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

#4801 User is offline Chaos Hedgie 

Posted 14 January 2018 - 05:37 AM

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EDIT: Whoops forgot I posted this earlier...trash this
This post has been edited by Chaos Hedgie: 11 February 2018 - 08:44 AM

#4802 User is offline Caped Baldy 

Posted 02 February 2018 - 08:37 PM

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Anyone know how to switch models i.e. swapping Classic Sonic out with Shadow?
This post has been edited by Caped Baldy: 02 February 2018 - 10:06 PM

#4803 User is offline QuirkyKirk 

Posted 05 February 2018 - 10:45 AM

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View PostCaped Baldy, on 02 February 2018 - 08:37 PM, said:

Anyone know how to switch models i.e. swapping Classic Sonic out with Shadow?

The SCHG for Generations should help.
Though for your specific question and example, Shadow's model files are in the BB2 folder, stored in shadow.ar.00. Classic Sonic's are in BB3, stored in SonicClassic.ar.00 and SonicClassic.ar.01. It should be a matter of just swapping them out once you have them unpacked and put into a modloader folder.
Even as a fellow trial member, I can offer you some advice to avoid wasting any precious trial posts on questions that are easily answered.
Lurk more often, and remember to check the SCHG for the game you want to mod. Also, search the topic to see if your question's already answered.

#4804 User is offline Chaos Hedgie 

Posted 11 February 2018 - 06:04 AM

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Any clue on how to do this? I've been searching the topic and I haven't found any luck. Any way to force the Super Sonic skill into boss fights?
This post has been edited by Overlord: 11 February 2018 - 01:17 PM
Reason for edit: Use plain URL, remove s from https, don't use media tags

#4805 User is offline Venom Snake 

Posted 09 May 2018 - 09:09 AM

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Hello, sorry if a bit of a bad bump, but I was wondering if there's anyway to uncap the framerate in Generations? I wanted to try seeing if the game could run 144fps without a whole lot of issues after being able to do it in Lost World. Has anyone even attempted it? All I found was one YouTube video that actually just has the game running at 72fps but doubled when video rendering.
Is there even anything that can be hex edited regarding the framerate?

#4806 User is offline Chris Highwind 

Posted 12 May 2018 - 01:59 PM

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So today I decided to try and see if I could port Unleashed's score/rank/HUD system into Generations, but looking into the exe file left me so lost and confused that I felt I was in over my head due to having no reverse engineering experience and minimal C++ experience. I'm not sure where to even begin with this because there's just so much code that I can't make heads or tails of.

#4807 User is offline Skyth 

Posted 15 May 2018 - 03:36 AM

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View PostVenom Snake, on 09 May 2018 - 09:09 AM, said:

Hello, sorry if a bit of a bad bump, but I was wondering if there's anyway to uncap the framerate in Generations? I wanted to try seeing if the game could run 144fps without a whole lot of issues after being able to do it in Lost World. Has anyone even attempted it? All I found was one YouTube video that actually just has the game running at 72fps but doubled when video rendering.
Is there even anything that can be hex edited regarding the framerate?

Yes, it is possible.

This is the address of FPS value in the executable: 0x12FA938 (19900728 in decimal)
It's a float, so for example, for 120 FPS you have to replace it with 00 00 F0 42
Be careful though, when you increase it to, like, 120 FPS, a ridiculous amount of input delay comes into play.

#4808 User is offline Venom Snake 

Posted 15 May 2018 - 11:06 AM

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View PostSkyth, on 15 May 2018 - 03:36 AM, said:

View PostVenom Snake, on 09 May 2018 - 09:09 AM, said:

Hello, sorry if a bit of a bad bump, but I was wondering if there's anyway to uncap the framerate in Generations? I wanted to try seeing if the game could run 144fps without a whole lot of issues after being able to do it in Lost World. Has anyone even attempted it? All I found was one YouTube video that actually just has the game running at 72fps but doubled when video rendering.
Is there even anything that can be hex edited regarding the framerate?

Yes, it is possible.

This is the address of FPS value in the executable: 0x12FA938 (19900728 in decimal)
It's a float, so for example, for 120 FPS you have to replace it with 00 00 F0 42
Be careful though, when you increase it to, like, 120 FPS, a ridiculous amount of input delay comes into play.

thank you! I tried this out and it worked, although I wouldn't really call it input delay (except for the menus, they are super laggy), it's more like the controller input is completely ignored at what seems to be random. I wonder what causes that issue?

#4809 User is offline McAleeCh 

Posted 25 June 2018 - 03:23 AM

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Picked up Generations cheap on the Steam Summer Sale - I already owned the 360 version from back when it released, but am aware there've been some interesting mods for the PC version and was hoping to check them out. Know I'm well behind on this, so thought I'd pop in here with a couple of questions for those already in the know mods-wise:

  • Anyone know if there's a list/repository of available Generations mods? I'm aware of the Unleashed Project, but not much else, though I also vaguely remember there being some sort of 'fixed' Classic Sonic physics mod at some point...? Any quality-of-life/bug-fixing mods would be a must too, if they exist.
  • As for using said mods - is there a mod loader akin to Sonic Adventure DX/Sonic Adventure 2/Sonic R etc, or are mods installed/handled in a different manner?

Thanks in advance to anyone who can help point me in the right direction. Sorry for being a bit of a newb about this - it's my own fault for waiting years to get the PC version and having to play catch-up, haha...!
This post has been edited by McAleeCh: 25 June 2018 - 03:24 AM

#4810 User is online Covarr 

Posted 25 June 2018 - 12:53 PM

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Sonic GMI is gonna be your best friend for running mods.

This Steam guide has a pretty substantial list of worthwhile mods of various sorts.

#4811 User is offline McAleeCh 

Posted 25 June 2018 - 04:59 PM

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View PostCovarr, on 25 June 2018 - 12:53 PM, said:

Sonic GMI is gonna be your best friend for running mods.

This Steam guide has a pretty substantial list of worthwhile mods of various sorts.

Ah, perfect - will investigate those as soon as I'm able. Thanks for your help! = )

#4812 User is offline Blue Spikeball 

Posted 25 June 2018 - 06:16 PM

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That's a really good list. Unfortunately, some of the links are dead. Here are alternate links I found:
Game Land
Unleashed Jumpball

Sadly, I couldn't find any mirrors for the following mods:
Emerald Coast by Gold Tex
Spiral Reed Lightfields by Smashnic11

Does anyone have these?

#4813 User is offline Murasaki Fox 

Posted 16 September 2018 - 01:47 PM

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'ey folks. Steve Taylor (from Sonic Islands) and I are trying to create a resource of Generations models and animations converted to FBX format. We know the process decently well at this point (although the hkxcmd bit is always tricky! :P), but we don't appear to have a working version of the .model import script for Max, nor does the Sonic GLVL utility appear to preserve skeletons when converting to FBX.

Can anyone point us to a functional version?

#4814 User is offline Dario FF 

Posted 17 September 2018 - 04:56 AM

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View PostMurasaki Fox, on 16 September 2018 - 01:47 PM, said:

'ey folks. Steve Taylor (from Sonic Islands) and I are trying to create a resource of Generations models and animations converted to FBX format. We know the process decently well at this point (although the hkxcmd bit is always tricky! :P), but we don't appear to have a working version of the .model import script for Max, nor does the Sonic GLVL utility appear to preserve skeletons when converting to FBX.

Can anyone point us to a functional version?

Wouldn't it be better to just use modelfbx instead? Or did it not work properly for you?

#4815 User is offline Murasaki Fox 

Posted 17 September 2018 - 08:34 AM

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View PostDario FF, on 17 September 2018 - 04:56 AM, said:

View PostMurasaki Fox, on 16 September 2018 - 01:47 PM, said:

'ey folks. Steve Taylor (from Sonic Islands) and I are trying to create a resource of Generations models and animations converted to FBX format. We know the process decently well at this point (although the hkxcmd bit is always tricky! :P), but we don't appear to have a working version of the .model import script for Max, nor does the Sonic GLVL utility appear to preserve skeletons when converting to FBX.

Can anyone point us to a functional version?

Wouldn't it be better to just use modelfbx instead? Or did it not work properly for you?


It didn't include the skeleton. It's possible that we just did it wrong, though. Does it require the .skl.hkx file to be present?

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