Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Jun 23, 2011.
Here you go
I'd like see some model swap, like Amy, Silver or Shadow.
Unfortunately, that isn't solving the online mode crashing. It's strange how creating a new save caused no problem, but loading an already working save doesn't.
It was probably just a fluke.
MORE OF THIS PLEASE.
Also I echo those who want to see model swaps done. Tails or Knuckles would be FANTASTIC.
Shadow and Sonic would probably be by far the easiest. Their animation data is almost exactly the same (bone hierarchy, they have running and walking animations, I'm pretty sure Shadow has idle animations) Shadow has code for the trick pannels (don't know about trick rings though), etc.
If someone tells me how to do it, I'd try it.
Turn all trick ramps into boost ramps and replace trick rings with regular rings and you have a fully working Classic Sonic in Modern, right?
About as "fully working" as a boostless, driftless, quickstepless Sonic with a borked spindash can get. Also, from what I read in that video description you also have to delete whatever causes skydiving sections.
I'm excited about the possibility of getting Shadow working. Classic Sonic just does not look like any fun to deal with in the modern stages (at least without some more extensive changes if possible).
Yes, all these projects look awesome (especially the Shadow one). More than what I could have expected ! :D
But I'm also wondering if a Hyper Sonic mod would be possible. Since at the final boss, http://www.youtube.com/watch?v=UbXwYwy0sP0 (look at 8:44), the colors changes kinda the way Hyper Sonic's does, so maybe it could do it. If some enhanced speed and jump height are added to basic Super Sonic
After 15 years, I think it's time for him to be back for once.
A Super Sonic with better powers like less rings consumption, enhanced speed, and the possibility to choose when to "fly" rather than "boost" would also be quite awesome !
But those are just ideas of what could be made for this 20th anniversary episode ^^
I think that color effect is just some kind of Hedgehog Engine equivalent of Unreal Engine's post-process effects, making the screen change colors. But yes, if somehow we you guys figure out how to edit materials (not textures—there's a difference!), technically a Hyper Sonic effect is entirely doable. Granted other things will need to be added to make the game more like Hyper Sonic.
As for Super Sonic, less ring consumption and enhanced speed is most likely, to my knowledge, as easy as modifying a variable, as long as (for speed obviously) Super Sonic's speed is a desperate value than regular Sonic. Polygon Jim, feel free to (dis)prove me. I'm not sure, but maaaaybe LUA coding can be done to make this happen if XML doesn't work the way we want :P (that is, if the LUA files contain programming code that will let this happen. If not, SoL unless the EXE gets disassembled, which will be inefficient and quite stupid for something so small :v: but again, this is Retro, home of clinically insane people )
Same deal for the flight/boost thing. As a hypothetical situation, I would personally prefer Super's boosting = flight only when Super Sonic AIR boosts, rather than just boosts on the ground. Would also be nice if flight didn't cut your ring count, but instead depleted your boost gauge. No more boost gauge = no more flight, but you can still boost because... You're Super Sonic. Also this would work as Super Sonic can still get boost energy through tricks. Don't know about rings and enemies though.
Classic Super Sonic needs some fixing because same speed as normal Sonic = fail. It's Sonic 2's Super rolling all over again, except in running fashion!
EDIT: Interesting find you guys probably already know about. I opened Notepad++ and went to \\bb_files\Packed\cpz100 (bb_files is just the folder of the extracted contents from bb.cpk), and the file cpz100.ar when opened in Notepad++ (Yes I know I'm doing it wrong; I can't find out how to open these .ar files ;-; ) has an XML file or something (actually it says "autodraw.txt" or something) as the first file, with this list of code... (spoilered because length)
Apparently that's the reference data for Chemical Plant Zone, isn't it? Like, this being the file that pulls all of the assets within the game to be rendered in the stage? Or am I mistaken?
What do you mean by that ? Like adding stuff to the stages ? Or did you mean new powers ? Because I had my little idea about it... Maybe giving Hyper Sonic every interesting skills would be interesting ^^ Like a Super Sonic, but even better.
And for his look, maybe the Classic Sonic's invincibility effect would be perfect ^^
This is an awesome idea ! :D And it would just make sense too ^^
But be careful, because I once turned Super with my boost gauge empty, and couldn't boost as Super Sonic so... In fact, Super Sonic has infinite boost, but if he gauge is empty, he can't boost. But as soon as you get one ring, or perform a trick or any other way to fill your gauge a little bit, well he can boost again forever. So it might be a bit tricky...
Yes, but his acceleration would need to be enhanced too, because it sucks even more than he's speed... And same for his "in air" move speed. If you play Sonic 2 as Super Sonic, you directly see it's not the same ^^
And I believe that allow the skills during bosses could be great too, like for Perfect Chaos or Shadow for example ^^
Quick question: Is there any known way to change something like 60 fps to 30? I tried once only to get a "value does not match the configuration file" error. Changed it back and worked fine again. Just a pain seeing the fps value fly all over the place during gameplay. Suggestions are welcome.
Very nice indeed
This was posted a page and a half ago. Hell, it's what CAUSED the discussion that's been going on for the last page and a half.
It's basically anything that wasn't made into actual level geometry, along with some additional files for terrain groups and animations for the .model files if they have them. They also contains the textures for the stage. Generally something level specific like a skybox or breakable/animated objects is what you can find most often in there. As for the level's geometry itself, it's contained in compressed ar files in the stage.pfd file.
And as for not being able to unpack the ar files, there's an ar0packer and an ar0unpacker set of tools. I think Link made them.
So I see. Thanks; that's what I thought it was :P I wonder if Twilightzoney will show how he ripped the terrain at some point; I'd like to use Modern Green Hill Zone's terrain for testing how Sonic should be controlled for Modern Sonic styled gameplay.
As for the ar extractor...
Derp. (artools is located inside; works like a charm)
Using that I ended up making pt 1 of a little project of mine probably none of you care about. Green Hill Top Zone.
Now I need to find out if I can object hack those swings from Rooftop Run into there.
I see what you did there.
At request of Polygon Jim, I adapted SADXsndSharp to edit .ar.00 files. download
I'm the one who made that possible...as well as fixed the original script to work with all the models in the game. (As far as I know anyway.) I hope to get full support for this script working soon as it's not quite there yet. And it also takes forever to actually rip the data in bulk like I have it doing now, and since I added texture support...it takes even longer...
Now if we can do that same for CPK, we'd be in business
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