Sonic and Sega Retro Message Board: KuroBit - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

Group:
Member: Members
Active Posts:
39 (0.07 per day)
Most Active In:
Engineering & Reverse Engineering (38 posts)
Joined:
01-December 11
Profile Views:
0
Last Active:
User is offline Oct 17 2012 05:47 PM
Currently:
Offline

My Information

Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Not Telling Not Telling

Contact Information

E-mail:
Private

Previous Fields

National Flag:
us

Posts I've Made

  1. In Topic: Sonic Generations Hacking (and More!)

    03 October 2012 - 02:10 PM

    I suddenly have a possibly very dumb weird question, but would it be possible (maybe through the use of an external program instead of trying to add this right into the exe) to use the shadow missions, and create a multiplayer environment?

    What I mean is... Have a program that constantly reads your and your opponent's position/rotation/animation data, and relay it through a network and apply it to the ghost. It may not be very functional at first (players starting at different times, No indication as to who won, etc.) but I think this would be incredibly neat to try.

    I'd be willing to tackle this myself, but I've only used Game Maker in the past to relay data over a network, and I would have no idea what program would support reading and writing RAM data from a program (Sonic Generations in this case), and I'm fairy certain no one has made a plugin for that sort of function, so I'm sure something else would have to be used or if anything like that even exists. The only program I know of is Cheat Engine, but I don't think that has any programability or network functions.
  2. In Topic: Sonic Generations Hacking (and More!)

    03 October 2012 - 11:17 AM

    View PostSky The Destroyer, on 01 October 2012 - 07:18 PM, said:

    Also, is it just me, or did does the game run faster with the Unleashed Renderer? I noticed a slight FPS increase.

    Very much so! It seems to run at 60 fps at 720p, which has never happened for me before. I guess I'll just ]keep it on by default :) (Unless it screws with other things).
  3. In Topic: Sonic Generations Hacking (and More!)

    26 September 2012 - 09:35 AM

    Sounds great! Though, it might just be me but... maybe it's ever so slightly too upbeat? I'd have to directly compare it with the other songs though, and right now I'm in school, so I'll have to do that later...
  4. In Topic: Sonic Generations Hacking (and More!)

    21 September 2012 - 10:33 PM

    That would be incredibly helpful! I was really hoping someone would figure out how to do this at some point, thanks for figuring this out!

    I would ask how you got this done exactly, but I only have knowledge of LUA through NES hacking, and I don't really understand what that would have to do with hacking Generations :P, so it's probably way beyond me. I'm just a bit surprised that you mentioned LUA.
  5. In Topic: Sonic Generations Hacking (and More!)

    19 September 2012 - 11:13 AM

    View PostSky The Destroyer, on 17 September 2012 - 04:33 PM, said:

    Here, just use my updated templates: http://www.mediafire...15h5rlldctxbbxh

    These modified templates changes some attributes into using vector3, id, and list. I've also added presets in the classic item box to help out those that are making Classic Sonic stages.

    Oh thank you! I think I misunderstood, sorry.

    EDIT:
    Spoiler

    I'm still hoping someone has an answer for this though :). I'd like to help out with that if I could... if it exists. Since I honestly only know a little about hex editing, so I can't really help out with much else...