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Sonic Heroes Hacking/Modding I promise it's the last one

#16 User is offline Aquaslash 

Posted 05 December 2017 - 03:43 AM

  • Emerald Dragoon
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That wasn't me on youtube, but it's nonetheless good to see the issue appears to be a small one

#17 User is offline sewer56lol 

Posted 07 December 2017 - 10:32 AM

  • Posts: 13
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  • Project:Heroes SCHG, Heroes Mod Loader, Shadow Unused Stages, Heroes E3 Beta Stage Restoration, Heroes Tweakbox
Alright, even with the limited time that I've had as I've been busy this week I've managed to find myself some time in which I could take the current sources, move them to .NET 4.5 and recompile them.
This was a bit tedious as with new changes, literally every single mod had to be moved down to .NET 4.5 (some from not me are on .NET 4.6) and moved onto the new template due to the internal changes.

I've recompiled virtually everything I had at hand except for Magnetic Barrier and Direct2D Sample as Vanilla-Tweakbox has improved versions of those.

I've not had the chance to test it on a Windows 8 VM (or Windows Vista) but everything here does function as expected on my machine, so I suppose here's another download such that Win 8 (not 8.1) users (potentially) don't get boned anymore (see edit).

I also threw some basic Riders stuff in there for good measure:
Posted Image

Edit:

I might aswell use the Retro Wiki for this: https://info.sonicre...Loader-NET45.7z

Note to Staff: Feel free to remove old revisions if you believe that sometimes periodic uploads would bully the Retro wiki in terms of storage space too much.
This post has been edited by sewer56lol: 08 December 2017 - 05:19 AM

#18 User is offline Chris Highwind 

Posted 11 December 2017 - 08:46 PM

  • Don't mess with Luigi
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View PostDark Sonic, on 04 December 2017 - 07:56 PM, said:

View PostIrixion, on 04 December 2017 - 01:27 PM, said:

We have fully customization levels in Heroes now and people are still going on about Forces? Psh. Nicely done.

Yup, because Heroes was garbage :v:


And Forces isn't? :v:

No, but seriously, I always love it when we get a large modding community for a Sonic game, and I'm going to follow this as well.
This post has been edited by Chris Highwind: 11 December 2017 - 08:47 PM

#19 User is offline sewer56lol 

  Posted 20 December 2017 - 02:30 PM

  • Posts: 13
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  • Location:United Kingdom
  • Project:Heroes SCHG, Heroes Mod Loader, Shadow Unused Stages, Heroes E3 Beta Stage Restoration, Heroes Tweakbox
I have recently identified a regression.
It would appear that on certain hardware configurations, starting with the Windows 10 Fall Creators Update (1709), there's achance that the WS_EX_LAYERED extended window style may be broken, both separately and in conjunction with WS_EX_TRANSPARENT.
Windows would fail to properly handle the WS_EX_LAYERED property, there appears to be zero proper alpha blending to be exhibited (no transparency) and even after adding WS_EX_TRANSPARENT, the window would still be hit tested (reacts to mouse clicks).

Windows Insider builds would appear to break things further. Topmost windows using WS_EX_LAYERED
would fail to stay topmost (tested w/ build 17035).
What does this mean to you?

To put it quite blandly, if you run into this you're FUCKED when it comes to anything that uses the external overlay.
At the moment, this is only Tweakbox and the D2D Overlay Sample which use this.
There does not appear to be a workaround, at least after 8 hours of Windows build switching, playing aroundwith DWM and registry, trying toggling of blur for window, disabling + re-enabling DWM at runtime, setting extendedwindow classes after window creation and/or during creation, changing window class styles, etc...
Just to name a few things that I've tried.

Spread
It is unknown who is affected and who isn't, no patterns in terms of hardware.
There are 2 (maybe 3) known cases whereby this breakage has been observed.

#1: Laptop w/ an i5-5200u CPU, integrated graphics. (That's mine)
#2: PC with i7-6700, GTX 1060 (6GB) (Prebuilt)
#3: Unknown machine owned by S0LV0 (Experienced during SHC week)

While not with me as I'm away from my regular room, my Desktop (4790k, 2x R9 290) is not affected by this.

Extra Appendix
This is exclusive starting with Fall Creators Update (1709), the overlay wasn't affected by thealready prior created breakages for overlays and external overlay issues introduced in
Creators Update (1703).
One thing I've not tried is manually creating the window with native functions,
declare WNDCLASSEX, register with RegisterClassEx() and create window with CreateWindow().
This problem is also not exhaustive to the mod loader nor the loader's overlay unfortunately and likely affectsmany other overlays using blending and/or transparency, mainly in the multiplayer game hack space.

Libraries providing external overlays are also broken.

Status?
After a good few hours of tampering and multiple OS reinstalls and build changes to test on real HW,I'll simply say that I wouldn't be "fixing" this in the meantime (it's a Windows bug).
There is no known reasonable/sensible "fix" that I know of which wouldn't harm anything
else in question, diminish performance or not bring forth undesired effects.

It simply means that I'll have to put implementing the Internal Overlay above all else
after I get around to finishing refactoring of the loader and main library.
Note to self: You probably shouldn't use text centering ever again, manual formatting looks bad on small windows/screens.

This post has been edited by sewer56lol: 20 December 2017 - 03:06 PM

#20 User is offline sewer56lol 

  Posted 24 January 2018 - 11:41 PM

  • Posts: 13
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  • Location:United Kingdom
  • Project:Heroes SCHG, Heroes Mod Loader, Shadow Unused Stages, Heroes E3 Beta Stage Restoration, Heroes Tweakbox
Posted Image

Opening the gates of IRC

I thought I'd give a small update on the state of the communications.

The gates have been opened and there now exists a sister IRC channel.

The channel can be found on the Badnik IRC under channel #HeroesHC.The channel supports a relay bot, hosted on my RasPi, relaying messages from and to Discord.

I am also now making use of an IRC bouncer (ZNC) hosted on the same Pi.
I wouldn't be missing any messages //forums.sonicretro.org/public/style_emoticons/default/wink.png.

Channel Mapping
Messages from multiple Discord channels are merged onto the IRC channel.
Messages from IRC are only relayed onto one channel however (#hacking-general).

The piped channels are generally low-activity channels which do not
generally include off-topic conversations.

Here is a list of piped Discord channels:

Posted Image

Answering questions should preferably from the IRC side should
preferably be performed by tagging the original poster with the @ symbol.

(oh, and we also do Shadow The Hedgehog stuff :P)


Posted Image
Mod Loader Status

Mod loader wise, I'm working on things.
Seeing that there was enough interest to gauge satisfying me, I've beganto rewrite the code from scratch to meet my new set quality standards.
The rewrite so far has been going pretty smoothly. Most of the work on the back/mod-end has been done and I'mcurrently working on the launcher.

I can't give any guarantees but maybe late February/March could
be a reasonable timeframe for seeing something out of this thing.

Sonic Heroes wise, as for how active modding this game has been...
I can't tell you. January saw almost nothing while December was
very active compared to the norm, perhaps some people are waiting...

We'll see soon enough...

Here's some launcher WIP till then (dummy text)...
Spoiler

Note to self: You weren't meant to use center text again, dummy.

This post has been edited by sewer56lol: 25 January 2018 - 12:07 AM

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