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

#1771 User is offline Dario FF 

Posted 14 May 2012 - 08:30 PM

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Sorry for that haha, I was just checking up the filenames and that was the last one that caught my eye. Not exactly a good plan for them to name them the same file, but just change number.
This post has been edited by Dario FF: 14 May 2012 - 08:30 PM

#1772 User is offline Falk 

Posted 14 May 2012 - 08:45 PM

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Welp, I got it to work and broke it at the same time. I'm headed out to get dinner; YT is still uploading as of posting time.



On CPZ/SSZ/onwards, it gets to the end, then refuses to loop. It loops fine on GHZ though. Very, very bizarre. I'll try to figure out what's going on when I get back.

#1773 User is offline Dark Sonic 

Posted 14 May 2012 - 08:52 PM

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^ That is so fucking awesome. Just had to say that.

#1774 User is offline Jason 

Posted 14 May 2012 - 08:55 PM

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I had the game crash after choosing to go back to the hub world. I can't get the game to recreate it frequently, but this is the second time this has happen today. Visual Studio 2010 says "An unhandled win32 exception occurred in SonicGenerations.exe [252]." Upon choosing to debug, The error "Unhandled exception at 0x776615de in SonicGenerations.exe: 0x00000000: The operation completed successfully." When I hit Continue in Visual Studio, a small bit of the music plays from the end scene, and then immediately get the same error. Upon choosing Break, a nice quarter-second of the music plays, and then Windows say the program stopped working, with the option to debug or close program. Repeat.

Specs:
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120330-1504)
Language: English (Regional Setting: English)
System Manufacturer: Gigabyte Technology Co., Ltd.
System Model: Z68AP-D3
BIOS: Award Modular BIOS v6.00PG
Processor: Intel® Core™ i7-2600 CPU @ 3.40GHz (8 CPUs), ~3.7GHz
Memory: 4096MB RAM
Available OS Memory: 4014MB RAM
Page File: 3031MB used, 4992MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 32bit Unicode

Hope this helps.

Whoops, wrong topic, I'll repost this in the test topic.
This post has been edited by Jason: 14 May 2012 - 08:58 PM

#1775 User is offline Falk 

Posted 15 May 2012 - 03:47 AM

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Uploaded Mazuri Hub World music thingoo, URL is the same

This one definitely needs some extra work, but the basic idea is there.

edit: p.s. thanks for all the comments/feedback. I'm reluctant to reply to each one individually and clutter up the board, but really, I just do my best. D:
This post has been edited by Falk: 15 May 2012 - 03:47 AM

#1776 User is offline Korama 

Posted 15 May 2012 - 08:48 AM

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View PostMainMemory, on 29 April 2012 - 12:27 PM, said:

Okay so I updated Generations Archive Editor, fixed the icon bug (hopefully), and at Chimera's request, made it save ar.00 files as a single file, regardless of size, and made it ignore split files when generating arl files.

This may cause an issue if you open a split file, save it, and open it again, as it will read the combined file and the leftover split files, leading to duplicate files. Not sure how to handle that without completely disabling support for loading split files.

I was just looking at the ARL/AR format because I found the loading routine in SonicGenerations.exe and I remembered this post of yours.
Are you aware that the AR volume count is stored in the second dword of the corresponding ARL file? That is, if the dword is 3, for example, then there are expected to be ar.00, ar.01 and ar.02 files. If you read and write this info properly, Generations Archive Editor shouldn't have any problems distinguishing between single volume and split ARs.

#1777 User is offline Jason 

Posted 15 May 2012 - 08:52 AM

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View PostFalk, on 15 May 2012 - 03:47 AM, said:

Uploaded Mazuri Hub World music thingoo, URL is the same

This one definitely needs some extra work, but the basic idea is there.

edit: p.s. thanks for all the comments/feedback. I'm reluctant to reply to each one individually and clutter up the board, but really, I just do my best. D:


Mazuri Ska Mix. I fucking love you.

#1778 User is offline MainMemory 

Posted 15 May 2012 - 09:56 AM

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View PostKorama, on 15 May 2012 - 08:48 AM, said:

View PostMainMemory, on 29 April 2012 - 12:27 PM, said:

Okay so I updated Generations Archive Editor, fixed the icon bug (hopefully), and at Chimera's request, made it save ar.00 files as a single file, regardless of size, and made it ignore split files when generating arl files.

This may cause an issue if you open a split file, save it, and open it again, as it will read the combined file and the leftover split files, leading to duplicate files. Not sure how to handle that without completely disabling support for loading split files.

I was just looking at the ARL/AR format because I found the loading routine in SonicGenerations.exe and I remembered this post of yours.
Are you aware that the AR volume count is stored in the second dword of the corresponding ARL file? That is, if the dword is 3, for example, then there are expected to be ar.00, ar.01 and ar.02 files. If you read and write this info properly, Generations Archive Editor shouldn't have any problems distinguishing between single volume and split ARs.

Yeah, I guess that could work. When loading, if an ARL file exists, use it to determine the number of volumes, otherwise add all files that match. Saving and ARL generation will continue to be single-file only.

I'll have that done in a bit.
This post has been edited by MainMemory: 15 May 2012 - 09:57 AM

#1779 User is offline Korama 

Posted 15 May 2012 - 10:16 AM

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View PostMainMemory, on 15 May 2012 - 09:56 AM, said:

Yeah, I guess that could work. When loading, if an ARL file exists, use it to determine the number of volumes, otherwise add all files that match. Saving and ARL generation will continue to be single-file only.

I'll have that done in a bit.

I forgot to add that the ARL files contain a an array of dwords immediately following the VolumeCount dword. The array has VolumeCount entries, each one storing the file size of the respective AR volume. Just in case you didn't know already.

#1780 User is offline MainMemory 

Posted 15 May 2012 - 10:20 AM

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You know that GenArcEd has ARL generation right? And that such a feature requires knowledge of the ARL format? Just because I didn't think to use the ARL files in that way doesn't mean I don't know what information they have.

#1781 User is offline Korama 

Posted 15 May 2012 - 11:00 AM

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No, I didn't know. Sorry, no offense intended.
I haven't looked at anything AR/ARL related before, but as I said, I've stumbled across a relevant loading routine in my disassembly of Sonic Generations.
For some reason, I've been under the impression that AR files were compressed and I was quite surprised to find out now that they aren't. That should tell you how ignorant I was of the format. ;)

Anyway, I've just tried GenArcEd and it's a handy tool. I've just had an idea for a tiny little mod that'll require its help...

#1782 User is offline MainMemory 

Posted 15 May 2012 - 11:10 AM

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I just updated Generations Archive Editor so now it should look for an ARL file to determine the maximum number of AR.?? files to load.

#1783 User is offline Korama 

Posted 15 May 2012 - 11:38 AM

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And I've just used it for creating my very first mod: Logo Removal
It does exactly what it says, remove the game's startup logos. I got sick of seeing them after restarting the game for the thousandth time.
This post has been edited by Korama: 16 May 2012 - 08:04 PM

#1784 User is offline DinodudeEpic 

Posted 15 May 2012 - 04:48 PM

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I was wondering about ways to make the spin-dash work with 3D environments. (As Classic Sonic.)

So far, I have two rough ideas about where to look for the solution.

1:Investigate into the way that the Spike Wisp has been made to work in 3D. (Suggested by another user a couple pages ago.)
2:Look for a file that defines the spin-dash and it's relation to camera angles.

The problem with the latter idea is that I don't really know where the file in question is, if it even exists as a separate file instead of being hard-coded.

Still, it would be nice if the spin-dash was fixed in 3D. (In case Classic Sonic is in a 3D level, especially if we are doing an act swap between Classic Sonic and Modern Sonic's levels.)

#1785 User is offline Azu 

Posted 17 May 2012 - 09:59 PM

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Is there an updated version of the script? I can't seem to import the Egg Dragoon. It errors out.
Unable to Convert: undefined to type: Interger64

enm_bne_eggdragoon_top.model
enm_bne_eggdragoon_under.model
enm_bne_eggdragoon_baria_under.model
enm_bne_eggdragoon_brk.model
enm_bne_eggdragoon_drill.model

These are the files I've tried.

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