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

#316 User is online Dark Sonic 

Posted 12 November 2011 - 05:39 PM

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View PostTimmiT, on 12 November 2011 - 05:15 PM, said:

View PostDark Sonic, on 12 November 2011 - 04:54 PM, said:

What I'm more curious about is why does M&S 2012 have a flying battery remix to begin with?

Probably for one of the dream events. The Winter Olympics game also had a Sky Sanctuary remix.

Ya buy that had a sorta sky sanctuary vibe to that level I believe.

Perhaps they remade Flying Battery? I want to see this level.

#317 User is offline Chimera 

Posted 12 November 2011 - 07:45 PM

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Okay this is driving me completely insane.

http://pastebin.com/3ZXdq7ne

These lines in particualr...


  <SpinSliding2D>
    <Category>
      <SlopeRun>
        <Param>
          <DynamicFrictionalForce>22.5</DynamicFrictionalForce>
          <StaticFrictionalForce>24.5</StaticFrictionalForce>
        </Param>
      </SlopeRun>
      <Velocity>
        <Param>
          <AccelerationForce>10</AccelerationForce>
          <AccelerationForceBaseUp>25</AccelerationForceBaseUp>
          <AccelerationForceBySkill>25</AccelerationForceBySkill>
          <MaxVelocityBasisBaseUp>40</MaxVelocityBasisBaseUp>
        </Param>
      </Velocity>
    </Category>
  </SpinSliding2D>


What I'm trying to do is get Classic Sonic's rolling to be like it was in Polygon Jim's better rolling video. Unfortunately I apparently have no idea what the fuck I'm doing. I tried making the MaxVelocityBasisBaseUp higher (multiplied it by 40 even!), but nothing happened. In fact I think Classic went SLOWER than he should while rolling after messing with that value! I'm pretty sure that's his rolling data btw, SpinSliding2D. Unfortunately, I think I'm at a loss. Maybe the value I'm putting in is too high? I don't know. This is just irritating me though.

This is located in SonicClassic.prm.xml, which can be found in #SonicClassic.ar.00. The fact this isn't working is driving me up the wall. I'll keep experimenting, but damn this is annoying. :|

I also messed with the frictional force. I don't think it worked >.>; You guys can try though.
This post has been edited by Chimera: 12 November 2011 - 07:46 PM

#318 User is offline Azu 

Posted 12 November 2011 - 08:57 PM

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I packed it wrong, I unpacked everything with QuickBMS.

#319 User is offline Chimera 

Posted 12 November 2011 - 09:09 PM

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Alright guys, just took a look at City Escape Act 2's object layout data, and HOLY SH!T. IT'S HUGE. It exceeds 500kb, even! In total it's like 934KB. That's a BIGASS text file!

I swear, a huge step for you guys to take would be making a level editor that reads these XMLs and allows them to be edited. Probably something that reads them and converts the data read into 3D space? If someone could do this I'd be willing to help by making a few generic models to represent the items. I'll tell ya though, this thing has just about everything... If it's not an effect, it's there. Making an editor for this would be REALLY useful!

Also, unrelated but something interesting... In the terrain.prm.xml file, I found this:

      <GI-Texture>
        <Param>
          <MaxCreateGetDataCount>50</MaxCreateGetDataCount>
          <g_DummyTextureTypeNotFound>5</g_DummyTextureTypeNotFound>
          <g_DummyTextureTypeNotLoaded>5</g_DummyTextureTypeNotLoaded>
          <g_GITextureLimitSizeDefault>25</g_GITextureLimitSizeDefault>
          <g_GITextureLimitSizePs3>55</g_GITextureLimitSizePs3>
          <g_GITextureLimitSize***Wii***>-1</g_GITextureLimitSize***Wii***>
          <g_GITextureLimitSizeWin32>55</g_GITextureLimitSizeWin32>
          <g_GITextureLimitSizeXbox360>50</g_GITextureLimitSizeXbox360>
          <g_GITextureLoadRange>1800</g_GITextureLoadRange>
          <g_Level2Offset>2500</g_Level2Offset>
          <g_VisualizeLoadedLevel>false</g_VisualizeLoadedLevel>
        </Param>
      </GI-Texture>


Note the bold. Apparently Colors having unused assets that are in Generations isn't the only link to it and Generations...

EDIT: apparently [ code ] tags don't allow for boldedness. Read between the ***'s then :P

EDIT2: I typed wrong things. For that I am sorry.
This post has been edited by Chimera: 12 November 2011 - 09:44 PM

#320 User is offline Azu 

Posted 12 November 2011 - 10:19 PM

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Wav to ADX might be possible!

http://hcs64.com/mbo...howthread=24174
Wav → AAX ?

Yea it's possible. I was able to convert a song into a SFIV stage music , which uses .AAX using Goshane's CSB Packer . Tools here: http://www.megaupload.com/?d=STCGAXC1

It needs to be Wav → ADX → AAX in order . You may need to adjust the pitch and have all wave forms in mono . But again just guessing as it has been a while since I last did a conversion .
[edit]

#321 User is offline Herm the Germ 

Posted 12 November 2011 - 11:34 PM

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Huh, if it's that easy, I'd be willing to make more-or-less correctly looping ADX files for people if they're interested, unless like, I get a dozen file requests a day.

#322 User is offline Chimera 

Posted 13 November 2011 - 12:29 AM

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Azu I love you.

No I really do.

In any case, pretty awesome how this is doable now. On another note I made Super Sonic's ring loss less bullshit, whee. Still trying to find out how to make Classic Sonic's rolling less bullshit, like how Jim did it. Tedious stuff though :/

For anyone interested in doing such themselves, just go to your bb3.cpk directory, unpack the #Sonic.ar.00 and #SonicClassic.ar.00, go into the XML files of each, and search for "sps" which is basically Super Sonic. Set <SpsDecRingTime> to 1.0166 to make the ring loss just like in the Genesis era; as in, 60 rings lost every 61 seconds. If you want straight up 1 ring per second, just change it to 1 and you'll be fine. I recommend also changing <SpsDecRingTimeBoost>, which is Modern Sonic's ring loss when flying, to .5, to make it fair (basically double ring loss; do .25 if you want to make it quadruple ring loss for more of an incentive to ration out your boosting).

So yeah. Good luck and enjoy. Meanwhile I'll do some music imports :V (such as that Mushroom Hill track~)

#323 User is offline Azu 

Posted 13 November 2011 - 06:58 AM

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I do hope for an eventual level editor myself. Although I wonder what will happen if one is made.

Once again, I think I've did something wrong. What format does the wav has to be in? I had it at 44Hz.
The AAX files keep getting messed up, corrupted. =/

Okay, I got. You can't have your ADX files pre-looped.
This post has been edited by Azu: 13 November 2011 - 12:34 PM

#324 User is offline Chimera 

Posted 14 November 2011 - 12:02 AM

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WAV has to be, to my knowledge, 16 bit, forgot the Hz.

Also, for some reason when I convert to .ADX with the tools linked by Azu, then pack both .ADX files into a .AAX, the pitch gets screwed up and it doesn't loop. So I ask, what program(s) do you guys use, and how do you use them? Because I'm at a loss :c

#325 User is offline Azu 

Posted 14 November 2011 - 12:56 AM

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I use ADXencd, and GoldWave.

#326 User is offline San.ake 

Posted 14 November 2011 - 01:55 AM

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The other day I downloaded "Hinchy's fully-tagged Super High Quality V0 Music rip". Thanks, I've been listening to it every day.
Anyway, I was wondering why almost all of the extra tracks were left out (specially those bitchin' S3&K revamped tunes).
Is there any way we can get those tunes uploaded? Thanks!

#327 User is offline Azu 

Posted 14 November 2011 - 03:51 AM

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View PostChimera, on 13 November 2011 - 12:29 AM, said:


In any case, pretty awesome how this is doable now. On another note I made Super Sonic's ring loss less bullshit, whee. Still trying to find out how to make Classic Sonic's rolling less bullshit, like how Jim did it. Tedious stuff though :/

For anyone interested in doing such themselves, just go to your bb3.cpk directory, unpack the #Sonic.ar.00 and #SonicClassic.ar.00, go into the XML files of each, and search for "sps" which is basically Super Sonic. Set <SpsDecRingTime> to 1.0166 to make the ring loss just like in the Genesis era; as in, 60 rings lost every 61 seconds. If you want straight up 1 ring per second, just change it to 1 and you'll be fine. I recommend also changing <SpsDecRingTimeBoost>, which is Modern Sonic's ring loss when flying, to .5, to make it fair (basically double ring loss; do .25 if you want to make it quadruple ring loss for more of an incentive to ration out your boosting).



I tired that and It crashed as soon as I enter the hub world. I repacked the CPK with the 64 data alignment.

#328 User is offline Herm the Germ 

Posted 14 November 2011 - 09:04 AM

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View PostChimera, on 14 November 2011 - 12:02 AM, said:

WAV has to be, to my knowledge, 16 bit, forgot the Hz.

Also, for some reason when I convert to .ADX with the tools linked by Azu, then pack both .ADX files into a .AAX, the pitch gets screwed up and it doesn't loop. So I ask, what program(s) do you guys use, and how do you use them? Because I'm at a loss :c

Not sure about the AAX encoding since I had no need to convert to that yet, but, as far as ADX is concerned, I simply use Goldwave to convert an audio-file to Wav, estimate the loop-points in sample-numbers and then put the comand-line-tool ADXencd to use like this:

adxencd -lps[start of loop point in samples] -lpe[end of loop point in samples] [filename].wav


Not that difficult, if you ask me. :B

As for samplerate, Heroes at least didn't care so I doubt other games do.

EDIT: Just did a test, and, for conversion-purposes, yeah, waves gotta be 16 bit.
This post has been edited by Herm the Germ: 14 November 2011 - 11:02 AM

#329 User is offline Polygon Jim 

Posted 14 November 2011 - 12:10 PM

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I did an excellent modification to Sonic Generations™ today. It is a very large change that will forever change the way you play the game; You will never be able to see anything the same again. I added back a missing feature of the engine the game uses, known as "Hedgehog Engine™". This feature was in Sonic Unleashed™, but for some unknown reason it was removed from Sonic Generations™. I can not see any logical reason for the removal of the feature as it works excellently in Sonic Generations™. By now after reading all of this you probably are wondering "Well what did you add great master of the unknown PolygonJim©?!" Well I answer you this my dear fellow people; I re-added the Hedgehog Engine™ logo video in the intro of Sonic Generations™. I have also done another great service to the community by using a higher quality Sega™ logo in the game.

Just extract this file right into your Sonic Generations™ installation folder and experience the wonders of the Hedgehog Engine™.
http://www.mediafire...q3q990ts60w4b9s


Here is an amazing video captured in 3D™ for your excellent 3D™ viewing pleasure. I hope to enjoy you enjoying the Hedgehog Engine™ logo soon!
Thank you good people. Goodbye.
This post has been edited by Polygon Jim: 14 November 2011 - 12:53 PM

#330 User is offline Selbi 

Posted 14 November 2011 - 04:45 PM

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I will sound like a dick now, but seriously, was this really necessary?

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