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Topics I've Started
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Sonic Generations - Unleashed Project v1.0 Available
20 March 2013 - 08:38 AM
I delayed creating the thread here since originally, my post in ModDB was gonna be much larger and detailed... until they told me at the last minute that there was a 10k character limit. Most of the questions asked in the other thread at the moment had already been answered in the Readme, but I don't blame you since that is really long.
So I had to separate it into a news post, which didn't get approved until this morning.
Since I would probably just copy paste my original post here, better go read the original news post on ModDB:
ModDB News Post with FAQ, Troubleshooting, and Credits included
Torrent of the mod.
Atomic Gamer


Feel free to use this thread for all your needs, I hope the extended post will help clear any other doubts people had.
As for post release stuff, I will quote myself:
Quote
I will start writing a long series of posts about all the technical behind-the-scenes stuff a while after release.
Since obviously archiving this stuff is in the best spirit of what Retro is about, I will post those on this thread later on.
For bugfixes, we'll probably push a patch in the online updater later when we got some more issues reported after some days.
As for post-release content, there's no plans for me yet due to how busy I will be for the rest of the year with college. We have some cleaning/organization/archival to do of the whole thing first. There's some stuff coming for SonicGLvl first though!
Hope you guys had fun with our work after all this time! I'm really thankful to all the people in the credits sections for helping this become a reali-

Yes, even him.
EDIT: I just remembered Retro has a section for hacks in the Wiki, but I suck at wikis. So if anyone wants to do a page, go ahead.
EDIT2: Also realized I forgot to credit MM for his work on the Archive editor. Sorry! -
Generations PC Unleashed Porting - Dragon Road Demo
12 July 2012 - 09:32 PM
Dragon Road Demo
(Entry for the Sonic Hacking Contest 2012)
Before going any further, please notice we're in ModDB now with our own page! So you can follow us there as well for any updates(some exclusive content too!).
Half an year has passed since the research started, from absolutely NOTHING other than some basic uncompressers. Today, it's time to let you play the fruits of our labour and hard work, and there's plenty more to come in the future! For now, enjoy it...
Download
UPDATE: If you've downloaded the mod before, you can download these files and replace on the relevant folders you copied the files to. Otherwise, just get the full pack.
Patch: Download the latest Patched Files
Full(updated): Download from our ModDB Page.
Full(not updated yet) mirror: Google Drive Mirror(Way faster)
The application was unable to start correctly (0xc000142)
This is caused because your version of the game isn't updated. Common problem with people who haven't booted it in Steam, or pirate copies.
Update: Or you can update CPKREDIR v0.4.1 on your Sonic Generations folder.
This mod uses SonicGMI. This pack already has the program included. If you follow the simple instructions inside, you should be able to play with no problems at all in less than a minute.
You can buy Sonic Generations right now for $17.99 USD on Steam! (Daily deal is over, last chance to get the game cheap)
Installing:
- Install either SonicGMI or CPKREDIR with the instructions included. (Simply copy the included EXE and DLL to your Sonic Generations folder).
- If you never used Mods, remember to enable mod redirection using SonicGMI's "Install/Uninstall" button. All this does is replace the string "imagehlp.dll" to "cpkredir.dll" in the exe, and it's easy to restore. Steam won't give you any trouble for this simple patch, nor will you get a ban or anything like that.
- Drop the "UnleashedDR" folder into a mods folder(like the one you just copied to the regular Sonic Generations folder) of your own so SonicGMI detects it. If you're using CPKREDIR alone, you'll have to add the entry to your INI.
- Now just boot up SonicGMI, make sure the checkbox on the Dragon Road demo is enabled, then Save & Play!
- If you don't see the custom HUB when entering in-game, then you just did something wrong. Try again or ask here, with accurate descriptions of what you did.
Please notice this mod uses its own custom save file, so none of your progress will get overwritten or reset. DO NOT START A NEW GAME(you can restore the original save file with SonicGMI). If you want to force this off, simply toggle it in SonicGMI.
Features
- Sonic Unleashed level from the Xbox 360 version, playable for the first time(for the public) on a PC.
- Framerate Cap increased to 60 FPS
- Unlimited resolutions, whatever your PC can render.
- Global Illumination from the Sonic Unleashed DLC, improving the lighting quality by a great margin
- Fully reworked layout. Stuff that couldn't be ported in got replaced, anything annoying or bad is improved, and some other additions of our own!
- Custom mini-HUB, and some great new HUB tunes thanks to Falk.
- Lots and lots of glitches fixed, and more shall be fixed as they're discovered if needed.
Video:
Full playthrough of the level(spoilers obviously)
Screenshots:



Click the spoiler for more shots.
Spoiler
FAQ:
- Q: The application was unable to start correctly (0xc000142)
A: This is caused because your version of the game isn't updated. Common problem with people who haven't booted it in Steam, or pirate copies.
Update: Or you can update CPKREDIR v0.4.1 on your Sonic Generations folder.
- Q: Release Date for full mod?
A: Nope. We haven't even started polishing the rest of the levels, it's really time consuming to even polish ONE like this, given how much stuff needs to be recreated. Unless you want Sonic '06 quality, don't ask. When it's done, it's done.
- Q: Can you port levels from <anything that isn't Sonic Unleashed>...
A: Nope. Not because I can't, but because I likely find it a waste of time, and you should probably do it yourself.
- Q: Can you port bosses/cutscenes/story?
A: No, and even if I could, there's not much point to it since this mod tries to act as if it were DLC. Given the internal workings of the game we can't really ADD more levels, just replace for now. With SonicGMI, switching shouldn't be an issue though.
- Q: Will you keep releasing individual levels like this?
A: While it's a neat idea, doing these kind of Mini-demos is really time consuming. I'll likely use the same approach to polishing the stages though. The ideas are still up in the air, but for now, working on the rest of the Day Levels and releasing them as the full pack is the plan.
- Q: Will this tamper with my Time/Score/Red Rings?
A: SonicGMI comes with save redirection by default, and this mod comes with a save that lets you play right away on Dragon Road. The rest of the levels are disabled, to encourage the user to learn how to use the Mod Loader to switch from the regular game, to the Unleashed Project.
- Spoiler
Credits:
Dario ff, Chimera, TwilightZoney - Mod Development
Additional help from Falk(HUB World Tunes), JoeTE(Music Replacement), Lobotomy(HD Retexturing), Korama(CPKREDIR), MainMemory(Generations Archive Editor), and to everyone who keeps using SonicGLvl(efficiently)! It's really good motivation to keep working and improving on it, and it makes developing this mod so much easier.
Lots of thanks to Sega for making Sonic Generations and releasing it on PC! We care about your games here, so when are we getting a patch or two?
And that's all I've got to say. Download it, enjoy it, do anything you want with it. I don't require you this time to post videos or anything, but it's all cool and really appreciated! (Particularly some of those high-res shots from you PC Gaming Battlestations)
Feel free to post any feedback and questions you got. - Install either SonicGMI or CPKREDIR with the instructions included. (Simply copy the included EXE and DLL to your Sonic Generations folder).
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Generations PC Unleashed Porting - Public Hardware Test #1
13 May 2012 - 12:10 PM
Sonic Generations PC Unleashed Porting Project - Public Hardware Test #1
EDIT: Download got updated with Instancing support. Grass and Flowers will show up now. The link is the same.
Description:
These are the files for playing Windmill Isle Act 1 in place of the Green Hill Zone level slot.
This demo is merely for testing purposes and checking to see if it runs in as many systems as possible. If enough systems have satisfactory performance, we'll go ahead and start converting all the stages, aiming for the final state of them.
Credits:
- Dario FF, Chimera, and TwilightZoney, community members from sonicretro.org, main developers.
- Additional Help from JoeTE(SonicRetro or SSMB) for song ripping.
- Special thanks to Korama from sonicretro.org for CPKREDIR, the solution we'll be using and testing for mod distribution.
- Also thanks to MainMemory for developing Generations Archive Editor, which is pretty much the main tool used for developing, and is currently used by SonicGLvl.
How to install
Download the files here(73.9 MB). It already includes CPKREDIR v0.3.1.
Filebeam Mirror since you guys dun goofed the dropbox account.
There's 3 ways to install the mod, depending on your current setup. I recommend to go with #1 or #2.
1) I have no (major) mods installed, I just want to play
- Copy the whole contents of this folder(mods folder included) to the Sonic Generations folder(the one where the .exe of the game is).
- If you never installed CPKREDIR, run cpkredirInst.exe. All this exe does is patch the imagehlp.dll string in SonicGenerations.exe to cpkredir.dll(Given the previous dll is a common system dll, you just can't override it by placing it in the folder). If you don't trust the exe, just do the patch manually with a hex editor.
- You can just run the game now, you should be able to play Windmill Isle on the GHZ level slot(Act 2).
- If at any time you want to restore the original game, either run the cpkredirInst.exe again to unpatch the game, edit cpkredir.ini to Enabled=0, or just delete the mods folder along with the ini.
2) I already have CPKREDIR installed
2.a) If you're using CPKREDIR advanced mode with the ModsDB.ini
- Copy the "Project Unleashed HW Demo Act 1" in the mods folder to your own "mods" folder.
- Edit in your on your modsDB.ini the following lines:
[Main] ... ActiveModX="Unleashed" ....
Where X is the number you should give it according to how many mods you have. Remember to increase ActiveModCount as well by 1.
[Mods] Unleashed="Project Unleashed HW Demo Act 1\mod.ini"
2.b) If you're using CPKREDIR in simple mode, without ModsDB.ini
- Go into the "Project Unleashed HW Demo Act 1" folder, and copy the two folders("disk" and "Sound") to your root Sonic Generations directory(the one where the SonicGenerations.exe is)
3) I don't want to install any mod installers, let me do it myself with the CPKs
- In that case I'll assume you're familiar enough with CPK tools, and the contents of everything you need is in their respective folders inside "Project Unleashed HW Demo Act 1", named without the CPK extension of course. Simply copy and overwrite anything that's needed.
FAQ
- Question: Does this test mean you're getting closer to releasing the mod? Can we have a release date?
- Answer: As stated, this test is just to confirm if our Terrain conversion process works for most hardware configurations, as we lack enough systems to test it on. Most of the time has been spent on familiarizing ourselves with this engine, how it works, researching, and advancing the modding scene as well. I can assure you that thanks to all of that, working on this should be far easier and faster than before.
Release date is still a good ol' "When it's done". But we have an internal deadline on trying to submit something(either privately or for the public) for the Hacking contest, be it just a few levels or not, but we'll see. Quality is the first priority though. We're not getting paid for this and we just do it for fun and because we want to play this at its full potential, so we work at our own pace in whatever is needed.
- Question: Does this mod work with the demo?
- Answer: In theory it should, but it uses the Egg Fighter and the Aero Cannon files. If those are missing on the demo, it'll either crash or they just won't appear at all. So you might just be able to delete them off the layout using SonicGLvl in that case.
- Question: Will you keep releasing single levels like this?
- Answer: The goal is still releasing all the 8(or could be 9?) day stages, along with most missions and DLC we can port, in a single, big mod later on. Night stages with Classic Sonic are a possibility that's being looked at, but it'd probably be a second priority for a new version. I can assure you it looks sexy enough to be considered.
- Question: Can you port Metal Harbor/Aquarium Park/My Fancharacter Hill Zone?
- Answer: That's something not related to this project, nor do I intend to work on that since I'm not a good enough 3D modeller. You can check out SonicGLvl and start working on it yourself though!
- Question: I want to help
- Answer: We're not looking for help from anyone right now other than some music composition for the White World HUB themes(which I think others already agreed to, but I'm still willing to look at your work if you send it). We don't need beta testers, nor designers or modellers at the moment. If we do, I'll inform you about it.
- Question: All this wait just for a 1 minute tutorial level?
- Answer: A lot of progress has gone behind that little level you see there. If you follow the videos you'll realise a lot of the bullshit we had to go through. Here's a summary of it:
- Converting Terrain Geometry from the XBox 360 format to PC compatible format. Includes a full reverse engineering of the model format.
- Reverse engineering and updating the Terrain Configuration files to work with the converted geometry.
- Mass conversion of animated models.
- Developed the only software capable of converting Havok 360 HKX Binary files into PC compatible binaries. This allows conversion of Animations, Skeletons, Collisions, etc.
- SonicGLvl developed as a sister project for it, which allows fixing the layouts and understanding even better how the game works.
- A lot of research into the XML configuration used by the game, and pushing its limits to see how much can be done without modifying the game's code.
- Material reverse engineering and inconsistencies fixing. Quite a bunch of materials had to be fixed for this level to look like that.
- General fixing of any inconsitencies in object layout, archive tree organization, and such.
- Fixing skyboxes to use Generations' routines.
- Going through repacking CPKs for anything almost for 4 months, and just until recently using CPKREDIR.(Took about 3 minutes to test a single change for several months)
- Crashing. CRASHING CRASHING CRASHING. That's what you get for doing the initial research on a game that's never been opened before and is brand new.
Known Bugs
- The camera of the first loop is bugged. It's not radically game-breaking, it's just a different angle.
- The bloom/glare of the water is ridiculously high. We're checking if this is a hardware problem or just a configuration problem.
- Trying to pinpoint if the excessive lag that might occur after playing various stages over and over again is caused by the windmill isle level or CPKREDIR.
TL;DR; We want you people to do anything you want with it. Record footage, report any issues, even try modifying the layout if you want! Put your character swaps, or even your fancharacter. I don't care, we just want to see if it works alright. - Dario FF, Chimera, and TwilightZoney, community members from sonicretro.org, main developers.
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SonicGLvl v0.4 for PC
13 December 2011 - 10:17 PM
Current Version 0.4: Check the last post for update information
For the sake of not pestering the Generations resource thread for the ones who actually CARE about resources there, I'm splitting off the discussion of my editor in here, and also sharing all the information I researched so far in case anyone wants to try it on their own. Also, the editor is pretty much feature complete at the moment when it comes to level data format and templates so far. What's needed at the moment is raw models, templates tweaking, lots and lots of game content that needs ripping and being distributed with the editor.
SonicGLvl - Visual 3D editor for level objects layouts
Features:
- Loading XML or AR.00 files directly as levels.
- 3D camera controls and edition.
- Customizable model previews of in-game objects, can be fully extended later using a template database.
- MultiSetParam array support for creating copies of a single object easily.
- Ogre3D engine ensures a pretty good performance all around.
- Saving back directly to the AR.00 or XML files, ready to import straight to the game.
Hosting and Downloads
I will host SonicGLvl on Google Code, although I haven't opened the source code yet. SVN will allow me to keep a common database of the objects so far ripped out. Also, this would help people to not have to download a whole new version of the editor, just for adding a simple template. Using SVN update, you can just download the latest changes.
SonicGLvl on Google Code.
Checking out the latest SVN(for use for anyone who was the tools):
svn checkout http://sonic-glvl.googlecode.com/svn/trunk/ sonic-glvl-read-only
Also, for the users who obviously ain't gonna download SVN tools just to check out the program, I will upload stable "snapshots" of the repository periodically. In other words, you will be able to download the latest uploaded version on the Downloads page.
Important notes:
- Do not use fullscreen mode or you'll be locked out of any "File Open" dialogue Windows pops up.
- You can limit the FPS turning VSync on
- If it looks like crap, you can put some FSAA to improve the looks
- Look over at the help menu for a "Quick Overview" so you're not completely lost with the controls.
- There's some focus issues with the windows. So make sure of what you click.
Who can contribute to SonicGLvl
The program needs lots of content ripping at the moment. Obviously I will work on it when more time frees up sooner or later, but all help is appreciated. Here's what can be contributted by simply posting here, or even comitting to the repository. Note that I'll need your google account name for adding project members. You can create a google account with any e-mail you currently have.
What you can contribute:
- Models and textures(models preferrably compatible with 3DS Max 2012)
- Converted models: Processed models with materials ready to be imported into the editor. This includes the .mesh files exported and .dds textures, plus the .material script.
- Templates (.xml): Refer to the technical info later on.
- Ideas & feature suggestions are welcome.
How to contribute?
- Post here.
- Request here to be added to the repository's project members so you can contribute using SVN tools.
- Or just PM me anything.
Tools needed for ripping
Currently SonicGLvl is using Ogre3D engine to provide display previews. Ogre3D provides enough features and a pretty fast performance for the needs of the editor, and there's no plans of changing the engine. Plus, it's cross platform in the event that SonicGLvl goes that path in the future.
- OgreMax Exporter is the plugin I'm currently using to export all models to the .mesh format Ogre uses. Do note that OgreMax supports 3DS Max, Maya, Softimage/XSI, and covers a big array of the versions of them. There's a commercial version, but the non-commercial version works fine for our purposes even with the restrictions. Non-commercial version of the plugin for 3DS Max.
- Darkspines' script with a slight modification to change the naming of the materials created is the one I'm currently using to import game's models. The name modification is because OgreMax exports the materials named as the maps in 3DS Max.
- Any 3D editor that's compatible with the above should work for exporting models into the editor. At the moment you can just use 3DS Max 2012 for free with a student 3 year license.
Screens & Videos


Some simple modifications of levels I made in the past with the editor:
Future plans:
- Add needed features like Undo/Redo.
- Support editting additional vectors from the object with another 3D point in space.
- Support loading level geometry when we got the chance to export it. Editting in blank space ain't fun.
- Add support for editting easily stuff like Lines, spline paths, etc.
Tech Info dump
So for the ones currently researching into the game's objects as well, here's all the info I got so far.
AR.00 Files
Sonic generations seems to use two different kinds of .ar.00 files for loading an stage, appart from the geometry in the /Packed folder.
- The file with a '#' (e.g. #ghz100.ar.00) is likely to be the "info" file of the level. The file size is small most of the time, and it holds all the data regarding object placement, as well as some physic files. While "Stage.xml" seems to refer to which files are the ones holding level data at the moment, it's safe to assume that all xml files with the prefix setdata_ are object level data. Mostly because "Stage.xml" seems to have a broken format sometimes, so it isn't really reliable.
- The file without the # holds the geometry, textures, and other stuff of the custom objects from the level. You can look into these files if you want to rip any custom models.
- These setdata_ xmls are completely human readable. While they can be editted by hand to add or move any objects you want, it's better to rely on the editor for the task. Mainly because using a 3D preview is way more intuitive.
Objects
- All objects of the level will be placed under the <SetObject> node in all these xmls. Each entry added to the file will appear as a whole new object in-game. Do note that most of these objects have a unique ID, set by a <SetObjectID> node inside them. Clashing IDs ingame are not something you'd like to see, so no objects should EVER have the same ID.
- The level files seem to have a special option built into the game to generate copies of itself across different positions. These are called <MultiSetParam> nodes, and each of these hold various <Element> nodes with their own <Position>, <Rotation>, and <Index>. There's also a <Count> node for the total ammount of copies. This <MultiSetParam> makes it easy to generate say, a line of 40 rings in a perfect pattern. While there's other parameters such as <LineBase>, or <Interval>, this only seem to be relevant to whatever editor SonicTeam used to make the game, because they have no relevance whatsoever apparently if modified ingame. What matters is the individual positions and rotations in each <Element> node, and this is handled by the editor already.
- It's considered pretty much globally for ALL objects to have their own <Position> and <Rotation> nodes. Coordinates between the editor and in-game match perfectly. You can consider the X-Z plane as the "floor" plane of the game, while the Y axis represents the Height.
- The nodes inside each object never specify what kind of variable they are. That's where the concept of templates comes in. SonicGLvl HAS to have a way to know what variables an object normally has, and what kind of variable they are.
Templates are simple XML files located in the editor's folder. They are normally built in the following way:
<?xml version="1.0" encoding="utf-8" standalone="no" ?> <MyObject> <MyVariable1>bool:true</MyVariable1> <Position> <x>double</x> <y>double</y> <z>double</z> </Position> <Rotation> <w>double</w> <x>double</x> <y>double</y> <z>double</z> </Rotation> <SetObjectID>integer</SetObjectID> <Mesh>object.mesh</Mesh> </MyObject>
Each node represents the name of the object's attributes. Instead of writing a normal value inside though, you are supposed to write the type of variable it is. The editor currently supports the following:
string: a name
double: decimal number
integer: self-explanatory I guess
bool: boolean value, will write either "true" or "false"
Any value after ':' will be considered the "default" value with which the object is created from the editor's menu. For example, <CastShadow>bool:true</CastShadow> means that true is the default value for that attribute.
Note that it supports attributes inside other nodes, like <Position> and <Rotation>.
Also of notice, <Mesh> isn't an actual attribute, but a reference for the editor to know what model to use in the preview display.
Here's an example for a game ring:
<?xml version="1.0" encoding="utf-8" standalone="no" ?> <Ring> <GroundOffset>integer</GroundOffset> <InitDisp>bool</InitDisp> <IsCastShadow>bool:true</IsCastShadow> <IsLightSpeedDashTarget>bool</IsLightSpeedDashTarget> <IsReset>bool</IsReset> <Position> <x>double</x> <y>double</y> <z>double</z> </Position> <Range>double</Range> <ResetTime>double</ResetTime> <Rotation> <w>double</w> <x>double</x> <y>double</y> <z>double</z> </Rotation> <SetObjectID>integer</SetObjectID> <TreasureSearchHideType>integer</TreasureSearchHideType> <Mesh>ring.mesh</Mesh> </Ring>
- Another option provided is the <AltMesh> reference. Some objects will change depending on the attributes they have, so the best way to represent that inside the editor is just changing the model displayed.
For example, if you would want a red spring to be displayed instead of a yellow one when the power of the spring is above 30.
<AltMesh> <Condition>FirstSpeed >= 30</Condition> <Mesh>spring_classic_r_01.mesh</Mesh> <Mesh>spring_classic_r_02.mesh</Mesh> </AltMesh>
This is purely for the editor's reference, it doesn't change anything in the game.
<Conditions> are single line statements. You can add as many conditions as you want. There's also a custom string value, LevelPrefix to check what level you're currently working on. For example, ghz for Green Hill zone, cpz for Chemical Plant. Same way as the game's files are named.
- Yet another option provided in the case it's needed, <MeshScaleX> (or Y, or Z) will allow you to change the preview model's scale using an attribute of the object(for example, <Width>). It also has a custom multiplier attribute. Here's an example for the object <OnewayFloor>, which depends on <Width>, <Height> and <Depth> to be represented accurately inside the editor.
<MeshScaleX multiplier="2.0">Width</MeshScaleX> <MeshScaleY multiplier="2.0">Depth</MeshScaleY> <MeshScaleZ multiplier="2.0">Height</MeshScaleZ>
- The editor will search for any matching objects with the templates it has, and will write any changes made. It will also add any new objects, as well as erase any deleted ones automatically. It's totally safe and compatible so far to open and save a level and import it into the game directly so far, given that you haven't tampered too much with object's attributes that you don't know about and make the game crash.
- The editor supports reading an XML and dumping all types of detected objects manually, using the default "unknown.mesh" as display model. It's recommended to tweak these files dumped manually.
TL;DR; Editting the levels is way easier than you ever thought. - Loading XML or AR.00 files directly as levels.
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Classic Sonic Adventures(Sonic Generations Mod)
21 November 2011 - 05:06 PM
Classic Sonic Adventures for the PC version of Sonic Generations
Description:
Really simple mod that swaps all the classic and modern acts so classic sonic(and modern sonic) can play in each other's acts. This mod modifies the levels' layouts so classic sonic can complete all 9 modern acts. Anyone with the tools and notepad editing skills can do this mod, but I'm releasing it on a simple to use installer.
WARNINGS READ THIS:
- Don't spindash in 3D unless you already spindashed once in 2D mode. It's glitchy though. It'll boost you in the direction where you spindashed last time in 2D.
Make sure you unlocked the homing attack in the regular game. You won't be able to get all the red rings in Planet Wisp with this mod, and you'll really need the skill for post-Genesis era levels.
Don't use Spike Wisp if there are any springs around added so you can get through. They're there for a reason. (Hint: Crashes)
Overview Video
Screens



Download
CSA now with SonicGMI support(6 MB)
Special thanks to Korama for converting the mod to be compatible with the newest version of CPKREDIR!
You'll need SonicGMI installed for playing this mod. Simply drop the "CSA" folder into the mods folder you have from SonicGMI, then boot up and check the box for SonicGMI. That's all that needs to be done! No backups required.
Playthroughs
Green Hill Zone
Chemical Plant Zone
Sky Sanctuary Zone (<- Really nice level for classic)
City Escape
Seaside Hill
Crisis City
Rooftop Run
Planet Wisp
Conclusions
Feel free to report any non-obvious bugs here like impossible paths for classic sonic, or obscure objects that make him crash.
Modern sonic can play on Classic's levels, but their layouts aren't fixed, so it'll probably crash in some levels like Planet Wisp, Rooftop run, and Seaside Hill.
I know this mod is simple and anyone could do it with just a bit of patience, but most regular users aren't interested in the technical mumbo-jumbo and would prefer an installer like this one.
Enjoy!

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