Sonic Generations Hacking (and More!)

Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Jun 23, 2011.

  1. Andrew75

    Andrew75

    Technical Artist Member
    1,937
    16
    18
    Project AXSX(Sonic Xtreme) + Misc Projects
    The Wiki With Hacking tools!
    SCHG:Sonic Generations

    Maybe someone will wright some tutorials or make some videos on how to use them.


    OLD Stuff Below now!!!
    --------------------------------------------------------------
    NEW NEWS 7/26/2013
    Added links to Animation tools and maxscripts for importing generations models into Max.

    NEW NEWS 5/1/2012

    Kay Guys. Update: Sorry I haven't kept up with this post to make front page updates. ( been busy renovating my house)
    That hasn't slown down many of you from submitting stuff.
    I'm here to inform everybody that Generations has been cracked wider than Humpty Dumpty and custom levels are an ongoing event!

    (wish I could get you guys to PM me links to important recourses, tools and other miscellaneous things related to the topic.
    so that I can post them here on the front page for easy grabs)

    Also the Hacking guide.
    Sonic Community Hacking Guide: Sonic Generations Its a wiki page.


    -----------------------------------old news------------------------------------------
    I'll start by sharing All of the Ripped Texture graphics recourses from the demo.
    (If its in the game than it will be found in these packs.
    Title screen, backgrounds, character skins, fonts, loading screen and level textures among other very rare finds.
    ( like new never before seen screen shots)

    DaGuAr from sonicreikai.com Assisted in setting me up with the ripping strategies.
    all credit goes to him for that.
    I just ripped and Batch converted them in photoshop.

    Lets see what everyone will bring to the thread,
    Any Recourses are welcome.

    Edit:
    Watch for lots of incoming shit for full game


    * * * CONVERTED FORMATS* * *
    -------------------------FULL GAME--------------------------------------

    Download Concept Art


    Hinchy's fully-tagged Super High Quality V0 Music rip.


    FULL GAME SOUNDTRACK MP3 part 1 Credit to my main man TZ
    these are kind of low quality.

    --------------------------DEMOS-----------------------------------------

    360 TEXTURE PACK .TGA version. (DEMO 2)
    Complete Voice Samples (All Lang) .MP3 @ 48khz 320kbps. (DEMO 2) Credit to DaGuAr
    Complete sound FX .MP3 @ 48khz 320kbps. (DEMO 2) Credit to DaGuAr
    Part of Soundtrack. (DEMO 2) Credit to Hinchy
    (note: Demo 1 and 2 together for full soundtrack)

    Full SOUNDTRACK (DEMO 1) MP3 are 48khz 320kbps Credit to DaGuAr ( Raw .aax and MP3)
    360 TEXTURE PACK .TGA version. (DEMO 1)
    TEXTURE PACK .PNG version. (DEMO 1)

    * * * RAW FORMATS* * *
    -------------------------FULL GAME--------------------------------------

    Raw .AXX Music files Ripped by evilhamwizard(Full game Release). (650MB)

    --------------------------DEMOS-----------------------------------------

    .DDS Textures, And Photoshop actions for converting to PNG with Transparencies (DEMO 2)
    SONIC GENERATIONS(FULL RAW PS3 Version (DEMO 2) Credit to Heran Bago
    SONIC GENERATIONS (FULL RAW 360 version) (DEMO 2)
    SONIC GENERATIONS (Complete RAW .model and .terrain format models) (DEMO 2)

    360 MODELS PACK (Raw .model version. (DEMO 1)
    (Extracted Raw Music files in .axx format. (DEMO 1)
    (Raw .sfd version. (DEMO 1)

    (Generations Demo PS3 PKG. Don't bitch about piracy guys, it's a damn demo...) (DEMO 1)

    * * * HACKING TOOLS * * *

    Tools for converting the movie files from Generations.
    Tools for extracting data from the full Generations ISO Thanks TZ for the tools
    *ISO2god is for rebuilding the iso to get it ready for extracting.
    *Wx360 1.6 for extracting the files from iso
    *Quickbms to extract the cpk

    Open .DDS TEXTURE files with Photoshop
    3 tools for extracting files from the Raw 360 demos 1 and 2
    (The UTF Tab Suite by HCS64)
    Used to unpack the .CPK files ( in The Sound pack, the PS3.PKG , and upcoming 360 Rip)
    (.AAX, .ADX and .WAV converters)

    Import Model to Max Maxscript:
    1:Copy past the code below to a new notepad.
    2: change the extention to .MS
    3: Drag and drop the maxscript to a max viewport.
    4: Enjoy!
    clearlistener()

    mdlScale = 1.0

    if (heapSize < 20000000) then
    heapSize = 200000000 -- allow ~ 40 MB instead of just 7.5 MB. Prevents "Runtime Error: Out of scripter memory"

    struct weight_data
    (
    boneids,weights
    )

    struct VertexDeclarationEntry
    (
    DataOffset, DataType, EntryType, SubId
    )

    struct BoneDData (
    BoneID, BoneNameOffset, BoneName, BoneParentID
    )

    fn existFile fname = (getfiles fname).count != 0

    fn PrintOffset Var =
    (
    local Var = Var
    print ("This is the offset 0x" + (bit.intAsHex Var) as string)
    Var
    )
    y = 180
    PrintOffset y
    x = 200
    print ("This is the number 0x" + (bit.intAsHex x) as string)

    fn floatSwap2 f =
    (
    I = bit.floatAsInt f
    h = bit.intashex I
    while h.count < 8 do h = "0" + h

    s = (substring h 7 2) + (substring h 5 2) + (substring h 3 2) + (substring h 1 2)
    bit.intAsFloat (bit.hexasint s)
    )

    fn ReadBEword fstream = (
    return (bit.swapBytes (readshort fstream #unsigned) 1 2)
    )

    fn ReadBEHalfFloat Fstream = (
    local BH = readByte Fstream #unsigned
    local BL = readByte Fstream #unsigned
    local N = BH*256 + BL
    local S = floor((mod N 65536) / 32768)
    local Ef = floor((mod N 32768) / 1024)
    local M = mod N 1024
    if (Ef==0)AND(M==0) then return ( (-1.0)^S * 0.0 )
    if (Ef==0)AND(M!=0) then return ( (-1.0)^S * 2.0^-14 * (M / 2.0^10) )
    if (Ef>0)AND(Ef<31) then return ( (-1.0)^S * 2.0^(Ef-15) * (1 + M/2.0^10) )
    if (Ef==31)AND(M==0) then return ( (-1.0)^S * 1/0.0 )
    if (Ef==31)AND(M!=0) then return 0 --hack-- should be #inf
    )--end fn ReadBEHalfFloat

    fn ReadBElong fstream = (
    long = readlong fstream
    long = bit.swapBytes long 1 4
    long = bit.swapBytes long 2 3
    return long
    )

    fn ImportTextureGenerations mm index texfilename filepath = (
    matdata = fopen (filepath + texfilename + ".material") "rb"

    fseek matdata 0x04 #seek_set
    texcount = ReadBElong matdata

    fseek matdata 0x24 #seek_set
    --PrintOffset (ftell matdata)
    DataBegin = ReadBElong matdata
    fseek matdata (DataBegin + 0x18) #seek_set
    --PrintOffset (ftell matdata)
    DataBegin2 = ReadBElong matdata
    fseek matdata (DataBegin2 + 0x18) #seek_set
    --PrintOffset (ftell matdata)
    TexBegin = ReadBElong matdata
    fseek matdata (TexBegin + 0x18) #seek_set
    --PrintOffset (ftell matdata)

    --mat = standardMaterial()
    mat = mm.materialList[index]
    mat.name = texfilename
    mat.showinviewport = true
    mat.twosided = false

    --print("Material has " + (texcount as string) + " maps!")

    for I = 1 to texcount do (

    ddsfile = readstring matdata
    ddsdata = readstring matdata

    --print("Map " + (I as string) + " is " + ddsdata + " map: " + (ddsfile) + ".dds")

    pos = ftell matdata
    pos = pos + 0x0C
    ex = mod pos 4

    if(ex != 0) then (
    pos = pos + (4 - ex)
    )

    fseek matdata pos #seek_set

    --print ddsdata
    tm = Bitmaptexture filename:(filepath + ddsfile + ".dds")
    tm.alphasource = 2
    case ddsdata of
    (
    "diffuse": mat.diffuseMap = tm
    "displacement": (
    mat.bumpMap = tm
    mat.bumpMapAmount = 40
    )
    "normal": (
    mat.bumpMap = tm
    mat.bumpMapAmount = 40
    )
    "specular": mat.specularMap = tm
    "gloss": mat.specularMap = tm
    "reflection": mat.reflectionMap = tm
    default: ( )
    )
    )

    fclose matdata

    --msh.material = mat
    )


    fn ImportTexture mm index texfilename filepath = (
    if(not existFile(filepath + texfilename + ".texset")) then (
    ImportTextureGenerations mm index texfilename filepath
    return true
    )
    texdesc = fopen (filepath + texfilename + ".texset") "rb"

    fseek texdesc 0x18 #seek_set
    texcount = ReadBElong texdesc

    textfiles = #()
    fseek texdesc (0x20 + texcount * 4) #seek_set
    for I = 1 to texcount do (
    textfiles = readstring texdesc
    --print (textfiles)
    )

    fclose texdesc

    mat = mm.materialList[index]
    mat.name = texfilename
    mat.showinviewport = true
    mat.twosided = false

    for I = 1 to texcount do (
    mapdata = fopen (filepath + textfiles + ".texture") "rb"
    fseek mapdata 0x24 #seek_set
    ddsfile = readstring mapdata
    ddsdata = readstring mapdata

    fclose mapdata

    --print ddsdata
    tm = Bitmaptexture filename:(filepath + ddsfile + ".dds")
    tm.alphasource = 2
    case ddsdata of
    (
    "diffuse": mat.diffuseMap = tm
    "displacement": (
    mat.bumpMap = tm
    mat.bumpMapAmount = 40
    )
    "normal": (
    mat.bumpMap = tm
    mat.bumpMapAmount = 40
    )
    "specular": mat.specularMap = tm
    "gloss": mat.specularMap = tm
    "reflection": mat.reflectionMap = tm
    default: ( )
    )
    )
    --msh.material = mat
    )

    fn ImportTextureGenerationsMesh msh texfilename filepath = (
    matdata = fopen (filepath + texfilename + ".material") "rb"

    fseek matdata 0x04 #seek_set
    texcount = ReadBElong matdata

    fseek matdata 0x24 #seek_set
    --PrintOffset (ftell matdata)
    DataBegin = ReadBElong matdata
    fseek matdata (DataBegin + 0x18) #seek_set
    --PrintOffset (ftell matdata)
    DataBegin2 = ReadBElong matdata
    fseek matdata (DataBegin2 + 0x18) #seek_set
    --PrintOffset (ftell matdata)
    TexBegin = ReadBElong matdata
    fseek matdata (TexBegin + 0x18) #seek_set
    --PrintOffset (ftell matdata)

    mat = standardMaterial()
    mat.showinviewport = true
    mat.twosided = false

    --print("Material has " + (texcount as string) + " maps!")

    for I = 1 to texcount do (

    ddsfile = readstring matdata
    ddsdata = readstring matdata

    --print("Map " + (I as string) + " is " + ddsdata + " map: " + (ddsfile) + ".dds")

    pos = ftell matdata
    pos = pos + 0x0C
    ex = mod pos 4

    if(ex != 0) then (
    pos = pos + (4 - ex)
    )

    fseek matdata pos #seek_set

    --print ddsdata
    tm = Bitmaptexture filename:(filepath + ddsfile + ".dds")
    tm.alphasource = 2
    case ddsdata of
    (
    "diffuse": mat.diffuseMap = tm
    "displacement": (
    mat.bumpMap = tm
    mat.bumpMapAmount = 40
    )
    "normal": (
    mat.bumpMap = tm
    mat.bumpMapAmount = 40
    )
    "specular": mat.specularMap = tm
    "gloss": mat.specularMap = tm
    "reflection": mat.reflectionMap = tm
    default: ( )
    )
    )

    fclose matdata

    msh.material = mat
    )


    fn ImportTextureMesh msh texfilename filepath = (
    if(not existFile(filepath + texfilename + ".texset")) then (
    ImportTextureGenerationsMesh msh texfilename filepath
    return true
    )
    texdesc = fopen (filepath + texfilename + ".texset") "rb"

    fseek texdesc 0x18 #seek_set
    texcount = ReadBElong texdesc

    textfiles = #()
    fseek texdesc (0x20 + texcount * 4) #seek_set
    for I = 1 to texcount do (
    textfiles = readstring texdesc
    --print (textfiles)
    )

    fclose texdesc

    mat = StandardMaterial()
    mat.showinviewport = true
    mat.twosided = false

    for I = 1 to texcount do (
    mapdata = fopen (filepath + textfiles + ".texture") "rb"
    fseek mapdata 0x24 #seek_set
    ddsfile = readstring mapdata
    ddsdata = readstring mapdata

    fclose mapdata

    --print ddsdata
    tm = Bitmaptexture filename:(filepath + ddsfile + ".dds")
    tm.alphasource = 2
    case ddsdata of
    (
    "diffuse": mat.diffuseMap = tm
    "displacement": (
    mat.bumpMap = tm
    mat.bumpMapAmount = 40
    )
    "normal": (
    mat.bumpMap = tm
    mat.bumpMapAmount = 40
    )
    "specular": mat.specularMap = tm
    "gloss": mat.specularMap = tm
    "reflection": mat.reflectionMap = tm
    default: ( )
    )
    )
    msh.material = mat
    )

    fn ReadBEfloat fstream = (
    return floatSwap2(readfloat fstream)
    )

    fname = GetOpenFileName caption:"Open Sonic Model File" types:"Sonic Model File(*.model)|*.model"
    if (fname!=undefined) and ((doesFileExist fname)==true) then (

    f = fopen fname "rb" --open file in read only format
    filepath = GetFilenamePath fname

    fseek f 0x04 #seek_set
    MeshType = ReadBElong f

    CinematicMesh = 0
    MorphTargetTable = 0
    BoneCount = 0
    BoneTableOffset = 0
    BoneTableOffset2 = 0
    BoneTableOffset3 = 0
    ModelType = 0
    Extra_Mesh_Area = #()
    VertexDataBegin = 0x68

    if(MeshType == 2) Then (
    print "MeshType 2"
    fseek f 0x30 #seek_set
    BoneCount = ReadBElong f
    BoneTableOffset = ReadBElong f + 0x18
    BoneTableOffset2 = ReadBElong f + 0x18
    BoneTableOffset3 = ReadBElong f + 0x18
    VertexDataBegin = 0x40

    fseek f 0x18 #seek_set
    )
    else if(MeshType == 4) Then (
    print "MeshType 4"
    fseek f 0x38 #seek_set
    BoneCount = ReadBElong f
    BoneTableOffset = ReadBElong f + 0x18
    BoneTableOffset2 = ReadBElong f + 0x18
    BoneTableOffset3 = ReadBElong f + 0x18
    VertexDataBegin = 0x48

    fseek f 0x18 #seek_set
    ) else if(MeshType == 5) Then (
    print "MeshType 5"
    fseek f 0x20 #seek_set
    CinematicMesh = ReadBElong f
    MorphTargetTable = ReadBElong f + 0x18
    BoneCount = ReadBElong f
    BoneTableOffset = ReadBElong f + 0x18
    BoneTableOffset2 = ReadBElong f + 0x18
    BoneTableOffset3 = ReadBElong f + 0x18
    ModelType = ReadBElong f
    VertexDataBegin = 0x68
    ) else if(MeshType == 2005) Then (
    print "MeshType 2005"
    fseek f 0x28 #seek_set
    BoneCount = ReadBElong f
    BoneTableOffset = ReadBElong f + 0x18
    BoneTableOffset2 = ReadBElong f + 0x18
    BoneTableOffset3 = ReadBElong f + 0x18
    ModelType = ReadBElong f
    VertexDataBegin = 0x68

    fseek f 0x44 #seek_set
    )
    else (
    throw "Unknown format!"
    fclose f
    )

    MeshDataOffset = 0
    if(ModelType > 0x34) then (
    MeshDataOffset = (ModelType - 0x34)
    MeshDataOffset = MeshDataOffset - (mod MeshDataOffset 4)
    )

    ExtraMeshAreaCount = MeshDataOffset / 4
    for I = 1 to ExtraMeshAreaCount Do (
    append Extra_Mesh_Area (ReadBELong f + 0x18)
    )


    BeforeExtra = ftell f
    ExtraMeshCount = 0
    Extra_Meshes = #()
    for I = 1 to ExtraMeshAreaCount Do (
    fseek f Extra_Mesh_Area #seek_set
    ThisAreaExtra = (ReadBELong f)
    ExtraMeshCount = ExtraMeshCount + ThisAreaExtra
    ThisAreaHead = ReadBELong f + 0x18
    for j = 1 To ThisAreaExtra Do (
    append Extra_Meshes (ThisAreaHead + (j-1) * 4)
    )
    )
    fseek f BeforeExtra #seek_set

    MeshCount = ReadBElong f
    UnkCount2 = ReadBElong f
    AddMeshCount = ReadBElong f
    AddMeshBegin =ReadBElong f + 0x18
    ExtraMeshCount = ExtraMeshCount + AddMeshCount
    for I = 1 to AddMeshCount Do (
    append Extra_Meshes (AddMeshBegin + (I-1) * 4)
    )
    AlphaMeshCount = ReadBElong f
    AlphaMeshBegin = ReadBElong f + 0x18
    ExtraMeshCount = ExtraMeshCount + AlphaMeshCount
    for I = 1 to AlphaMeshCount Do (
    append Extra_Meshes (AlphaMeshBegin + (I-1) * 4)
    )

    fseek f BoneTableOffset#seek_set
    struct BoneOffset (
    BoneTOffset
    )
    Bone_Offset_array = #()
    for I = 1 to BoneCount Do (
    BoneTOffset = ReadBElong f + 0x18
    append Bone_Offset_array (BoneOffset BoneTOffset:BoneTOffset)
    )
    print Bone_Offset_array

    Bone_Data_array = #()
    BoneID = -1
    for k in Bone_Offset_array Do (
    fseek f k.BoneTOffset#seek_set
    BoneID += 1
    BoneParentID = ReadBElong f
    BoneNameOffset = ReadBElong f
    BoneName = readstring f
    append Bone_Data_array ( BoneDData BoneID:BoneID BoneNameOffset:BoneNameOffset BoneName:BoneName BoneParentID:BoneParentID )
    )
    print Bone_Data_array
    fseek f BoneTableOffset2 #seek_set
    --if CinematicMesh == 1 Do (
    --fseek f 0x1#seek_cur
    --)
    BNArr = #()

    enableSceneRedraw()
    --disableSceneRedraw()

    Bone_root_array = #()
    for I = 1 to BoneCount Do (
    m11 = ReadBEfloat f; m12 = ReadBEfloat f; m13 = ReadBEfloat f; m14 = ReadBEfloat f
    m21 = ReadBEfloat f; m22 = ReadBEfloat f; m23 = ReadBEfloat f; m24 = ReadBEfloat f
    m31 = ReadBEfloat f; m32 = ReadBEfloat f; m33 = ReadBEfloat f; m34 = ReadBEfloat f
    m41 = ReadBEfloat f; m42 = ReadBEfloat f; m43 = ReadBEfloat f; m44 = ReadBEfloat f
    tfm = matrix3 [m11,m12,m13] [m21,m22,m23] [m31,m32,m33] [m41,m42,m43]

    newBone = bonesys.createbone \
    tfm.row4 \
    (tfm.row4 + 0.01 * (normalize tfm.row1)) \
    (normalize tfm.row3)
    newBone.name = Bone_Data_array.BoneName

    newBone.width = 0.01
    newBone.height = 0.01
    newBone.transform = tfm

    pos = (-1) * [m14,m24,m34]
    pos = pos * tfm

    --if(newbone.name == "Brow1_L") then
    --newBone.pos = [0.045,0.84,0.148]
    --else if(newbone.name == "Brow2_L") then
    --newBone.pos = [0.096,0.911,0.108]
    --else if(newbone.name == "Brow3_L") then
    --newBone.pos = [0.138,0.854,0.05]
    --else if(newbone.name == "Brow_C") then
    --newBone.pos = [0.0, 0.8, 0.05]
    --else
    --(
    newBone.pos.x = pos.x * mdlScale
    newBone.pos.y = pos.z * (-1) * mdlScale
    newBone.pos.z = pos.y * mdlScale
    --)

    newBone.setBoneEnable false 0
    newBone.pos.controller = TCB_position ()
    newBone.rotation.controller = TCB_rotation ()


    if (Bone_Data_array.BoneParentID != -1) then
    newBone.parent = BNArr[Bone_Data_array.BoneParentID+1]

    BNArr = newBone
    if I == 1 do (
    append Bone_root_array newBone
    )

    )
    MorphArr = #()
    MorphArr2 = #()
    Morph_Face_array = #()
    Morph_Name_array = #()

    print "Bones done"

    if CinematicMesh == 1 Then (
    fseek f MorphTargetTable #seek_set

    print "Cinematic mesh"
    PrintOffset (ftell f)

    MorphVertCountOffset = ReadBElong f + 0x18
    MorphVertCount = ReadBElong f
    MorphTableEnd = ReadBElong f + 0x18
    MorphUnkCount1 = ReadBElong f
    MorphCount = ReadBElong f
    MorphTableStart = ReadBElong f + 0x18
    MorphTableNameStart = ReadBElong f + 0x18
    MorphFaceSetsCount = ReadBElong f
    MorphFaceTableStart = ReadBElong f + 0x18
    Null = readlong f
    MorphFaceTableEnd = ReadBElong f + 0x18
    Texture = ""

    Bone_ids1 = #()

    fseek f MorphFaceTableStart#seek_set
    PrintOffset (ftell f)
    MorphFaceSets = #()
    MorphVertSize = 0x68
    DataTable = #()

    for I = 1 to MorphFaceSetsCount Do
    (
    FaceSetStart = ReadBElong f + 0x18
    append MorphFaceSets FaceSetStart
    )

    for I = 1 to MorphFaceSetsCount Do
    (
    fseek f MorphFaceSets #seek_set
    PrintOffset (ftell f)
    TextureOffset = ReadBElong f + 0x18
    MorphFaceCount = ReadBElong f
    MorphFaceOffset = ReadBElong f + 0x18
    --ReadBElong f
    --MorphVertSize = ReadBElong f
    --MorphDataTable = ReadBElong f + 0x18
    if ( I == 1) then
    (
    BackJump = ftell f
    fseek f TextureOffset #seek_set
    Texture = readstring f
    fseek f BackJump #seek_set

    fseek f 0x10 #seek_cur
    boneidcount = ReadBElong f
    boneidstart = (ReadBElong f) + 0x18

    fseek f boneidstart #seek_set
    for j=1 to boneidcount do
    (
    addboneid = (ReadByte f #unsigned)
    append Bone_ids1 (addboneid + 1)
    )
    )

    --Read data table
    /*
    CoordinatesFound = false
    UVDataFound = false
    BoneIndicesFound = false
    BoneWeightsFound = false
    DataTableEnd = false
    fseek f MorphDataTable #seek_set
    PrintOffset(MorphDataTable)
    while(not DataTableEnd) do (
    DataOffset = ReadBElong f
    DataType = ReadBElong f
    EntryType = ReadBEword f
    SubId = ReadByte f
    Padding = ReadByte f

    if(DataType != -1) then (
    append DataTable (VertexDeclarationEntry DataOffset: DataOffset DataType: DataType EntryType: EntryType SubId: SubId)
    if(EntryType == 0) then CoordinatesFound = true
    if(EntryType == 1) then BoneWeightsFound = true
    if(EntryType == 2) then BoneIndicesFound = true
    if(EntryType == 5) then UVDataFound = true
    ) else (
    DataTableEnd = true
    )
    )
    if((not CoordinatesFound) or (not BoneWeightsFound) or (not BoneIndicesFound) or (not UVDataFound)) then (
    throw "NOOOOO!"
    )*/

    fseek f MorphFaceOffset#seek_set
    StartDirection = 1
    f1 = (ReadBEword f) + 1
    f2 = (ReadBEword f) + 1
    FaceDirection = StartDirection
    Do (
    f3 = (ReadBEword f)
    if (f3==0xFFFF) then (
    f1 = (ReadBEword f) + 1
    f2 = (ReadBEword f) + 1
    FaceDirection = StartDirection
    ) else (
    f3 += 1
    FaceDirection *= -1
    if (f1!=f2)AND(f2!=f3)AND(f3!=f1) then (
    if FaceDirection > 0 then append Morph_Face_array [f1,f2,f3]
    else append Morph_Face_array [f1,f3,f2]
    )
    f1 = f2
    f2 = f3
    )
    ) while ((ftell f) != (MorphFaceOffset + (MorphFaceCount * 2)))
    )

    fseek f MorphTableEnd #seek_set

    Vert_array1 = #() --define arrays for verts, normals, UV and Faces
    --Normal_array1 = #()
    UV_array1 = #()
    Weight_array1 = #()



    for k = 1 to MorphVertCount Do (
    --Ignoring data table for speed reasons!
    vx = ReadBEfloat f --read xyz coordinates
    vy = ReadBEfloat f
    vz = ReadBEfloat f
    fseek f 0x24#seek_cur
    tu = ReadBEFloat f --read UV float value
    tv = ReadBEFloat f * -1
    fseek f 0x28#seek_cur

    bone1 = readbyte f#unsigned
    bone2 = readbyte f#unsigned
    bone3 = readbyte f#unsigned
    bone4 = readbyte f#unsigned
    weight1 = readbyte f#unsigned
    weight2 = readbyte f#unsigned
    weight3 = readbyte f#unsigned
    weight4 = readbyte f#unsigned

    w = (weight_data boneids:#() weights:#())

    maxweight = 0

    if(bone1 != 0xFF) then
    maxweight = maxweight + weight1
    if(bone2 != 0xFF) then
    maxweight = maxweight + weight2
    if(bone3 != 0xFF) then
    maxweight = maxweight + weight3
    if(bone4 != 0xFF) then
    maxweight = maxweight + weight4

    if(maxweight != 0) then
    (
    mxw = 255.0
    if(bone1 != 0xFF) then
    (
    w1 = weight1 as float
    append w.boneids (Bone_ids1[bone1+1])
    append w.weights (w1 / mxw)
    )
    if(bone2 != 0xFF) then
    (
    w2 = weight2 as float
    append w.boneids (Bone_ids1[bone2+1])
    append w.weights (w2 / mxw)
    )
    if(bone3 != 0xFF) then
    (
    w3 = weight3 as float
    append w.boneids (Bone_ids1[bone3+1])
    append w.weights (w3 / mxw)
    )
    if(bone4 != 0xFF) then
    (
    w4 = weight4 as float
    append w.boneids (Bone_ids1[bone4+1])
    append w.weights (w4 / mxw)
    )
    )

    append Vert_array1 [vx*mdlScale,(-1)*vz*mdlScale,vy*mdlScale]
    append UV_array1 [tu,tv,0] --save UVs to UV_array
    append Weight_array1 w
    )
    msh = mesh vertices:Vert_array1 faces:Morph_Face_array --build mesh
    msh.numTVerts = UV_array1.count
    buildTVFaces msh
    ImportTextureMesh msh Texture filepath
    msh.name = "Mouth"
    for j = 1 to UV_array1.count do setTVert msh j UV_array1[j]
    for j = 1 to Morph_Face_array.count do setTVFace msh j Morph_Face_array[j]
    --for j = 1 to Normal_array1.count do setNormal msh j Normal_array1[j]
    select $Mouth
    MorphMod = morpher ()
    addModifier $Mouth MorphMod
    $Mouth.morpher.Autoload_of_targets = 1
    --$Mouth.parent = $Neck

    fseek f MorphTableStart#seek_set
    for I = 1 to MorphCount Do (
    append MorphArr (ReadBElong f + 0x18)
    )
    for I = 1 to MorphCount Do (
    append MorphArr2 (ReadBElong f + 0x18)
    )
    for I = 1 to MorphCount Do (
    fseek f MorphArr#seek_set
    MorphName = readstring f
    fseek f MorphArr2#seek_set
    Morph_Vert_array = #()
    Morph_UV_array = #()
    --Morph_Normal_array = #()
    for k = 1 to MorphVertCount Do (
    vx = ((ReadBEfloat f) ) + Vert_array1[k].x / mdlScale
    vy = ((ReadBEfloat f) ) + Vert_array1[k].z / mdlScale
    vz = ((ReadBEfloat f) ) + (-1) * Vert_array1[k].y / mdlScale
    append Morph_Vert_array [vx * mdlScale,-vz * mdlScale,vy * mdlScale]
    )

    msh = mesh vertices:Morph_Vert_array faces:Morph_Face_array --build mesh
    msh.numTVerts = UV_array1.count
    buildTVFaces msh
    msh.name = MorphName
    for j = 1 to UV_array1.count do setTVert msh j UV_array1[j]
    for j = 1 to Morph_Face_array.count do setTVFace msh j Morph_Face_array[j]
    --for j = 1 to Morph_Normal_array.count do setNormal msh j Morph_Normal_array[j]
    append Morph_Name_array msh
    )

    max modify mode
    select $mouth
    skinMod = skin ()
    addModifier $mouth skinMod
    for I = 1 to BNArr.count do
    (
    maxbone = getnodebyname BNArr.name
    if I != BNArr.count then
    skinOps.addBone skinMod maxbone 0
    else
    skinOps.addBone skinMod maxbone 1

    )
    modPanel.setCurrentObject skinMod

    for I = 1 to Weight_array1.count do
    (
    w = Weight_array1
    bi = #() --bone index array
    wv = #() --weight value array

    for j = 1 to w.boneids.count do
    (
    boneid = w.boneids[j]
    weight = w.weights[j]
    append bi boneid
    append wv weight
    )

    skinOps.ReplaceVertexWeights skinMod I bi wv
    )

    vwld = Vertex_Weld()
    vwld.enabledInRenders = true
    vwld.enabledInViews = false
    vwld.threshold = 0.002
    addModifier $mouth vwld

    max create mode

    )
    for b = 1 to Morph_Name_array.count Do (
    WM3_MC_BuildFromNode $Mouth.morpher b Morph_Name_array
    hide Morph_Name_array
    )


    All_Vert_array = #()
    All_UV_array = #()
    All_Mat_Face_array = #()
    All_Face_array = #()
    All_Weight_array = #()
    AllVertexCount = 0
    MultiMat = MultiMaterial()
    MultiMat.numsubs = MeshCount+ExtraMeshCount

    if(MeshType == 5) Then
    fseek f (VertexDataBegin + MeshDataOffset) #seek_set
    else
    fseek f VertexDataBegin #seek_set

    for c = 1 to MeshCount+ExtraMeshCount Do (

    CExtra = false
    if(c > MeshCount) then (
    --Extra mesh!
    CExtra = true
    extraIndex = c - MeshCount
    fseek f (Extra_Meshes[extraIndex]) #seek_set
    print("Extra Mesh " + (extraIndex as string))
    )

    --print ("Mesh: " + c as string)
    --PrintOffset (ftell f)

    Vert_array = #()
    Normal_array = #()
    UV_array = #()
    Face_array = #()
    Weight_array = #()
    BoneID_array = #()

    offsetstart = (ReadBElong f) + 0x18
    tablestart = ftell f
    fseek f offsetstart#seek_set

    PrintOffset (ftell f)

    TextureOffset = ReadBElong f + 0x18

    BackJump = ftell f

    fseek f TextureOffset #seek_set
    Texture = readstring f
    --print (Texture)
    fseek f BackJump #seek_set

    FaceCount = ReadBElong f
    FaceStart = ReadBElong f + 0x18
    VertCount = ReadBElong f
    VertSize = ReadBElong f
    VertStart = ReadBElong f + 0x18
    DataTableStart = ReadBElong f + 0x18
    SecBoneCount = ReadBElong f
    SecBoneIDs = (ReadBElong f) + 0x18

    BackJump = ftell f

    fseek f SecBoneIDs #seek_set
    for I = 1 to SecBoneCount do
    (
    addboneid = (ReadByte f #unsigned)
    append BoneID_array (addboneid + 1)
    )

    fseek f BackJump #seek_set

    Count10 = ReadBElong f
    Count11 = ReadBElong f
    FaceStart = ftell f
    VerStart = (FaceCount * 2) + FaceStart

    --Read data table
    BackJump = ftell f
    CoordinatesFound = false
    UVDataFound = false
    BoneIndicesFound = false
    BoneWeightsFound = false
    DataTableEnd = false
    DataTable = #()
    fseek f DataTableStart #seek_set
    while(not DataTableEnd) do (
    DataOffset = ReadBElong f
    DataType = ReadBElong f
    EntryType = ReadBEword f
    SubId = ReadByte f
    Padding = ReadByte f

    if(DataType != -1) then (
    append DataTable (VertexDeclarationEntry DataOffset: DataOffset DataType: DataType EntryType: EntryType SubId: SubId)
    if(EntryType == 0) then CoordinatesFound = true
    if(EntryType == 1) then BoneWeightsFound = true
    if(EntryType == 2) then BoneIndicesFound = true
    if(EntryType == 5) then UVDataFound = true
    ) else (
    DataTableEnd = true
    )
    )
    if((not CoordinatesFound) or (not BoneWeightsFound) or (not BoneIndicesFound) or (not UVDataFound)) then (
    throw "NOOOOO!"
    )

    fseek f BackJump #seek_set
    --end read data table

    StartDirection = 1
    f1 = (ReadBEword f) + 1
    f2 = (ReadBEword f) + 1
    FaceDirection = StartDirection
    Do (
    f3 = (ReadBEword f)
    if (f3==0xFFFF) then (
    f1 = (ReadBEword f) + 1
    f2 = (ReadBEword f) + 1
    FaceDirection = StartDirection
    ) else (
    f3 += 1
    FaceDirection *= -1
    if (f1!=f2)AND(f2!=f3)AND(f3!=f1) then (
    if FaceDirection > 0 then append Face_array [f1,f2,f3]
    else append Face_array [f1,f3,f2]
    )
    f1 = f2
    f2 = f3
    )
    ) while ((ftell f) != (VerStart))
    fseek f VerStart#seek_set
    test = readshort f
    if test != 0x0000 Do (
    fseek f -2 #seek_cur
    )
    fseek f VertStart#seek_set

    for v = 1 to VertCount Do (
    vx = 0
    vy = 0
    vz = 0
    tu = 0
    tv = 0
    bone1 = 0xFF
    bone2 = 0xFF
    bone3 = 0xFF
    bone4 = 0xFF
    weight1 = 0
    weight2 = 0
    weight3 = 0
    weight4 = 0

    UVSubZeroFound = false
    UVFound = false
    VertexDataStart = ftell f
    for x = 1 to DataTable.count Do (
    Entry = DataTable[x]
    fseek f Entry.DataOffset #seek_cur
    if(Entry.EntryType == 0) Then (
    vx = ReadBEfloat f
    vy = ReadBEfloat f
    vz = ReadBEfloat f
    )
    if(Entry.EntryType == 1) Then (
    weight1 = readbyte f#unsigned
    weight2 = readbyte f#unsigned
    weight3 = readbyte f#unsigned
    weight4 = readbyte f#unsigned
    )
    if(Entry.EntryType == 2) Then (
    bone1 = readbyte f#unsigned
    bone2 = readbyte f#unsigned
    bone3 = readbyte f#unsigned
    bone4 = readbyte f#unsigned
    )
    if(Entry.EntryType == 5) Then (
    SubId = Entry.SubId
    ReadThisUV = (not UVFound) or (not UVSubZeroFound and SubId == 0)
    if(ReadThisUV) then (
    UVFound = true
    if(SubId == 0) then
    UVSubZeroFound = true

    if(Entry.DataType == 2892709) then (
    tu = ReadBEfloat f
    tv = ReadBEfloat f
    ) else (
    tu = ReadBEHalfFloat f
    tv = ReadBEHalfFloat f
    )
    tv = tv * (-1)
    )
    )
    fseek f VertexDataStart #seek_set
    )
    fseek f VertSize #seek_cur

    w = (weight_data boneids:#() weights:#())

    maxweight = 0
    if(bone1 != 0xFF) then
    maxweight = maxweight + weight1
    if(bone2 != 0xFF) then
    maxweight = maxweight + weight2
    if(bone3 != 0xFF) then
    maxweight = maxweight + weight3
    if(bone4 != 0xFF) then
    maxweight = maxweight + weight4

    if(maxweight != 0) then
    (
    mxw = 255.0
    if(bone1 != 0xFF) then
    (
    w1 = weight1 as float
    append w.boneids (BoneID_array[bone1+1])
    append w.weights (w1 / mxw)
    )
    if(bone2 != 0xFF) then
    (
    w2 = weight2 as float
    append w.boneids (BoneID_array[bone2+1])
    append w.weights (w2 / mxw)
    )
    if(bone3 != 0xFF) then
    (
    w3 = weight3 as float
    append w.boneids (BoneID_array[bone3+1])
    append w.weights (w3 / mxw)
    )
    if(bone4 != 0xFF) then
    (
    w4 = weight4 as float
    append w.boneids (BoneID_array[bone4+1])
    append w.weights (w4 / mxw)
    )
    )

    append Vert_array [vx * mdlScale,(-1)*vz * mdlScale,vy * mdlScale] --save verts to Vert_array
    --append Normal_array [nx,ny,nz] --save normals to Normal_array
    append UV_array [tu,tv,0] --save UVs to UV_array
    append Weight_array w

    )
    fseek f tablestart#seek_set

    for I = 1 to Face_array.count do (
    vertices = Face_array
    append All_Face_array [vertices[1] + AllVertexCount, vertices[2] + AllVertexCount, vertices[3] + AllVertexCount]
    append All_Mat_Face_array c
    )

    AllVertexCount = AllVertexCount + Vert_array.count

    for I = 1 to Vert_array.count do (
    append All_Vert_array vert_array[I]
    append All_UV_array UV_array[I]
    append All_Weight_array Weight_array[I]
    )

    importTexture MultiMat c Texture filepath

    /*msh = mesh vertices:Vert_array faces:Face_array --build mesh
    msh.numTVerts = UV_array.count

    importTexture msh Texture filepath

    buildTVFaces msh
    for j = 1 to UV_array.count do setTVert msh j UV_array[j]
    for j = 1 to Face_array.count do setTVFace msh j Face_array[j]
    --for j = 1 to Normal_array.count do setNormal msh j Normal_array[j]

    max modify mode
    select msh
    skinMod = skin ()
    addModifier msh skinMod
    for I = 1 to BNArr.count do
    (
    maxbone = getnodebyname BNArr[I].name
    if I != BNArr.count then
    skinOps.addBone skinMod maxbone 0
    else
    skinOps.addBone skinMod maxbone 1

    )

    modPanel.setCurrentObject skinMod

    for I = 1 to Weight_array.count do
    (
    w = Weight_array[I]
    bi = #() --bone index array
    wv = #() --weight value array

    for j = 1 to w.boneids.count do
    (
    boneid = w.boneids[j]
    weight = w.weights[j]
    append bi boneid
    append wv weight
    )

    skinOps.ReplaceVertexWeights skinMod I bi wv
    )


    max create mode*/

    )

    max create mode

    msh = mesh vertices:All_Vert_array faces:All_Face_array --build mesh
    msh.numTVerts = All_UV_array.count
    if (BNArr.count >= 1) then msh.name = BNArr[1].name

    buildTVFaces msh
    for j = 1 to All_UV_array.count do setTVert msh j All_UV_array[j]
    for j = 1 to All_Face_array.count do (
    setTVFace msh j All_Face_array[j]
    setFaceMatID msh j All_Mat_Face_array[j]
    )

    max modify mode

    select msh
    skinMod = skin ()
    addModifier msh skinMod
    for I = 1 to BNArr.count do
    (
    maxbone = getnodebyname BNArr[I].name
    if I != BNArr.count then
    skinOps.addBone skinMod maxbone 0
    else
    skinOps.addBone skinMod maxbone 1

    )

    modPanel.setCurrentObject skinMod

    for I = 1 to All_Weight_array.count do
    (
    w = All_Weight_array[I]
    bi = #() --bone index array
    wv = #() --weight value array

    for j = 1 to w.boneids.count do
    (
    boneid = w.boneids[j]
    weight = w.weights[j]
    append bi boneid
    append wv weight
    )

    skinOps.ReplaceVertexWeights skinMod I bi wv
    )

    msh.material = MultiMat

    max modify mode

    --enableSceneRedraw()

    fclose f

    )

    /*select Bone_root_array[1]
    scale $ [36.0,36.0,36.0]
    rotate $ (angleaxis 90 [1,0,0])*/
    --actionMan.executeAction 0 "311" -- Tools: Zoom Extents All Selected
    [/I][/I][/I][/I][/I][/I][/I]
    [I][I][I][I][I][I]
    Direct link to maxscript just in case it gets updated:
    http://sonic-glvl.googlecode.com/svn/trunk/export_scripts/3dsmax/Model%20Importer-Updated%206-07-2012.ms
    Maxscript Credits:
    chrrox, kentilan, darkspinesonic35, and TZ, And a little myself early on( batch importing models)... am I forgetting anyone ?

    Animations tools:
    [url= http://niftools.sourceforge.net/wiki/3ds_Max] niftools for max 2010 and 2011[/url]
    [url= https://tesrenewal.com/forums/tools-and-coding/nif-importexport-plugin-for-3dsmax-2013] niftools for max 2013[/url]

    [url= http://hotfile.com/dl/143278880/d7bce05/Hkxcmd.rar.html] hkxcmd[/url]

    1) Install Niftools plugin into 3ds max
    2) Convert the .hkx files into .kf using hkxcmd. Use the following command line parameters:

    hkxcmd.exe exportkf FILE.skl.hkx FILE.anm.hkx FILE.kf
    FILE.skl.hkx -> the skeleton file of the model, like "chr_Sonic_HD.skl.hkx"
    FILE.anm.hkx -> the animation file you want to convert, like "sn_run_loop.anm.hkx"
    FILE.kf -> the output .kf file

    3) Use the model importer maxscript (like "Model Importer-Updated 6-07-2012.ms") to import the .model file into 3ds max
    4) Once you have the 3d model opened in 3ds Max, import the .kf file in 3ds max with the niftools plugin (you may have to import the animation a few times to get it to work perfectly.)
    (Animation tools explanation credit to DaGuar)[/i][/i][/i][/i][/i][/i]
     
  2. evilhamwizard

    evilhamwizard

    Researcher
    1,311
    33
    28
    I guess we could make this the Sonic Generations hacking topic. :P

    Check this out:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><HomingAttack>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Param>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ActionEnableAfterHomingAttack>0.35</ActionEnableAfterHomingAttack>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<HomingAttackEnableAfterFall>0.1</HomingAttackEnableAfterFall>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<HomingAttackEnableVertUp>-1</HomingAttackEnableVertUp>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<HomingRotateForce>10</HomingRotateForce>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<XButtonHoming>false</XButtonHoming>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Param>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</HomingAttack><!--c2--></div><!--ec2-->

    This was found in Sonic<b>Classic</b>.prm.xml. So if you ever wanted to use the homingattack as Classic Sonic, it's as easy as turning on a variable and repacking the game. yay

    I think if we activated the game's debugger, we can modify these variables in real time so it'd be a lot easier. SonicClassic.prm.xml is full of variables for the Classic Sonic physics.

    EDIT1: Here's one possibility to activating the debugger.

    In #Application.ar.00, there are two lua files called ApplicationSetting.lua and ApplicationSettingDebug.lua. By default, the demo looks at ApplicationSetting.lua, here are the settings:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function applicationSetting()
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_Integer("SignIn", 1);&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-- ‹N“®Žž‚ɃTƒCƒ“ƒCƒ“‚·‚é‚©
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_Integer("SaveLoad", 0);&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-- ƒZ[ƒuƒ[ƒh‚·‚é‚©
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_Integer("DeleteSaveData", 0);&nbsp;&nbsp;&nbsp;&nbsp;-- ‹N“®Žž‚ɃZ[ƒuƒf[ƒ^‚ðíœ‚·‚é‚©
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_Integer("DebugSequence", 0);
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_String("Language", "English");&nbsp;&nbsp;&nbsp;&nbsp;-- "English","Japanese","French","Italian","German","Spanish"
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_String("DemoKind", "Demo");&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-- Production/Demo
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_String("DemoDistribution", "Trial_Ver1");&nbsp;&nbsp;&nbsp;&nbsp;-- PressTour/E3_Front/E3_Backyard/GamesCom/TGS/Trial_Ver1/Trial_Ver2
    end<!--c2--></div><!--ec2-->

    For comparison sake, here's the Debug equivalent:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function applicationSetting()
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_Integer("SignIn", 1);&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-- ‹N“®Žž‚ɃTƒCƒ“ƒCƒ“‚·‚é‚©
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_Integer("SaveLoad", 1);&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-- ƒZ[ƒuƒ[ƒh‚·‚é‚©
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_Integer("DeleteSaveData", 0);&nbsp;&nbsp;&nbsp;&nbsp;-- ‹N“®Žž‚ɃZ[ƒuƒf[ƒ^‚ðíœ‚·‚é‚©
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_Integer("DebugSequence", 1);
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_String("Language", "Japanese");&nbsp;&nbsp;&nbsp;&nbsp;-- "English","Japanese","French","Italian","German","Spanish" æ“ª‚P•¶Žš‚ ‚Á‚Ä‚ê‚΂n‚j
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_String("DemoKind", "Production");&nbsp;&nbsp;&nbsp;&nbsp;-- Production/Demo
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_String("DemoDistribution", "Trial_Ver1");&nbsp;&nbsp;&nbsp;&nbsp;-- PressTour/E3_Front/E3_Backyard/GamesCom/TGS/Trial_Ver1/Trial_Ver2
    &nbsp;&nbsp;&nbsp;&nbsp;AppSetting_Integer("DisableOnlineTime", 1);&nbsp;&nbsp;&nbsp;&nbsp;-- Xbox360‘ÌŒ±”ł̃Iƒ“ƒ‰ƒCƒ“ŽžŠÔ”FØ‚𖳌ø‚
    É‚·‚é‚©
    end<!--c2--></div><!--ec2-->

    (mind the text, quick notepad copy and paste)

    I think one thing the game might consider when loading the debug is the "DemoKind" string. The plan is to set the DemoKind string in ApplicationSetting to Production, and possibly DebugSequence to 1 (might be unnecessary since we don't know what it does). DemoDistribution should be commented out. Basically, make ApplicationSetting.lua look like ApplicationSettingDebug.

    I remember when messing around with Shadow and NiGHTS JoD, those games do take what the build string is into consideration. Because this is a prerelease, there should be a possibility of getting the debug to work. But of course, since it's a "release" build, maybe they left the files needed out. But it's worth a try. The only problem right now is packing things up so the game can read them. This is apparently a problem for the 360 version, but might not be a problem for the PS3 version. But I doubt it, because the keys that have been released for the PS3 probably won't help with this since this is more recent.

    I hope a PC demo comes out. That should make things easier.
     
  3. Andrew75

    Andrew75

    Technical Artist Member
    1,937
    16
    18
    Project AXSX(Sonic Xtreme) + Misc Projects
    Found some beta images. and new areas.
    <a href="http://imageshack.us/photo/my-images/194/generationsbeta.png/" target="_blank"><img src="http://img194.imageshack.us/img194/4412/generationsbeta.png" border="0" class="linked-image" /></a>


    Chao?
    <a href="http://imageshack.us/photo/my-images/832/matmission001.png/" target="_blank"><img src="http://img832.imageshack.us/img832/2126/matmission001.png" border="0" class="linked-image" /></a>
     
  4. DustArma

    DustArma

    Member
    1,301
    0
    16
    Santiago, Chile
    Learning Python.
    So, Seaside Hill is Ocean Palace for the looks of it. And Spagonia has areas that resemble the hub area in Unleashed, the university stands out.
     
  5. Trunks

    Trunks

    AGAIN TRY Oldbie
    So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.
     
  6. <!--quoteo(post=598642:date=Jun 24 2011, 12:59 AM:name=Trunks)--><div class='quotetop'>QUOTE (Trunks @ Jun 24 2011, 12:59 AM) <a href="index.php?act=findpost&pid=598642"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sonic 4 Classic Sonic :colbert:
     
  7. Brad

    Brad

    yo Member
    136
    0
    0
    UK
    So I hear that the assets for Chemical Plant are in the demo somewhere - has anybody been able to find any visual evidence of it in the game?
     
  8. Tanks

    Tanks

    Member
    1,025
    0
    16
    Badnik list anyone?
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--></Name>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyMotora2D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>モトラ[2D]</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyMotora3D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>モトラ[3D]</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyBeeton2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyBatabata2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyGanigani2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyLander2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyEggRobo2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemySpinner2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemySpanner2D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>スパナ[2D]</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>スパナ[3D]</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyCopSpeeder2D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>コップスピーダー[2D]</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyCopSpeeder3D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyCopSpeeder3DCreator</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyMonoBeetle2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyGunBeetle2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyGunHunter2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>ガンハンター3D</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyPawn2D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>ポーン2D</ObjName>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyPawn3D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>ポーン3D</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyPawnLance2D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>ポーン2D(槍)</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyPawnLance3D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>ポーン3D(槍)</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyPawnGun2D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>ポーン2D(銃)</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyPawnGun3D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>ポーン3D(銃)</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyTaker2D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>テイカー2D</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DataPath>object/stage/crisiscity/spikeshot</DataPath>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyTaker3D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>テイカー3D</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DataPath>object/stage/crisiscity/spikeshot</DataPath>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyCrawler2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DataPath>object/stage/crisiscity/spikeshot</DataPath>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyCrawler3D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>クロウラー3D</ObjName>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DataPath>object/stage/crisiscity/spikeshot</DataPath>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Object>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyBiter2D</ID>
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>バイター2D</ObjName>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ObjName>バイター3D</ObjName>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyEFighter2D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Object>
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    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ID>EnemyPawnPla3D</ID>
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    &nbsp;&nbsp;&nbsp;&nbsp;</Category><!--c2--></div><!--ec2-->
     
  9. evilhamwizard

    evilhamwizard

    Researcher
    1,311
    33
    28
    <!--quoteo(post=598642:date=Jun 23 2011, 07:59 PM:name=Trunks)--><div class='quotetop'>QUOTE (Trunks @ Jun 23 2011, 07:59 PM) <a href="index.php?act=findpost&pid=598642"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The CRI Packed File Maker can extract and pack CPK files, and there are probably some tools for quickbms that'll work too. I tried CRI's tools on bb.cpk but even though it would list the contents of everything it wouldn't let me extract anything, so I had to use quickbms plus a cpk script. The music/sound cpks open and extract fine with CRI's tools though.

    I remember getting Saz to use .ar files I packed with edited lua/xml files for Unleashed about a year ago and those worked out okay for him. I forget if he was using a dev 360 or not. I remember repacking the CPK file for Sonic 4 and that was okay, so maybe it could work.
     
  10. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
    6,719
    0
    0
    being an asshole =P
    <!--quoteo(post=598646:date=Jun 23 2011, 09:05 PM:name=JackSkellinghog)--><div class='quotetop'>QUOTE (JackSkellinghog @ Jun 23 2011, 09:05 PM) <a href="index.php?act=findpost&pid=598646"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Sonic 4 Classic Sonic :colbert:<!--QuoteEnd--></div><!--QuoteEEnd-->No, please leave modern Sonic to deal with that shit =/
     
  11. ICEknight

    ICEknight

    Researcher Researcher
    If it was only possible to put one of these files in Sonic 4 and make it control decently... =|
     
  12. Tiberious

    Tiberious

    Yeah, I'm furry. Got a problem? Oldbie
    680
    0
    16
    I'm hoping the model for Classic Sonic can be extracted, but I'm sure work's already under way to get to that.

    Also holding faint hope the weighting and skeleton can also be extracted, but that might be more of a longshot.
     
  13. Aquaslash

    Aquaslash

    Emerald Dragoon Moderator
    2,818
    0
    16
    Hampton, VA
    The S Factor: Sonia and Silver
    I see Super Sonic textures in there. I hope someone gets the models and shares them.

    That modern Knuckles too. Don't have a new one of him
     
  14. Tanks

    Tanks

    Member
    1,025
    0
    16
    <!--quoteo(post=598658:date=Jun 23 2011, 05:20 PM:name=evilhamwizard)--><div class='quotetop'>QUOTE (evilhamwizard @ Jun 23 2011, 05:20 PM) <a href="index.php?act=findpost&pid=598658"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=598642:date=Jun 23 2011, 07:59 PM:name=Trunks)--><div class='quotetop'>QUOTE (Trunks @ Jun 23 2011, 07:59 PM) <a href="index.php?act=findpost&pid=598642"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The CRI Packed File Maker can extract and pack CPK files, and there are probably some tools for quickbms that'll work too. I tried CRI's tools on bb.cpk but even though it would list the contents of everything it wouldn't let me extract anything, so I had to use quickbms plus a cpk script. The music/sound cpks open and extract fine with CRI's tools though.

    I remember getting Saz to use .ar files I packed with edited lua/xml files for Unleashed about a year ago and those worked out okay for him. I forget if he was using a dev 360 or not. I remember repacking the CPK file for Sonic 4 and that was okay, so maybe it could work.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Mind if I pester you for the QuickBMS script? Jim and I ran into the same issue earlier. Glad there's a fix for it. I assume the CRI tools can still repack bb.cpk correct?
     
  15. evilhamwizard

    evilhamwizard

    Researcher
    1,311
    33
    28
    <!--quoteo(post=598678:date=Jun 23 2011, 09:10 PM:name=Tanks)--><div class='quotetop'>QUOTE (Tanks @ Jun 23 2011, 09:10 PM) <a href="index.php?act=findpost&pid=598678"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=598658:date=Jun 23 2011, 05:20 PM:name=evilhamwizard)--><div class='quotetop'>QUOTE (evilhamwizard @ Jun 23 2011, 05:20 PM) <a href="index.php?act=findpost&pid=598658"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=598642:date=Jun 23 2011, 07:59 PM:name=Trunks)--><div class='quotetop'>QUOTE (Trunks @ Jun 23 2011, 07:59 PM) <a href="index.php?act=findpost&pid=598642"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The CRI Packed File Maker can extract and pack CPK files, and there are probably some tools for quickbms that'll work too. I tried CRI's tools on bb.cpk but even though it would list the contents of everything it wouldn't let me extract anything, so I had to use quickbms plus a cpk script. The music/sound cpks open and extract fine with CRI's tools though.

    I remember getting Saz to use .ar files I packed with edited lua/xml files for Unleashed about a year ago and those worked out okay for him. I forget if he was using a dev 360 or not. I remember repacking the CPK file for Sonic 4 and that was okay, so maybe it could work.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Mind if I pester you for the QuickBMS script? Jim and I ran into the same issue earlier. Glad there's a fix for it. I assume the CRI tools can still repack bb.cpk correct?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Sure, you can use this script <a href="http://aluigi.altervista.org/papers/bms/cpk.bms" target="_blank">with</a> QuickBMS to extract basically any CPK file.

    You can pack a directory into a CPK file with CRI's tools. In this case, you need to pack the entire contents of bb.cpk again to create a new one. If you need to look inside the .ar files, you can find the tools needed to pack and unpack them <a href="http://l0nk.org/unleashed-tools/" target="_blank">here</a>.

    Hope this helps and good luck. :)
     
  16. Tanks

    Tanks

    Member
    1,025
    0
    16
    Thanks for the artools. That QuickBMS script does not seem to want to work with the PSN version's bb.cpk. I dunno what we're going to do about that. The biggest thing about getting this to work though is that Jim has a modded PS3 and can get debug mode going if we can get bb.cpk to unpack/repack.
     
  17. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
    1,294
    3
    18
    Nova Scotia, Canada
    GoldenEye: Source, Other Stuff
    Both Knuckles and Tails are considered Modern by their eyes if that is something to go off of, so don't expect to see a Classic Amy beyond a reference at best.
     
  18. evilhamwizard

    evilhamwizard

    Researcher
    1,311
    33
    28
    <!--quoteo(post=598681:date=Jun 23 2011, 09:20 PM:name=Tanks)--><div class='quotetop'>QUOTE (Tanks @ Jun 23 2011, 09:20 PM) <a href="index.php?act=findpost&pid=598681"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Thanks for the artools. That QuickBMS script does not seem to want to work with the PSN version's bb.cpk. I dunno what we're going to do about that. The biggest thing about getting this to work though is that Jim has a modded PS3 and can get debug mode going if we can get bb.cpk to unpack/repack.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Maybe I could try, can you somehow find a way to get the .pkg for the demo my way? From the sound of it, maybe bb.cpk is encrypted?
     
  19. Tanks

    Tanks

    Member
    1,025
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    <!--quoteo(post=598683:date=Jun 23 2011, 05:23 PM:name=evilhamwizard)--><div class='quotetop'>QUOTE (evilhamwizard @ Jun 23 2011, 05:23 PM) <a href="index.php?act=findpost&pid=598683"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=598681:date=Jun 23 2011, 09:20 PM:name=Tanks)--><div class='quotetop'>QUOTE (Tanks @ Jun 23 2011, 09:20 PM) <a href="index.php?act=findpost&pid=598681"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Thanks for the artools. That QuickBMS script does not seem to want to work with the PSN version's bb.cpk. I dunno what we're going to do about that. The biggest thing about getting this to work though is that Jim has a modded PS3 and can get debug mode going if we can get bb.cpk to unpack/repack.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Maybe I could try, can you somehow find a way to get the .pkg for the demo my way? From the sound of it, maybe bb.cpk is encrypted?
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://ares.dl.playstation.net/cdn/HP0177/NPHB00369_00/tKrcaYWJBNvudrxrXTmQqXsSwvJhvjNAALsNJbheSVRYKGKhenTrLUMeZFVaNheCGvSwRjeyVQalLlHBzjEzAwBafzQXSKXJJfclC.pkg?product=0084&country=hk" target="_blank">Here's the PKG (Don't bitch about piracy guys, it's a damn demo...)</a> Thing is, I don't think it's encrypted. We've managed to get a partial extract, but I'm certain there's more to it. Then again, I'm basing this off of what I saw through the tools. I haven't seen the 360 extract to go off of so I wouldn't know.

    EDIT: Just got my hands on the 360 version. I can confirm that the PSN bb.cpk is larger so there has to be something different preventing it from extracting.
     
  20. Andrew75

    Andrew75

    Technical Artist Member
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    Project AXSX(Sonic Xtreme) + Misc Projects
    A Bigger Texture pack has been uploaded on the first page,
    I think we may have all the textures extracted from the game at this point in time.

    (unless there are some in places like the Stage.pfd and Stage-Add.pfd files which I managed to get open.
    there is a junk load of .ar files inside that I could not extract anything from.
    anyone know what these are for?