Sonic Lost World (Wii U) Hacking & Resources - Tools are public The child of Colors and the Hedgehog Engine
#62
Posted 07 June 2015 - 07:21 PM
I looked into some object parameter stuff in Lost World. As it turns out, for some reason the executable contains a bunch of leftovers from their editor. There is code for handling various editor tasks, modifying parameters, etc. (I'm kind of wondering whether there's a full editor embedded in the game...) One of those leftovers is kind of interesting - it turns out every single object has parameter names in the executable, along with brief comments in Japanese describing what it does/how to use it. I was able to get all of them dumped after some work today, so if anyone's interested in having a look, here it is.
Original: http://pastebin.com/uhEYCXKa
Google Translate'd: http://pastebin.com/UES49QWL
Original: http://pastebin.com/uhEYCXKa
Google Translate'd: http://pastebin.com/UES49QWL
#63
Posted 07 June 2015 - 08:15 PM
Paraxade, on 07 June 2015 - 07:21 PM, said:
I looked into some object parameter stuff in Lost World. As it turns out, for some reason the executable contains a bunch of leftovers from their editor. There is code for handling various editor tasks, modifying parameters, etc. (I'm kind of wondering whether there's a full editor embedded in the game...) One of those leftovers is kind of interesting - it turns out every single object has parameter names in the executable, along with brief comments in Japanese describing what it does/how to use it. I was able to get all of them dumped after some work today, so if anyone's interested in having a look, here it is.
Original: http://pastebin.com/uhEYCXKa
Google Translate'd: http://pastebin.com/UES49QWL
Original: http://pastebin.com/uhEYCXKa
Google Translate'd: http://pastebin.com/UES49QWL
Can we use this to cut some of the bullshit out of the game one day? That'd be nice (Basically just replace every boss with a goal ring and you're off to a good start).
#64
Posted 24 June 2015 - 02:38 PM
I've created a modified version of SonicGLvl that can edit Lost World stages. It can read and write .orc set files, as well as display spline previews from the .path2.bin format. Full source is available here: https://github.com/p...cglvl-lostworld
Some things are rough because this is just a temporary editing solution until Lost World support is added to the main SonicGLvl branch once the Qt5 rewrite is underway. Going to need to wait for that for more advanced editing/previewing functionality. With that in mind, this probably isn't going to be updated much (aside from maybe the templates/shader database) unless there's a major bug somewhere that I'm unaware of. Game assets are going to need to be dumped manually if you want better object previews, since we can't distribute the assets and there's currently no setup to automatically unpack them. It supports Havok 2012 files, but they still need to be converted to little endian using the hkx converter Dario linked in the first post.
There's also a couple Maxscripts included for importing/exporting path2 splines in 3DS Max.

Custom .orc files and custom .path2.bin files are both tested and verified as working ingame:
Some things are rough because this is just a temporary editing solution until Lost World support is added to the main SonicGLvl branch once the Qt5 rewrite is underway. Going to need to wait for that for more advanced editing/previewing functionality. With that in mind, this probably isn't going to be updated much (aside from maybe the templates/shader database) unless there's a major bug somewhere that I'm unaware of. Game assets are going to need to be dumped manually if you want better object previews, since we can't distribute the assets and there's currently no setup to automatically unpack them. It supports Havok 2012 files, but they still need to be converted to little endian using the hkx converter Dario linked in the first post.
There's also a couple Maxscripts included for importing/exporting path2 splines in 3DS Max.

Custom .orc files and custom .path2.bin files are both tested and verified as working ingame:
This post has been edited by Paraxade: 24 June 2015 - 02:59 PM
#65
Posted 03 July 2015 - 08:52 PM
SonicGLvl? isn't that Sonic Generations PC's level editor? so what does it mean having lost world implemented into it if you don't mind me asking?
#66
Posted 04 July 2015 - 12:28 AM
Like I said, it's just a modified version. They're both Hedgehog Engine games that use the same model formats and Dario already has an editor set up for Generations so adapting GLvl to Lost World was the obvious choice.
#67
Posted 04 July 2015 - 12:38 AM
Paraxade, on 04 July 2015 - 12:28 AM, said:
Like I said, it's just a modified version. They're both Hedgehog Engine games that use the same model formats and Dario already has an editor set up for Generations so adapting GLvl to Lost World was the obvious choice.
But colors wouldn't be a possibility to adapt correct? seeing as that shares more similarities with the Storybook engine then the Hedgehog engine.
#68
Posted 04 July 2015 - 01:02 AM
You could adapt it, it just might not fit very well because GLvl is designed for Hedgehog Engine files and Colors is not a Hedgehog Engine game.
#70
Posted 05 July 2015 - 05:07 AM
Paraxade, on 24 June 2015 - 02:38 PM, said:
I've created a modified version of SonicGLvl that can edit Lost World stages. It can read and write .orc set files, as well as display spline previews from the .path2.bin format. Full source is available here: https://github.com/p...cglvl-lostworld
Some things are rough because this is just a temporary editing solution until Lost World support is added to the main SonicGLvl branch once the Qt5 rewrite is underway. Going to need to wait for that for more advanced editing/previewing functionality. With that in mind, this probably isn't going to be updated much (aside from maybe the templates/shader database) unless there's a major bug somewhere that I'm unaware of. Game assets are going to need to be dumped manually if you want better object previews, since we can't distribute the assets and there's currently no setup to automatically unpack them. It supports Havok 2012 files, but they still need to be converted to little endian using the hkx converter Dario linked in the first post.
There's also a couple Maxscripts included for importing/exporting path2 splines in 3DS Max.
(image snip for brevity)
Custom .orc files and custom .path2.bin files are both tested and verified as working ingame:
http://youtu.be/ZjKL9cnhP0o
Some things are rough because this is just a temporary editing solution until Lost World support is added to the main SonicGLvl branch once the Qt5 rewrite is underway. Going to need to wait for that for more advanced editing/previewing functionality. With that in mind, this probably isn't going to be updated much (aside from maybe the templates/shader database) unless there's a major bug somewhere that I'm unaware of. Game assets are going to need to be dumped manually if you want better object previews, since we can't distribute the assets and there's currently no setup to automatically unpack them. It supports Havok 2012 files, but they still need to be converted to little endian using the hkx converter Dario linked in the first post.
There's also a couple Maxscripts included for importing/exporting path2 splines in 3DS Max.
(image snip for brevity)
Custom .orc files and custom .path2.bin files are both tested and verified as working ingame:
http://youtu.be/ZjKL9cnhP0o
.
This post has been edited by Overlord: 05 July 2015 - 12:18 PM
Reason for edit: A one line reply for a quote that massive? Really?
Reason for edit: A one line reply for a quote that massive? Really?
#71
Posted 07 July 2015 - 04:55 AM
Azu, on 05 July 2015 - 05:07 AM, said:
This is why I want this on the PC. Didn't even know you could modify WiiU games...
If it exists, it's more than likely moddable.
I want this game on the PC too, but since it's a Nintendo exclusive it'll probably never show up on PC. I don't own a Wii U, so I'll probably end up just waiting for an emulator to do any modding on this game.
#72
Posted 17 July 2015 - 02:26 PM
Sega should honestly just release all their games on PC, even if they just do a quick, badly optimized port. Though we know for a fact that Lost World was originally being developed for PC, so it would probably be pretty easy to do.
#73
Posted 17 July 2015 - 04:22 PM
Well nearly all games are developed on PCs these days, and are then ported to console, because it's far more convenient. Lost World is never coming to PC because it was made with Nintendo's help and money during an exclusivity deal. However, the PC market is far more lucrative than it used to be, and publishers are more likely to port to PC these days. SEGA in general are pushing more and more for PC, along with mobile, and with Geberations coming to PC, I think it's a safe bet that the next multi platform game will come to PC too, so I wouldn't worry on that front.
#74
Posted 17 July 2015 - 04:43 PM
Atendega, on 17 July 2015 - 02:26 PM, said:
Sega should honestly just release all their games on PC, even if they just do a quick, badly optimized port. Though we know for a fact that Lost World was originally being developed for PC, so it would probably be pretty easy to do.
They were originally prototyping it on a PC because that's how you write games. Unless you think that Nintendo's developers run Visual Studio on the Wii U instead of using a standard desktop computer...
EDIT: Bonus points if you think the existence of a Windows version of Pikmin that's present on the Pikmin disc is a proof that Nintendo was going to release it for Windows, instead of simply being a debugging leftover.
This post has been edited by GerbilSoft: 17 July 2015 - 04:46 PM
Reason for edit: +Pikmin
Reason for edit: +Pikmin
#75
Posted 19 July 2015 - 08:25 PM
Here's something I did.
I can see potential in modding Lost World for a different type of style compared to the Generations Modding. Makes it alot more free and open for the type of style they have set up.
I can see potential in modding Lost World for a different type of style compared to the Generations Modding. Makes it alot more free and open for the type of style they have set up.

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