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

#1 User is offline Andrew75 

Posted 23 June 2011 - 05:24 PM

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NEW NEWS 7/26/2013
Added links to Animation tools and maxscripts for importing generations models into Max.

NEW NEWS 5/1/2012

Kay Guys. Update: Sorry I haven't kept up with this post to make front page updates. ( been busy renovating my house)
That hasn't slown down many of you from submitting stuff.
I'm here to inform everybody that Generations has been cracked wider than Humpty Dumpty and custom levels are an ongoing event!

(wish I could get you guys to PM me links to important recourses, tools and other miscellaneous things related to the topic.
so that I can post them here on the front page for easy grabs)

Also the Hacking guide.
Sonic Community Hacking Guide: Sonic Generations Its a wiki page.


-----------------------------------old news------------------------------------------
I'll start by sharing All of the Ripped Texture graphics recourses from the demo.
(If its in the game than it will be found in these packs.
Title screen, backgrounds, character skins, fonts, loading screen and level textures among other very rare finds.
( like new never before seen screen shots)

DaGuAr from sonicreikai.com Assisted in setting me up with the ripping strategies.
all credit goes to him for that.
I just ripped and Batch converted them in photoshop.

Lets see what everyone will bring to the thread,
Any Recourses are welcome.

Edit:
Watch for lots of incoming shit for full game


* * * CONVERTED FORMATS* * *
-------------------------FULL GAME--------------------------------------

Download Concept Art


Hinchy's fully-tagged Super High Quality V0 Music rip.


FULL GAME SOUNDTRACK MP3 part 1 Credit to my main man TZ
these are kind of low quality.

--------------------------DEMOS-----------------------------------------

360 TEXTURE PACK .TGA version. (DEMO 2)
Complete Voice Samples (All Lang) .MP3 @ 48khz 320kbps. (DEMO 2) Credit to DaGuAr
Complete sound FX .MP3 @ 48khz 320kbps. (DEMO 2) Credit to DaGuAr
Part of Soundtrack. (DEMO 2) Credit to Hinchy
(note: Demo 1 and 2 together for full soundtrack)

Full SOUNDTRACK (DEMO 1) MP3 are 48khz 320kbps Credit to DaGuAr ( Raw .aax and MP3)
360 TEXTURE PACK .TGA version. (DEMO 1)
TEXTURE PACK .PNG version. (DEMO 1)

* * * RAW FORMATS* * *
-------------------------FULL GAME--------------------------------------

Raw .AXX Music files Ripped by evilhamwizard(Full game Release). (650MB)

--------------------------DEMOS-----------------------------------------

.DDS Textures, And Photoshop actions for converting to PNG with Transparencies (DEMO 2)
SONIC GENERATIONS(FULL RAW PS3 Version (DEMO 2) Credit to Heran Bago
SONIC GENERATIONS (FULL RAW 360 version) (DEMO 2)
SONIC GENERATIONS (Complete RAW .model and .terrain format models) (DEMO 2)

360 MODELS PACK (Raw .model version. (DEMO 1)
(Extracted Raw Music files in .axx format. (DEMO 1)
(Raw .sfd version. (DEMO 1)

(Generations Demo PS3 PKG. Don't bitch about piracy guys, it's a damn demo...) (DEMO 1)

* * * HACKING TOOLS * * *

Tools for converting the movie files from Generations.
Tools for extracting data from the full Generations ISO Thanks TZ for the tools
*ISO2god is for rebuilding the iso to get it ready for extracting.
*Wx360 1.6 for extracting the files from iso
*Quickbms to extract the cpk

Open .DDS TEXTURE files with Photoshop
3 tools for extracting files from the Raw 360 demos 1 and 2
(The UTF Tab Suite by HCS64)
Used to unpack the .CPK files ( in The Sound pack, the PS3.PKG , and upcoming 360 Rip)

View PostHerm the Germ, on 01 July 2011 - 10:02 AM, said:

1. Extract AAX files from CPKs/CSBs
b) convert AAX files to ADX using AAX2ADX
III. convert ADX files to wav
Vier. Convert wav files to MP3/OGG/FLAC/Whatever you.

(.AAX, .ADX and .WAV converters)

Import Model to Max Maxscript:
1:Copy past the code below to a new notepad.
2: change the extention to .MS
3: Drag and drop the maxscript to a max viewport.
4: Enjoy!
Spoiler

Direct link to maxscript just in case it gets updated:
http://sonic-glvl.go...%206-07-2012.ms
Maxscript Credits:
chrrox, kentilan, darkspinesonic35, and TZ, And a little myself early on( batch importing models)... am I forgetting anyone ?

Animations tools:
niftools
hkxcmd

1) Install Niftools plugin into 3ds max
2) Convert the .hkx files into .kf using hkxcmd. Use the following command line parameters:

hkxcmd.exe exportkf FILE.skl.hkx FILE.anm.hkx FILE.kf
FILE.skl.hkx -> the skeleton file of the model, like "chr_Sonic_HD.skl.hkx"
FILE.anm.hkx -> the animation file you want to convert, like "sn_run_loop.anm.hkx"
FILE.kf -> the output .kf file

3) Use the model importer maxscript (like "Model Importer-Updated 6-07-2012.ms") to import the .model file into 3ds max
4) Once you have the 3d model opened in 3ds Max, import the .kf file in 3ds max with the niftools plugin (you may have to import the animation a few times to get it to work perfectly.)
(Animation tools explanation credit to DaGuar)
This post has been edited by Andrew75: 26 July 2013 - 09:57 AM

#2 User is offline evilhamwizard 

Posted 23 June 2011 - 05:39 PM

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I guess we could make this the Sonic Generations hacking topic. :P

Check this out:

CODE
<HomingAttack>
        <Param>
          <ActionEnableAfterHomingAttack>0.35</ActionEnableAfterHomingAttack>
          <HomingAttackEnableAfterFall>0.1</HomingAttackEnableAfterFall>
          <HomingAttackEnableVertUp>-1</HomingAttackEnableVertUp>
          <HomingRotateForce>10</HomingRotateForce>
          <XButtonHoming>false</XButtonHoming>
        </Param>
      </HomingAttack>


This was found in SonicClassic.prm.xml. So if you ever wanted to use the homingattack as Classic Sonic, it's as easy as turning on a variable and repacking the game. yay

I think if we activated the game's debugger, we can modify these variables in real time so it'd be a lot easier. SonicClassic.prm.xml is full of variables for the Classic Sonic physics.

EDIT1: Here's one possibility to activating the debugger.

In #Application.ar.00, there are two lua files called ApplicationSetting.lua and ApplicationSettingDebug.lua. By default, the demo looks at ApplicationSetting.lua, here are the settings:

CODE
function applicationSetting()
    AppSetting_Integer("SignIn", 1);            -- ‹N“®Žž‚ɃTƒCƒ“ƒCƒ“‚·‚é‚©
    AppSetting_Integer("SaveLoad", 0);            -- ƒZ[ƒuƒ[ƒh‚·‚é‚©
    AppSetting_Integer("DeleteSaveData", 0);    -- ‹N“®Žž‚ɃZ[ƒuƒf[ƒ^‚ðíœ‚·‚é‚©
    AppSetting_Integer("DebugSequence", 0);
    AppSetting_String("Language", "English");    -- "English","Japanese","French","Italian","German","Spanish"
    AppSetting_String("DemoKind", "Demo");        -- Production/Demo
    AppSetting_String("DemoDistribution", "Trial_Ver1");    -- PressTour/E3_Front/E3_Backyard/GamesCom/TGS/Trial_Ver1/Trial_Ver2
end


For comparison sake, here's the Debug equivalent:

CODE
function applicationSetting()
    AppSetting_Integer("SignIn", 1);            -- ‹N“®Žž‚ɃTƒCƒ“ƒCƒ“‚·‚é‚©
    AppSetting_Integer("SaveLoad", 1);            -- ƒZ[ƒuƒ[ƒh‚·‚é‚©
    AppSetting_Integer("DeleteSaveData", 0);    -- ‹N“®Žž‚ɃZ[ƒuƒf[ƒ^‚ðíœ‚·‚é‚©
    AppSetting_Integer("DebugSequence", 1);
    AppSetting_String("Language", "Japanese");    -- "English","Japanese","French","Italian","German","Spanish" æ“ª‚P•¶Žš‚ ‚Á‚Ä‚ê‚΂n‚j
    AppSetting_String("DemoKind", "Production");    -- Production/Demo
    AppSetting_String("DemoDistribution", "Trial_Ver1");    -- PressTour/E3_Front/E3_Backyard/GamesCom/TGS/Trial_Ver1/Trial_Ver2
    AppSetting_Integer("DisableOnlineTime", 1);    -- Xbox360‘ÌŒ±”ł̃Iƒ“ƒ‰ƒCƒ“ŽžŠÔ”FØ‚𖳌ø‚
É‚·‚é‚©
end


(mind the text, quick notepad copy and paste)

I think one thing the game might consider when loading the debug is the "DemoKind" string. The plan is to set the DemoKind string in ApplicationSetting to Production, and possibly DebugSequence to 1 (might be unnecessary since we don't know what it does). DemoDistribution should be commented out. Basically, make ApplicationSetting.lua look like ApplicationSettingDebug.

I remember when messing around with Shadow and NiGHTS JoD, those games do take what the build string is into consideration. Because this is a prerelease, there should be a possibility of getting the debug to work. But of course, since it's a "release" build, maybe they left the files needed out. But it's worth a try. The only problem right now is packing things up so the game can read them. This is apparently a problem for the 360 version, but might not be a problem for the PS3 version. But I doubt it, because the keys that have been released for the PS3 probably won't help with this since this is more recent.

I hope a PC demo comes out. That should make things easier.
This post has been edited by evilhamwizard: 23 June 2011 - 05:59 PM

#3 User is offline Andrew75 

Posted 23 June 2011 - 06:37 PM

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Found some beta images. and new areas.



Chao?



This post has been edited by Andrew75: 23 June 2011 - 06:40 PM

#4 User is offline DustArma 

Posted 23 June 2011 - 06:43 PM

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So, Seaside Hill is Ocean Palace for the looks of it. And Spagonia has areas that resemble the hub area in Unleashed, the university stands out.

#5 User is offline Trunks 

Posted 23 June 2011 - 06:59 PM

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So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.

#6 User is offline JackSkellinghog 

Posted 23 June 2011 - 07:05 PM

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QUOTE (Trunks @ Jun 24 2011, 12:59 AM)
So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.


Sonic 4 Classic Sonic colbert.png

#7 User is offline Brad 

Posted 23 June 2011 - 07:07 PM

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So I hear that the assets for Chemical Plant are in the demo somewhere - has anybody been able to find any visual evidence of it in the game?

#8 User is offline Tanks 

Posted 23 June 2011 - 07:08 PM

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Badnik list anyone?
CODE
</Name>
      <Object>
        <ID>EnemyMotora2D</ID>
        <ObjName>モトラ[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyMotora3D</ID>
        <ObjName>モトラ[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyBeeton2D</ID>
        <ObjName>ビートン[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyBeeton3D</ID>
        <ObjName>ビートン[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyBatabata2D</ID>
        <ObjName>バタバタ[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyBatabata3D</ID>
        <ObjName>バタバタ[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyGanigani2D</ID>
        <ObjName>ガニガニ[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyGanigani3D</ID>
        <ObjName>ガニガニ[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyLander2D</ID>
        <ObjName>ランダー[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyLander3D</ID>
        <ObjName>ランダー[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyGrabber2D</ID>
        <ObjName>グラバー[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyGrabber3D</ID>
        <ObjName>グラバー[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyEggRobo2D</ID>
        <ObjName>エッグロボ[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyEggRobo3D</ID>
        <ObjName>エッグロボ[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemySpinner2D</ID>
        <ObjName>スピナ[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemySpinner</ID>
        <ObjName>スピナ[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemySpanner2D</ID>
        <ObjName>スパナ[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemySpanner</ID>
        <ObjName>スパナ[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyCopSpeeder2D</ID>
        <ObjName>コップスピーダー[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyCopSpeeder3D</ID>
        <ObjName>コップスピーダー[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyCopSpeeder3DCreator</ID>
        <ObjName>コップスピーダー:自動生成</ObjName>
      </Object>
      <Object>
        <ID>EnemyCopSpeederWallRun</ID>
        <ObjName>コップスピーダー:壁下り</ObjName>
      </Object>
      <Object>
        <ID>EnemyPathMover</ID>
        <ObjName>エネミー:パス移動テスト</ObjName>
      </Object>
      <Object>
        <ID>EnemyMonoBeetle2D</ID>
        <ObjName>モノビートル2D</ObjName>
      </Object>
      <Object>
        <ID>EnemyMonoBeetle3D</ID>
        <ObjName>モノビートル3D</ObjName>
      </Object>
      <Object>
        <ID>EnemyGunBeetle2D</ID>
        <ObjName>ガンビートル2D</ObjName>
      </Object>
      <Object>
        <ID>EnemyGunBeetle3D</ID>
        <ObjName>ガンビートル3D</ObjName>
      </Object>
      <Object>
        <ID>EnemyGunHunter2D</ID>
        <ObjName>ガンハンター2D</ObjName>
      </Object>
      <Object>
        <ID>EnemyGunHunter3D</ID>
        <ObjName>ガンハンター3D</ObjName>
      </Object>
      <Object>
        <ID>EnemyPawn2D</ID>
        <ObjName>ポーン2D</ObjName>
      </Object>
      <Object>
        <ID>EnemyPawn3D</ID>
        <ObjName>ポーン3D</ObjName>
      </Object>
      <Object>
        <ID>EnemyPawnLance2D</ID>
        <ObjName>ポーン2D(槍)</ObjName>
      </Object>
      <Object>
        <ID>EnemyPawnLance3D</ID>
        <ObjName>ポーン3D(槍)</ObjName>
      </Object>
      <Object>
        <ID>EnemyPawnGun2D</ID>
        <ObjName>ポーン2D(銃)</ObjName>
      </Object>
      <Object>
        <ID>EnemyPawnGun3D</ID>
        <ObjName>ポーン3D(銃)</ObjName>
      </Object>
      <Object>
        <ID>EnemyTaker2D</ID>
        <ObjName>テイカー2D</ObjName>
        <DataPath>object/stage/crisiscity/spikeshot</DataPath>
      </Object>
      <Object>
        <ID>EnemyTaker3D</ID>
        <ObjName>テイカー3D</ObjName>
        <DataPath>object/stage/crisiscity/spikeshot</DataPath>
      </Object>
      <Object>
        <ID>EnemyCrawler2D</ID>
        <ObjName>クロウラー2D</ObjName>
        <DataPath>object/stage/crisiscity/spikeshot</DataPath>
      </Object>
      <Object>
        <ID>EnemyCrawler3D</ID>
        <ObjName>クロウラー3D</ObjName>
        <DataPath>object/stage/crisiscity/spikeshot</DataPath>
      </Object>
      <Object>
        <ID>EnemyBiter2D</ID>
        <ObjName>バイター2D</ObjName>
      </Object>
      <Object>
        <ID>EnemyBiter3D</ID>
        <ObjName>バイター3D</ObjName>
      </Object>
      <Object>
        <ID>EnemyEFighter2D</ID>
        <ObjName>エッグファイター[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyEFighter3D</ID>
        <ObjName>エッグファイター[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyEFighterSword2D</ID>
        <ObjName>エッグファイター剣[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyEFighterSword3D</ID>
        <ObjName>エッグファイター剣[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyELauncher2D</ID>
        <ObjName>エッグランチャー[2D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyELauncher3D</ID>
        <ObjName>エッグランチャー[3D]</ObjName>
      </Object>
      <Object>
        <ID>EnemyAeroCannon</ID>
        <ObjName>エアキャノン</ObjName>
      </Object>
      <Object>
        <ID>EnemyEChaserManager</ID>
        <ObjName>エッグチェイサーマネージャ</ObjName>
      </Object>
      <Object>
        <ID>EnemyNal2D</ID>
        <ObjName>ナール2D</ObjName>
      </Object>
      <Object>
        <ID>EnemyNal3D</ID>
        <ObjName>ナール3D</ObjName>
      </Object>
      <Object>
        <ID>EnemyPawnPla3D</ID>
        <ObjName>ポーン3D(ウィスプ面)</ObjName>
      </Object>
      <Object>
        <ID>EnemyPawnPla2D</ID>
        <ObjName>ポーン2D(ウィスプ面)</ObjName>
      </Object>
      <Object>
        <ID>EnemyEChaserSV</ID>
        <ObjName>エッグチェイサーSV</ObjName>
      </Object>
    </Category>


#9 User is offline evilhamwizard 

Posted 23 June 2011 - 07:20 PM

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QUOTE (Trunks @ Jun 23 2011, 07:59 PM)
So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.


The CRI Packed File Maker can extract and pack CPK files, and there are probably some tools for quickbms that'll work too. I tried CRI's tools on bb.cpk but even though it would list the contents of everything it wouldn't let me extract anything, so I had to use quickbms plus a cpk script. The music/sound cpks open and extract fine with CRI's tools though.

I remember getting Saz to use .ar files I packed with edited lua/xml files for Unleashed about a year ago and those worked out okay for him. I forget if he was using a dev 360 or not. I remember repacking the CPK file for Sonic 4 and that was okay, so maybe it could work.

#10 User is offline Sik 

Posted 23 June 2011 - 07:22 PM

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QUOTE (JackSkellinghog @ Jun 23 2011, 09:05 PM)
Sonic 4 Classic Sonic colbert.png
No, please leave modern Sonic to deal with that shit =/

#11 User is offline ICEknight 

Posted 23 June 2011 - 07:31 PM

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If it was only possible to put one of these files in Sonic 4 and make it control decently... =|

#12 User is offline Tiberious 

Posted 23 June 2011 - 07:51 PM

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I'm hoping the model for Classic Sonic can be extracted, but I'm sure work's already under way to get to that.

Also holding faint hope the weighting and skeleton can also be extracted, but that might be more of a longshot.

#13 User is offline Aquaslash 

Posted 23 June 2011 - 08:05 PM

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I see Super Sonic textures in there. I hope someone gets the models and shares them.

That modern Knuckles too. Don't have a new one of him

#14 User is offline Tanks 

Posted 23 June 2011 - 08:10 PM

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QUOTE (evilhamwizard @ Jun 23 2011, 05:20 PM)
QUOTE (Trunks @ Jun 23 2011, 07:59 PM)
So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.


The CRI Packed File Maker can extract and pack CPK files, and there are probably some tools for quickbms that'll work too. I tried CRI's tools on bb.cpk but even though it would list the contents of everything it wouldn't let me extract anything, so I had to use quickbms plus a cpk script. The music/sound cpks open and extract fine with CRI's tools though.

I remember getting Saz to use .ar files I packed with edited lua/xml files for Unleashed about a year ago and those worked out okay for him. I forget if he was using a dev 360 or not. I remember repacking the CPK file for Sonic 4 and that was okay, so maybe it could work.

Mind if I pester you for the QuickBMS script? Jim and I ran into the same issue earlier. Glad there's a fix for it. I assume the CRI tools can still repack bb.cpk correct?

#15 User is offline evilhamwizard 

Posted 23 June 2011 - 08:16 PM

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QUOTE (Tanks @ Jun 23 2011, 09:10 PM)
QUOTE (evilhamwizard @ Jun 23 2011, 05:20 PM)
QUOTE (Trunks @ Jun 23 2011, 07:59 PM)
So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.


The CRI Packed File Maker can extract and pack CPK files, and there are probably some tools for quickbms that'll work too. I tried CRI's tools on bb.cpk but even though it would list the contents of everything it wouldn't let me extract anything, so I had to use quickbms plus a cpk script. The music/sound cpks open and extract fine with CRI's tools though.

I remember getting Saz to use .ar files I packed with edited lua/xml files for Unleashed about a year ago and those worked out okay for him. I forget if he was using a dev 360 or not. I remember repacking the CPK file for Sonic 4 and that was okay, so maybe it could work.

Mind if I pester you for the QuickBMS script? Jim and I ran into the same issue earlier. Glad there's a fix for it. I assume the CRI tools can still repack bb.cpk correct?


Sure, you can use this script with QuickBMS to extract basically any CPK file.

You can pack a directory into a CPK file with CRI's tools. In this case, you need to pack the entire contents of bb.cpk again to create a new one. If you need to look inside the .ar files, you can find the tools needed to pack and unpack them here.

Hope this helps and good luck. smile.png

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