Sonic Generations Hacking (and More!)

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

  1. Chimpo

    Chimpo

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    Atomic Sonic Part II
    Here you go
     
  2. Azu

    Azu

    I must be stupid. Member
    I'd like see some model swap, like Amy, Silver or Shadow.
     
  3. Krigo

    Krigo

    Robotics;Notes shill Member
    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. :(
     
  4. MORE OF THIS PLEASE.

    Also I echo those who want to see model swaps done. Tails or Knuckles would be FANTASTIC.
     
  5. Chimera

    Chimera

    I'm not a furry. Tech Member
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    Castlevania prettyness
    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.
     
  6. Azu

    Azu

    I must be stupid. Member
    If someone tells me how to do it, I'd try it.
     
  7. JaxTH

    JaxTH

    Pudding Deity Oldbie
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    Jack shit.
    So basically...

    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?
     
  8. corneliab

    corneliab

    Isn't it about time you played some VIDEOGAMES? Member
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    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).
     
  9. samourai23

    samourai23

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    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 ^^
     
  10. Chimera

    Chimera

    I'm not a furry. Tech Member
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    Castlevania prettyness
    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 :specialed:)

    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. :specialed: 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)

    Code (Text):
    1. reference_fan.anm.hkx.xml
    2. reference_fan.skl.hkx.xml
    3. reference_robotarm.anm.hkx.xml
    4. reference_robotarm.skl.hkx.xml
    5. reference_robotarm01.anm.hkx.xml
    6. reference_robotarm01.skl.hkx.xml
    7. reference_robotarm02.anm.hkx.xml
    8. reference_robotarm02.skl.hkx.xml
    9. reference_robotarm03.anm.hkx.xml
    10. reference_robotarm03.skl.hkx.xml
    11. reference_robotarm04.anm.hkx.xml
    12. reference_robotarm04.skl.hkx.xml
    13. reference_robotarm05.anm.hkx.xml
    14. reference_robotarm05.skl.hkx.xml
    15. reference__st1_fan_03.anm.hkx.xml
    16. reference__st1_fan_03.skl.hkx.xml
    17. bms_sky_nl2_cloud02-0000.uv-anim
    18. bms_sky_nl2_cloud02-0002.uv-anim
    19. bms_sky_nl2_cloud04-0000.uv-anim
    20. bms_sky_nl2_cloud05-0000.uv-anim
    21. bms_sky_nl2_cloud05-0002.uv-anim
    22. bms_sky_nl2_cloud05.mat-anim
    23. bms_sky_nl2_cloud06-0000.uv-anim
    24. bms_sky_nl2_cloud06-0002.uv-anim
    25. bms_sky_nl2_cloud06.mat-anim
    26. ccp_metal_yy_duct_Cmn_dpn.material
    27. ccp_metal_yy_floor2_Lumi_dpnE.material
    28. ccp_metal_yy_gray02_Lumin_dpnE.mat-anim
    29. ccp_metal_yy_lblueright_Cmn_dpn.material
    30. ccp_metal_yy_yelow_Cmn_dpn.material
    31. ccp_water_yy_bluewater_FallOffV_dn.material
    32. cpz_chaos_water-0000.uv-anim
    33. cpz_chaos_water-0001.uv-anim
    34. cpz_chaos_water-0003.uv-anim
    35. cpz_chaos_water-0004.uv-anim
    36. cpz_etc_tn1_towerlight_001.mat-anim
    37. cpz_etc_yy1_Blue_dif-0002.uv-anim
    38. cpz_etc_yy1_Blue_dif-0003.uv-anim
    39. cpz_metal_st1_fan01_dif.dds
    40. cpz_metal_st1_fan01_env.dds
    41. cpz_metal_st1_fan01_Lumi_dpnE.material
    42. cpz_metal_st1_fan01_nrm.dds
    43. cpz_metal_st1_fan01_pow.dds
    44. cpz_metal_st1_tank_top_dif.dds
    45. cpz_metal_st1_tank_top_nrm.dds
    46. cpz_metal_st1_tank_top_pow.dds
    47. cpz_metal_tn1_footholdA_001.material
    48. cpz_metal_tn1_footholdA_001_dif.dds
    49. cpz_metal_tn1_footholdA_001_nrm.dds
    50. cpz_metal_tn1_footholdA_001_pow.dds
    51. cpz_metal_yy1_belt_anim-0000.uv-anim
    52. cpz_metal_yy1_belt_anim-0001.uv-anim
    53. cpz_metal_yy1_belt_anim-0002.uv-anim
    54. cpz_metal_yy1_duct_dif.dds
    55. cpz_metal_yy1_duct_nrm.dds
    56. cpz_metal_yy1_duct_pow.dds
    57. cpz_metal_yy1_floor2_dif.dds
    58. cpz_metal_yy1_floor2_env.dds
    59. cpz_metal_yy1_floor2_nrm.dds
    60. cpz_metal_yy1_floor2_pow.dds
    61. cpz_metal_yy1_mark_dif.dds
    62. cpz_metal_yy1_mark_nrm.dds
    63. cpz_metal_yy1_mark_pow.dds
    64. cpz_metal_yy1_metal_pow.dds
    65. cpz_metal_yy1_yelow_dif.dds
    66. cpz_metal_yy1_yelow_nrm.dds
    67. cpz_metal_yy1_ylwflor_Cmn_dpn.material
    68. cpz_metal_yy1_ylwflor_dif.dds
    69. cpz_metal_yy1_ylwflor_nrm.dds
    70. cpz_metal_yy1_ylwflor_pow.dds
    71. cpz_sky_ym2_cloud00-0000.uv-anim
    72. cpz_st1_tank_top_01_cmn_dpnE.material
    73. cpz_uni_tn1_cubemap.dds
    74. cpz_wall_st1_bldg04_01_dif.dds
    75. cpz_wall_st1_bldg04_01_env.dds
    76. cpz_wall_st1_bldg04_01_nrm.dds
    77. cpz_wall_st1_bldg04_01_pow.dds
    78. cpz_wall_st1_bldg04_Lumi_dpnE.material
    79. cpz_wall_st1_bldg05_02_dif.dds
    80. cpz_wall_st1_bldg05_02_env.dds
    81. cpz_wall_st1_bldg05_02_nrm.dds
    82. cpz_wall_st1_bldg05_02_pow.dds
    83. cpz_wall_st1_bldg05_Lumi_dpnE.material
    84. cpz_wall_st1_wall04_dif.dds
    85. cpz_wall_st1_wall04_env.dds
    86. cpz_wall_st1_wall04_Lumi_dpnE.material
    87. cpz_wall_st1_wall04_nrm.dds
    88. cpz_wall_st1_wall04_pow.dds
    89. cpz_water.mat-anim
    90. cpz_water_fk1_chemical01_Ind_dopn-0000.uv-anim
    91. cpz_water_fk1_chemical01_Ind_dopn-0002.uv-anim
    92. cpz_water_fk1_chemical01_Ind_dopn-0003.uv-anim
    93. cpz_water_fk1_chemical02_Ind_doapn-0000.uv-anim
    94. cpz_water_fk1_chemical02_Ind_doapn-0002.uv-anim
    95. cpz_water_fk1_chemical02_Ind_doapn-0003.uv-anim
    96. cpz_water_fk1_chemical03_Ind_dopn-0000.uv-anim
    97. cpz_water_fk1_chemical03_Ind_dopn-0002.uv-anim
    98. cpz_water_fk1_chemical03_Ind_dopn-0003.uv-anim
    99. cpz_water_km1_bluefall01-0000.uv-anim
    100. cpz_water_km1_pinkfall01-0000.uv-anim
    101. cpz_water_st1_splash-0000.uv-anim
    102. cpz_water_st1_splash-0001.uv-anim
    103. cpz_water_yy1_airball_cmn_d-0000.uv-anim
    104. cpz_water_yy1_bluewater_dif.dds
    105. cpz_water_yy1_bluewater_nrm.dds
    106. cpz_water_yy1_bluewater_pow.dds
    107. cpz_water_yy1_purple_dist-0001.uv-anim
    108. cpz_water_yy1_purple_dist-0002.uv-anim
    109. ghz_water_km1_fallWhite01-0000.uv-anim
    110. ghz_water_km1_fallWhite02-0000.uv-anim
    111. ghz_water_km1_fallWhite03-0000.uv-anim
    112. reference_fan.model
    113. reference_robotarm.model
    114. reference_robotarm01.model
    115. reference_robotarm02.model
    116. reference_robotarm03.model
    117. reference_robotarm04.model
    118. reference_robotarm05.model
    119. reference__st1_fan_03.model

    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?
     
  11. samourai23

    samourai23

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    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 ^^
     
  12. Ch1pper

    Ch1pper

    Fighting the Battle of Who Could Care Less Member
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    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.
     
  13. Dark Sonic

    Dark Sonic

    Member
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    Working on my art!
    http://www.youtube.com/watch?feature=player_embedded&v=JnTpRVv7t_s

    Very nice indeed
     
  14. corneliab

    corneliab

    Isn't it about time you played some VIDEOGAMES? Member
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    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. :specialed:
     
  15. darkspines35

    darkspines35

    It's Easy Actually. No, seriously. Tech Member
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    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.
     
  16. Chimera

    Chimera

    I'm not a furry. Tech Member
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    Castlevania prettyness
    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.

    [​IMG]

    Now I need to find out if I can object hack those swings from Rooftop Run into there.
     
  17. Trunks

    Trunks

    AGAIN TRY Oldbie
    I see what you did there.
     
  18. MainMemory

    MainMemory

    Have no fear...Amy Rose is here! Tech Member
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  19. darkspines35

    darkspines35

    It's Easy Actually. No, seriously. Tech Member
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    Actually...

    [​IMG]
    [​IMG]
    [​IMG]

    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...
     
  20. Azu

    Azu

    I must be stupid. Member
    Now if we can do that same for CPK, we'd be in business