error when I try to modify texture files from the .pac files in paint.net and gimp.

#157 User is offline CornflakeRush 

Posted 04 April 2018 - 04:53 PM

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View PostCaped Baldy, on 04 April 2018 - 09:20 AM, said:

I'm getting "invalid dds file" error when I try to modify texture files from the .pac files in paint.net and gimp.


Try making a copy of them, renaming the file extension of the duplicates to ".dds2", then import those resulting "<texture>.dds2" files into Paint.NET.

As for renaming file extensions, I'm sure there's plenty of ways to do it but the easiest for me is to navigate to the folder in something like 7Zip or WinRAR and rename them from there.

#158 User is offline Caped Baldy 

Posted 04 April 2018 - 10:53 PM

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View PostCornflakeRush, on 04 April 2018 - 04:53 PM, said:

View PostCaped Baldy, on 04 April 2018 - 09:20 AM, said:

I'm getting "invalid dds file" error when I try to modify texture files from the .pac files in paint.net and gimp.


Try making a copy of them, renaming the file extension of the duplicates to ".dds2", then import those resulting "<texture>.dds2" files into Paint.NET.

As for renaming file extensions, I'm sure there's plenty of ways to do it but the easiest for me is to navigate to the folder in something like 7Zip or WinRAR and rename them from there.

Yeeeah, that didn't work at all. Won't even recognize the files. I even tried forcing it to open using "open with", and it couldn't be opened.

#159 User is offline Skyth 

Posted 06 April 2018 - 01:14 AM

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View PostCaped Baldy, on 04 April 2018 - 10:53 PM, said:

View PostCornflakeRush, on 04 April 2018 - 04:53 PM, said:

View PostCaped Baldy, on 04 April 2018 - 09:20 AM, said:

I'm getting "invalid dds file" error when I try to modify texture files from the .pac files in paint.net and gimp.


Try making a copy of them, renaming the file extension of the duplicates to ".dds2", then import those resulting "<texture>.dds2" files into Paint.NET.

As for renaming file extensions, I'm sure there's plenty of ways to do it but the easiest for me is to navigate to the folder in something like 7Zip or WinRAR and rename them from there.

Yeeeah, that didn't work at all. Won't even recognize the files. I even tried forcing it to open using "open with", and it couldn't be opened.

Do you even have the plugins?

#160 User is offline Caped Baldy 

Posted 06 April 2018 - 10:21 AM

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View PostSkyth, on 06 April 2018 - 01:14 AM, said:

View PostCaped Baldy, on 04 April 2018 - 10:53 PM, said:

View PostCornflakeRush, on 04 April 2018 - 04:53 PM, said:

View PostCaped Baldy, on 04 April 2018 - 09:20 AM, said:

I'm getting "invalid dds file" error when I try to modify texture files from the .pac files in paint.net and gimp.


Try making a copy of them, renaming the file extension of the duplicates to ".dds2", then import those resulting "<texture>.dds2" files into Paint.NET.

As for renaming file extensions, I'm sure there's plenty of ways to do it but the easiest for me is to navigate to the folder in something like 7Zip or WinRAR and rename them from there.

Yeeeah, that didn't work at all. Won't even recognize the files. I even tried forcing it to open using "open with", and it couldn't be opened.

Do you even have the plugins?

Frack, guess I missed that step. Back then when I wanted to mod Generations, my PC wasn't compatible with paint.NET, so I had to use gimp. Thanks man.
This post has been edited by Caped Baldy: 06 April 2018 - 10:24 AM

#161 User is offline sewer56lol 

  Posted 21 May 2018 - 01:19 AM

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This will help some people, I'll make this short.

Since I've got quick hold of Sonic Forces recently to play around with my work-in-progress Universal Mod Loader (or rather to test X64 Hooking with the loader), I've come to an annoyance.

It would appear that Sonic Forces actively tries to prevent you from attaching a debugger such as Cheat Engine's debugger, x64dbg, Visual Studio or other piece of debugging software (although it does it badly) - whether this was done by the developers or is part of Denuvo is an unknown to me, not that I care much myself. I'll skip long technical jargon on this one.

It just patches a function that's used for debugger attaches in an endless loop, every 100ms, what an awful waste of a thread.

Here's how to Anti-Anti-Debug Sonic Forces:

> Launch Sonic Forces using Cheat Engine (to bypass Anti-Debug, it only gets triggered after startup)
> Add address manually, 1 byte, and as the address specify DbgUiRemoteBreakin (this is ntdll.DbgUiRemoteBreakin).
> Right click the address and "Find out What Writes to the Address"
> Nop the `mov` instruction which writes to the address.
> Restore the original function prologue for DbgUiRemoteBreakin, set the byte we added earlier back to 0x48 (the loop normally overrides the byte with a return, 0xC3).
> Enjoy Debugging Sonic Forces.

This didn't even take me very long to figure out, about 30 minutes.

I'll make a Reloaded mod to patch it, at least for the latest version by the time I release the Mod Loader.
SS16's HedgeModManager/ForcesModLoader should have it patched fairly soon aswell.
This post has been edited by sewer56lol: 21 May 2018 - 02:17 AM

#162 User is offline Dark Sonic 

Posted 24 May 2018 - 07:45 AM

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A mod that makes it so instead of automatically turning into Super Sonic once you get 50 rings waits until you press the Y button. You can also detransform....

Why does every instance of Super Sonic in a modern Sonic game suck in some way? In Colors you couldn't use Wisps at the same time, in Generations it put you on some awful auto path, in Lost World you had screwed up models, and in this game you transform automatically. And besides Colors I think people fixed every instance of broken Super Sonic now.

#163 User is offline Yeow 

Posted 01 July 2018 - 09:04 PM

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View PostDark Sonic, on 24 May 2018 - 07:45 AM, said:



A mod that makes it so instead of automatically turning into Super Sonic once you get 50 rings waits until you press the Y button. You can also detransform....

Why does every instance of Super Sonic in a modern Sonic game suck in some way? In Colors you couldn't use Wisps at the same time, in Generations it put you on some awful auto path, in Lost World you had screwed up models, and in this game you transform automatically. And besides Colors I think people fixed every instance of broken Super Sonic now.


Don't forget Generations also had much faster ring draining, and concerning Super Classic Sonic doesn't have his super speed (also a problem in Forces IIRC).

#164 User is offline Dark Sonic 

Posted 02 July 2018 - 08:15 AM

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View PostYeow, on 01 July 2018 - 09:04 PM, said:

View PostDark Sonic, on 24 May 2018 - 07:45 AM, said:



A mod that makes it so instead of automatically turning into Super Sonic once you get 50 rings waits until you press the Y button. You can also detransform....

Why does every instance of Super Sonic in a modern Sonic game suck in some way? In Colors you couldn't use Wisps at the same time, in Generations it put you on some awful auto path, in Lost World you had screwed up models, and in this game you transform automatically. And besides Colors I think people fixed every instance of broken Super Sonic now.


Don't forget Generations also had much faster ring draining, and concerning Super Classic Sonic doesn't have his super speed (also a problem in Forces IIRC).

Oh ya of course, although those issues I'd consider more annoying than broken.

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