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

#2011 User is offline Crasher 

Posted 11 June 2012 - 01:09 AM

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I don't think so. I never saw it in my copy of Gens. And I've 100%'d it. :psyduck:

That's pretty interesting though! Is there anything else that's not used ingame, like any other characters that don't appear in the game?

Edit: I was replying to the last post on the last page.

Stupid new page
This post has been edited by Crasher: 11 June 2012 - 01:10 AM

#2012 User is offline Aerosol 

Posted 11 June 2012 - 01:33 AM

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I don't think there's even an entry for Super Sonic in the characters section. I'm too lazy to boot up my 360 right now to find out, though.

#2013 User is offline BlazeHedgehog 

Posted 11 June 2012 - 04:17 AM

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Yeah, there's no entry for Super Sonic.

#2014 User is offline Dude 

Posted 11 June 2012 - 05:46 PM

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Well, I finished my spline exporter. As far as I know, it does all of the work for you aside from creating the splines and packaging them in archives.

Generations Spline Exporter v1.0

To use this exporter, open 3ds Max. Then, in the right-hand toolbar, go to the 'utilities' tab and click the 'maxscript' button. Then, in the maxscript rollout, select 'run script'. Locate the file you downloaded and open it with the dialog. In the drop-down, pick the utility from the list. A new rollout should appear below the maxscript rollout. This is the exporter. Click the 'instructions' button before first use and read all of the dialogs.
This post has been edited by Dude: 11 June 2012 - 05:53 PM

#2015 User is offline Phugolz 

Posted 11 June 2012 - 06:40 PM

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wtf is a spline

#2016 User is offline Lobotomy 

Posted 11 June 2012 - 06:41 PM

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I love you.

#2017 User is offline Sky The Destroyer 

Posted 11 June 2012 - 07:00 PM

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View PostDude, on 11 June 2012 - 05:46 PM, said:

Well, I finished my spline exporter. As far as I know, it does all of the work for you aside from creating the splines and packaging them in archives.

Generations Spline Exporter v1.0

To use this exporter, open 3ds Max. Then, in the right-hand toolbar, go to the 'utilities' tab and click the 'maxscript' button. Then, in the maxscript rollout, select 'run script'. Locate the file you downloaded and open it with the dialog. In the drop-down, pick the utility from the list. A new rollout should appear below the maxscript rollout. This is the exporter. Click the 'instructions' button before first use and read all of the dialogs.
That sounds epic! I could use this once I figure out how to create splines. :v:

On another note, I updated the page for bb2.cpk's file index, located here: http://info.sonicret.../File_Index/BB2

I will do bb's file index shortly, but there is still work to be done on bb2's file index.

#2018 User is offline Azu 

Posted 12 June 2012 - 01:26 AM

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So, how do we import our splines into SonicGVL? I'm not doing a custom level by the way, I'm just editing a pre-existing level.

#2019 User is offline Dude 

Posted 12 June 2012 - 01:34 AM

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SonicGLVL doesn't directly support spline import as far as I know. But, if you close the editor, go into your sonicglvl/cache/level/data folder, replace the level path file with the exported one and pack everything in the data folder into a new #level.ar.00, that should do the trick. You can then re-load the editor and see the splines (knots only).
This post has been edited by Dude: 12 June 2012 - 01:37 AM

#2020 User is offline Ch1pper 

Posted 13 June 2012 - 03:07 PM

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View PostDinnerSonic, on 10 June 2012 - 11:44 PM, said:

Thanks to some tips from JoeTE I present to you "Sonic Generations .fco Text Converter v0.1", a simple and badly named program to assist in editing text in Sonic Generations until a proper program for .fco files is created. I figured it wasn't fancy or special enough to deserve a topic or anything but it might help some.

[images]

Simply type in your text, convert it to hex and paste it into the file directly! Or you can copy raw hex code from the game to find out what it says. The program assumes you are copying from the program HxD currently, so every hex value requires a space after it for proper reading.

Future plans are tweaks that you all might suggest if I'm good enough to do so and adding things like é and symbols. I can't add unicode support directly because MMF2 Unicode support costs $60 or so.


Forgive my ignorance on the subject, but I thought having spaces between Latin letters was normal in Japanese-made games due to the differences between two-digit ASCII and four-digit UTF-8 encoding. (I.e., the hidden message on Tails' translator in Colors.)

With that said, why would the Text Converter assume that HxD in particular is being used? Does it matter what hex converter is used, as long as it has support for UTF-8 endcoding?



(Massive apologies if any of that was worded incorrectly!)

#2021 User is offline Korama 

Posted 13 June 2012 - 04:37 PM

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UTF-8 isn't "four-digit" (assuming you mean hex digits). It's a variable length text encoding using one to four bytes per character.
The message in Sonic Colors actually was encoded in Shift JIS, another variable length scheme (one or two bytes per character) specific to Japanese (not universal like UTF). It looked like ASCII with a mistake at first glance, but the mistake turned out to be some quotation mark that happened to require two bytes in Shift JIS, if I remember correctly.

What you refer to as "spaces between Latin letters" is probably UTF-16. In a hex editor, UTF-16 text consisting of only Latin letters usually looks like "T.H.I.S." - two bytes per character, with the second byte of each group being zero (rendered as "."), not a space.
UTF-16 is the standard encoding in modern Windows versions, so you see it in a lot of places, not just Japanese-made games.

I have only taken a quick look at the .fco format, so I could be wrong, but the four byte values it uses to encode one character seem to be indices into the game's font texture. Hence the weird arbitrary values that differ from any standard character encoding.

#2022 User is offline Ch1pper 

Posted 13 June 2012 - 04:55 PM

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Ah, I knew I had my terminology mixed up. Thanks for the corrections.

#2023 User is offline DinnerSonic 

Posted 13 June 2012 - 05:22 PM

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View PostCh1pper, on 13 June 2012 - 03:07 PM, said:

With that said, why would the Text Converter assume that HxD in particular is being used? Does it matter what hex converter is used, as long as it has support for UTF-8 endcoding?

Because that's the one I used when making it, and I'm sure the copy-paste hex features of other editors might format it differently. The rather cheap way I made it basically means the values are hard coded, it'd take a while to make it properly read, say, <bh:00><bh:00><bh:00><bh:83> as one Generations letter from Translhextion, as I'd have to remake all the actions for that. I was too cheap/lazy to have all it stored in an easy to edit text file or such.

I mean, if people use those enough I can try and do that anyway, make my one contribution to Generations hacking a little more useful, but I'd prefer to stick with one hex editor's style if I can, I don't want to add support for something nobody will use if I can.

... this wouldn't even be needed though if there's a hex editor that supports tables with 4 or more bytes per letter. Thingy kinda failed for me when I tried that.

#2024 User is offline Dario FF 

Posted 13 June 2012 - 05:54 PM

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View PostDinnerSonic, on 13 June 2012 - 05:22 PM, said:

I mean, if people use those enough I can try and do that anyway, make my one contribution to Generations hacking a little more useful, but I'd prefer to stick with one hex editor's style if I can, I don't want to add support for something nobody will use if I can.


Anything helps, I plan on cracking and doing a full spec for it later eventually when it's needed(*cough* descriptions for missions *cough*), so if you can dump any info you got out of it on the wiki(a conversion table for example), it'd be really appreciated.

From what I looked at it, one file seemed to be just some sort of font description, with the UV coordinates for each letter, so I bet the descriptions' values match the indices to those letters.
This post has been edited by Dario FF: 13 June 2012 - 05:54 PM

#2025 User is offline DinnerSonic 

Posted 13 June 2012 - 10:44 PM

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I'm gonna apologize ahead of time if I totally mismatch styles with how it should be on the Wiki compared to all the other things listed under file specifications that have the sort of source code style. I'll add what I have 100% documented first, then maybe add more letters later if I experiment and nobody gets to it first.

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