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Sonic Forces (PC/PS4/XB1/Switch) Hacking & Resources

Discussion in 'Engineering & Reverse Engineering' started by Dario FF, Nov 7, 2017.

  1. codenamegamma

    codenamegamma

    Tech Member
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    considering i know that homing attack settings don't change some aspects of the wire attack, and i found the wire attack values (because it affects all uses including the swinging objects) yea, they're different. here's all the stuff i found that can be accessed in-game, each one of these entries corresponds to a RFL file, for example, gadget.rfl & gadget_topview.rfl are Wispon settings in 3D and 2D respectively. what i managed to do was find them all in memory so they can be changed and we can figure out what they are so changes can be made to the core files for permanent changes.

    while I don't know I have a feeling whatever Buddy custom stuff they needed is here in buddy.rfl including wire attacks.

    here is the scratch cheat table I made if you want to mess with these settings without editing the files. http://codenamegamma.com/wp-content/uploads/2018/01/SonicForcesRFL-full.zip

    i did figure out the structure and managed to name about 75% of the wispon settings and that will be coming out in a new cheat table later sometime after this is posted. but that should help if you want to put names to what numbers are in those RFL files.

    http://www.youtube.com/watch?v=gzW4HhvZUT0
     
  2. CornflakeRush

    CornflakeRush

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    Awesooome! Thanks Gamma! :D
     
  3. codenamegamma

    codenamegamma

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    and r1.6 is out now. Wispon mods, it has the full memory structure so if you use each wispon you'll see that all the locations line up so they all should be in that gadget.rfl and you should be able to find what one is what exactly even if they don't match up by looking at what numbers are around the number you want to change and find your place.
    http://www.youtube.com/watch?v=ZZXaUmcn78Y
     
  4. CornflakeRush

    CornflakeRush

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    Probably going to be the last update to my Modern Sonic Physics Tweaks mod, save for balancing and updating it with the latest version of PT's Fixed Classic Sonic mod if he's alright with that, but I think I was able to make Sonic's acceleration a lot more gradual - i.e. no more weird speed "burst"/"shift" when he starts running at full speed. Ironically after a long search the value that let me do this was one of the values another community member had found early on - I just needed to make it smaller, not bigger!

    http://www.youtube.com/watch?v=OlY815st_nY

    If any of y'all end up giving it a try let me know what you think!
     
  5. Lanzer

    Lanzer

    The saber calls for its master... Member
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    Living life.
    Keep doing what you can to fix these physics CFR, you're doing great work!
     
  6. CornflakeRush

    CornflakeRush

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    Thanks Lanzer! Big credits to PTKickass too for letting me integrate his mod into mine. :P
     
  7. CornflakeRush

    CornflakeRush

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    AAAH Sonic's boost can be permanently modified too! The values were just stored in a .rfl file inside Sonic.pac, not player_common.pac - thanks to CodenameGamma and their insanely useful Cheat Table I was able to track down the values for Sonic's boost turning speed MUCH more easily!

    http://www.youtube.com/watch?v=e7ye4mxOHac

    Unfortunately because the Boost physics .rfl file is stored in Sonic.pac alongside all of Sonic's models, textures and animations (no idea why this couldn't have been included in player_common.pac too) and everything needs to be included in the same .pac for the game to read it this mod won't be compatible with any mods that replace Sonic's model "out of the box" - either the Sonic Replacer Model is loaded first and gets overwritten by this one with the default Sonic model or this mod loads first and gets its physics replaced by whatever's in the Sonic Replacer mod.

    As a workaround I intend to publish the mod with the raw .rfl file and these instructions so those who want to can manually patch their Sonic replacer mod of choice:

    1. Download the "Raw Boost Physics File" from the mod's downloads section and grab Skyth's SFPac program from here. (https://drive.google.com/file/d/1kunzqJIsz5Tzr5zmHb-AaC2Bj516nJoT/view)
    2. Find your chosen Sonic Replacement mod in your HMM mods folder.
    3. Go into its "disk/wars_patch/character/" directory and find Sonic.pac.
    4. Drag and drop Sonic.pac onto SFPac.exe - a folder titled "Sonic" should appear at the top if everything's worked.
    5. Open the "Sonic" folder and replace "sonic_modern.rfl" file with the one from the "Raw Boost Physics File" zip.
    6. Drag and drop the "Sonic" folder onto SFPac to re-pack the mod's Sonic.pac file.

    Edit: Mod available for download here!
     
  8. codenamegamma

    codenamegamma

    Tech Member
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    probably because sonic is the only one that has boost. chances are you'll find the Wire Attack settings in the Buddy.Pac.
     
  9. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    I wonder if it would be possible to add a feature for the mod manager to dynamically inject files into .pac archives.
     
  10. TheKazeblade

    TheKazeblade

    "Our Life is More than a Side-Effect" Member
    Has there been any discoveries that indicate drifting may have been planned to be included earlier in development?
     
  11. CornflakeRush

    CornflakeRush

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    Aah, good point! If I remember correctly from a test I conducted a little while back the permanent Wispon settings can be found in "gadget.rfl" in Buddy.pac so I think you're on to something there!

    That would be amazing but I'll bet anything it's probably much easier said than done! :P
     
  12. Skyth

    Skyth

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    Alright, so, I made a tool to convert Sonic Forces .skl.hkx and .anm.hkx files to Sonic Generations compatible ones. You can directly use the converted files in Sonic Generations or use them with modelfbx to rip them.

    Get it here.

    What about .phy.hkx files? Well... maybe soon enough...
     
  13. ccateni

    ccateni

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    Well, when I download it and try to open it (even when i place a model into the application as said), it crashes. What do I do now?
     
  14. Skyth

    Skyth

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    You're trying to drag and drop a FBX or DAE file, right?

    I didn't make it to show anything when the program is simply run without a model file presented (since I did this in a rush), so the program tries to convert a model file that doesn't exist and then crashes.

    If FBX or DAE crashes, the path you're working with might be too long. Try working on a path like "C:\ModelConverter" or something.

    Try also exporting in binary format if you're exporting FBX.
     
  15. Chris Highwind

    Chris Highwind

    Member
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    Slacking
    http://www.youtube.com/watch?v=zlnNi613lNY

    Low-End Mod finally dropped. However, it's a meaty mod, to the point where the download is an installer that generates 25 GB worth of mod, which takes at least 3 hours.
     
  16. Dark Sonic

    Dark Sonic

    Member
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    Working on my art!
    This looks pretty cool:

    http://www.youtube.com/watch?v=3QrL_PmBfDk
     
  17. Windii

    Windii

    Robot Stonks Riser Member
    Figured I'd post this here.

    Yesterday, me and Jmtshaw (but mostly Jmtshaw) have figured out how exactly Japanese subtitle text of Forces is encoded in the text files, so we went ahead and ripped both English and Japanese texts, from both the main game and Episode Shadow/Shadow Story. I planned to also include Chinese and Korean texts just for kicks, but those seem to be encoded in a completely different way because they always come out completely messed up in the converter (random symbols, error messages and other junk). These texts cover all the dialogue heard in the game; cutscene, in-game, radio stuff, and possibly more. It also continues the SA2 tradition of also having subtitles for stuff you don't get to hear in the game. Very helpful for finding unused dialogue without having to listen to every single voice clip first.

    Let me know if you want me to convert more text stuff from the game. I can also explain how to do it in case you want to try this out yourself. Shadow, 06, and I think Lost World also use this type of text encoding. Just saying.
     
  18. codenamegamma

    codenamegamma

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    well since you bring it up. the text is encoded in utf-16. I just dumped it via memory and it was pretty easy though I was only interested in the English text since I don't read Chinese. but I'm sure the Chinese and Japanese or whatever can be dumped the same way though you've already done that...no sense in telling you that. I didn't post them anywhere since when I brought it up to a bunch of people...no one cared.

    "Sand waterfalls are great! You can run on 'em and everything!"

    there's at least one unused line in every stage.

    here is my dump for those interested. I started doing some formatting and added headings as well as started coloring some text that I knew belonged to cutscenes vs radio ect, but I never finished. maybe someone will find it useful.

    http://codenamegamma.com/wp-content/uploads/2018/02/Green-Hill.docx
     
  19. Windii

    Windii

    Robot Stonks Riser Member
    Thanks! I'm probably not gonna do Chinese and Korean texts either way, though. As it turns out, both of them are pretty much derived from the English script anyway. Kind of weird, since I remember that the Korean text option in Heroes is synced to the Japanese dialogue, but oh well. Japanese and English texts are the real meat, as usual.
     
  20. JaxTH

    JaxTH

    Pudding Deity Oldbie
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    Jack shit.
    The scripts are still done by America, correct? The only recent game I remember where the script was done in Japan was Sonic '06, though I don't know who did the scripts from SA2 to Riders.

    The SA2 script debacle still intrigues me to this day though.