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Engineering & Reverse Engineering (30 posts)
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User is offline May 27 2015 02:54 PM
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Sonic SCANF
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  1. In Topic: Sonic Generations Hacking (and More!)

    06 May 2015 - 01:08 PM

    View PostDario FF, on 03 May 2015 - 02:28 PM, said:

    If you think finally open-sourcing it will let you progress further let me know and I'll do the work it needs to be put in a repository.

    Would be great to have it open-sourced, even for purposes besides modding. With all the research done, it might be possible to replicate HE lighting and rendering system in custom engine. Going Qt also seems a neat idea to me, since it'll allow to have GLvl ported to other platforms besides Windows.
  2. In Topic: Sonic Lost World (Wii U) Hacking & Resources - Tools are public

    14 January 2015 - 03:44 PM

    View PostCinossu, on 14 January 2015 - 03:34 PM, said:

    HEY GUESS WHAT WE ARE SUPER-AGAINST SPREADING DUMPS OF GAMES THAT ARE CURRENT!!!

    So don't do it.

    The reason I posted it is because these rips can't be used to launch the game anyway (encryption information missing, etc). Sorry then.
  3. In Topic: Sonic Lost World (Wii U) Hacking & Resources - Tools are public

    14 January 2015 - 12:15 PM

    View PostDario FF, on 14 January 2015 - 08:53 AM, said:

    Some good news, the Wii U Common Key has been leaked, which should allow the decryption and extraction of the game dumps you can find around*. As far as I know there's no current easy-to-use tool to extract the files from the ISO dumps yet, but I imagine one should appear pretty soon. That means the files for Lost World (and many other Wii U games) should be possible to rip in the near future for the public.

    *: I'm not really sure what else is possible with it so don't think this is the only thing that it enables.

    Let's do it, then! I used DiscU tool by crediar, patched with proper common key.
    Sonic Lost World rip: [REDACTED]
    Sonic Boom (look here how to extract it further): [REDACTED]

    Besides game dumps, common key also allows to extract files from Wii U updates, which is a great help when looking for things exploitable.
  4. In Topic: Sonic Generations Hacking (and More!)

    04 January 2015 - 03:45 PM

    Are there any specifications on .terrain-model and .terrain-instance files? I'm trying to load Sonic Generations level geometry in a custon engine. So far .terrain-model seems to be similar to .model, which there is MaxScript for, but there are different vertex data entry types than it tries to handle.
  5. In Topic: Sonic Generations Hacking (and More!)

    22 September 2014 - 04:35 PM

    View PostChimera, on 21 September 2014 - 12:13 PM, said:

    Interesting how people are getting these things to work... wonder what else is bueried in the code thats still useable. QTE pannels do exist as objects but the blue spring used to activate them has no collision / doesn't trigger the events.

    QTE objects are intact, as well as their collision. When Sonic collides with it, it sends MsgHitReactionPanel. The actual code for processing MsgHitReactionPanel and activating event state is missing. What's interesting, the code for MsgHitTrickAttackPanel (Adabat Boss QTE?) is still there, but there is no object sending this message. I can write more details if someone is interested in trying to restore QTE, but basically activation code needs to be rewritten.

    View PostMorph, on 21 September 2014 - 12:07 PM, said:

    Assuming that's also a code change: if only we could just patch it in without modifying the executable ;)/>/>/>/>/>/>

    I adapted MainMemory's SA2 Mod Loader for Generations: https://github.com/N...t/sg-mod-loader. It tries to read cpkredir.ini for ModsDB and looks for DLLFile in the [Main] section for mod.ini. Sonic Generations can be patched to load ModLoader.dll instead of cpkredir.dll and ModLoader.dll will load cpkredir.dll itself. It would be nice if such a feature could be integrated into CPKREDIR itself, but there are no sources of it.