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

#1216 User is online Chimera 

Posted 26 February 2012 - 12:09 PM

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Regarding X button homing: yeah, X button homing works for Modern Sonic; it makes him almost exactly as he was in Unleashed. However, Classic is a different story... It should be called "DefaultHoming" to be honest; that's essentially what it is. Also, homing attack spurs up a problem... Classic Sonic isn't easily able to navigate in 3D space and attacking enemies in 3D is tedious to say the least. Having a working spindash in 3D would make things easier, but since this fails to exist, we need another form of 3D navigation, which would be the homing attack. The Thunder barrier is a little to risky to have as Sonic's means for 3D navigation (double jump) because if you get hit you lose the shield, thus double jump won't be possible, hindering aspects of 3D platforming.

Now here's where the problem is... You can't have Homing Attack AND shields at the same time. Homing attack (and jump dash) overrides shield abilities. Therefore, Classic can't use the fire shield's boost, the thunder shield's double jump, or the bubble shield's bounce. If I were to take out the homing attack to allow these shield abilities to work, gameplay would be MUCH much more difficult, believe me.

There IS a way I could possibly have both, though... Either we (okay fine I) find out what in Generations' code controls looking for the "A" button to be pressed while in midair for the homing attack, and I remap that to the "X" button, then we can have proper X-button homing for Classic Sonic. OR, I could do the same, but for the shield abilities, so the shield abilities would end up being jump + X instead of jump + jump.

I mean, whatever works, right? :/

#1217 User is offline Lobotomy 

Posted 26 February 2012 - 01:25 PM

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What are gte/gtm files? I opened up an archive that is full of them, and all of them associate with a skill.

ef_ch_snc_yh1_flamebarrier.gte
en_ach_yh1_fire1.gtm
ch_snc_yh1_flamebarrier1.gtm
This post has been edited by Lobotomy: 26 February 2012 - 01:37 PM

#1218 User is offline synchronizer 

Posted 26 February 2012 - 01:32 PM

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View PostDario FF, on 21 February 2012 - 10:36 AM, said:

View Postsynchronizer, on 21 February 2012 - 10:12 AM, said:

Unleashed has a light-dash that can be used almost everywhere

Blank out the light dash aura and you got the same.

View Postsynchronizer, on 21 February 2012 - 10:12 AM, said:

there's foot collision

Generations has that.

Quote

and also Unleashed has a longer air boost.

Tweakable in the XML configuration files.

As for improvements:
  • Support for proper 60 FPS framerate, which helps a ton with timing and no control lag
  • Support for more resolutions than sub-720p, and PC gaming knows no bounds on that.
  • The quality of the assets in Unleashed plus the DLC Global Illumination data is bigger than an average Generations stage. Rooftop run has about double the filesize than the Generations version, and that includes 270 MB of global illumination data.
  • A PC version of the part that is considered good of Unleashed, without having to deal with the werehog


In its current state there's not much to wow anyone, but once all materials are working plus shadow casting it'll look much, MUCH better. That's why I'm currently researching into the terrain format as well thanks to Darkspines.


I was comparing un-hacked versions of the games.

#1219 User is offline Twilightzoney 

Posted 26 February 2012 - 02:34 PM

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Generations has parts in the game where their are slopes where his feet get adjusted to the ground. And I thought the GTM and GTE files are for the effects like the animations of them.

#1220 User is online Chimera 

Posted 26 February 2012 - 02:36 PM

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View Postsynchronizer, on 26 February 2012 - 01:32 PM, said:

I was comparing un-hacked versions of the games.


View Postsynchronizer, on 21 February 2012 - 10:12 AM, said:

To be honest, I think the original Unleashed version of the gameplay engine is superior to that of Sonic Generations.


Generations' engine is the same as Unleashed; it only has improvements. The GAME ITSELF has some pros and cons in comparison to what Unleashed had, but overall nothing got taken out, and anything that did can be restored (I think).

#1221 User is online Dario FF 

Posted 26 February 2012 - 02:41 PM

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View Postsynchronizer, on 26 February 2012 - 01:32 PM, said:

I was comparing un-hacked versions of the games.

In a thread about modding/hacking. :rolleyes:

GTE/GTM files are related to describing bitmap animations, as in, animations that swap the texture(like any regular 2D game). I haven't looked at them much yet.

#1222 User is offline Arf 

Posted 27 February 2012 - 12:34 PM

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What tools and knowledge should I have if I want to replace every Boost track with the regular level tracks?

#1223 User is offline Falk 

Posted 28 February 2012 - 12:24 AM

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View PostArf, on 27 February 2012 - 12:34 PM, said:

What tools and knowledge should I have if I want to replace every Boost track with the regular level tracks?


Wasn't there some issue with the game not accepting non-mono files for boost or something?

#1224 User is online Dario FF 

Posted 28 February 2012 - 09:56 PM

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Oh yeah since I'm able to read/write material files now I can just edit and fix up those incompatible materials to any of the other common map types.

EDIT: If you didn't notice, it's the fog that was previously just black.

Posted Image
Posted Image

Of course it doesn't look the same, unless I can find an example of a material like this that has some custom "volume" shader or something.

That doesn't cover the reason normal maps aren't working yet though. That's something related to the ammount of vertex data(generations has more optimized vertex data, since it stores stuff like tangent normals used for bump mapping instead of generating them on the run like Unleashed) which I hope to crack soon.
This post has been edited by Dario FF: 28 February 2012 - 09:59 PM

#1225 User is offline Lobotomy 

Posted 29 February 2012 - 12:28 AM

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I promise I'll do something about my controller eventually ;_;.

I mean, for the four fucking months I've had the game, it didn't do this until a couple days ago. What the hell?



Quote

What's new:
- Tweaked the Spin Attack ever so slightly so slow rolling doesn't last forever.
- Removed every nonessential speed booster from Green Hill Zone Act 2.
- Modern Super Sonic now has correct ring drain and no longer follows scripted flight paths (Next video may show this. It isn't featured in this one)

This post has been edited by Lobotomy: 29 February 2012 - 12:40 AM

#1226 User is offline Trunks 

Posted 29 February 2012 - 12:34 AM

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I'unno, I like the dash panels, but this is NOT BAD.

#1227 User is offline Lobotomy 

Posted 29 February 2012 - 12:39 AM

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WHY?

#1228 User is offline TheKazeblade 

Posted 29 February 2012 - 12:51 AM

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View PostLobotomy, on 29 February 2012 - 12:28 AM, said:

I promise I'll do something about my controller eventually ;_;.

I mean, for the four fucking months I've had the game, it didn't do this until a couple days ago. What the hell?



Quote

What's new:
- Tweaked the Spin Attack ever so slightly so slow rolling doesn't last forever.
- Removed every nonessential speed booster from Green Hill Zone Act 2.
- Modern Super Sonic now has correct ring drain and no longer follows scripted flight paths (Next video may show this. It isn't featured in this one)



Still seems to be a lot of friction on that roll. However, this was really neat to see! Will future tweaking be taking place :)?

#1229 User is offline Trunks 

Posted 29 February 2012 - 12:54 AM

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What happens if you're a retard and wasted all your boost before you get to that loop-de-loop, you're effed. I don't see anything wrong with boosters for modern sonic. Classic sonic? Nowhere but Chemical Plant Zone.

#1230 User is offline TheKazeblade 

Posted 29 February 2012 - 01:02 AM

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View PostTrunks, on 29 February 2012 - 12:54 AM, said:

What happens if you're a retard and wasted all your boost before you get to that loop-de-loop, you're effed. I don't see anything wrong with boosters for modern sonic. Classic sonic? Nowhere but Chemical Plant Zone.


Did you mean boosters shouldn't be in Classic Sonic save for CPZ, or that they aren't? Because I remember for sure that they're in Sky Sanctuary, Speed Highway (possibly, can't remember...), and City Escape.

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