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Sonic Lost World (PC / Wii U) Hacking & Resources

Discussion in 'Engineering & Reverse Engineering' started by Dario FF, Jan 1, 2015.

  1. Paraxade

    Paraxade

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    Do you only have the pac files in there? The set files are stored separately in the set folder, so if you don't have that in there you'll want to move it into your mod folder.

    If everything in the mod folder is set up the same way it is in the game and it's still not showing up ingame, then no idea - all I can think of is maybe the mod loader isn't repacking the cpk correctly (if you're using it). Could try manually repacking the CPK in that case.
     
  2. Dark Sonic

    Dark Sonic

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    Ohhh ok I see, so that's what's being saved (It still crashes but it looks like it saves at least). Interesting. Alright I'll give it a shot thanks.

    EDIT: Tested my quick level edits. Going to need to figure out what everything does, now I have some wonky camera angles... whoops.

    Also, question. How do I unpack the pac files?
     
  3. Paraxade

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    You can unpack the pac files by just dropping them onto pacpack, I believe. It's in SonicGLvl's bin folder.

    If the one that came with GLvl-LW doesn't work (haven't tested it) try grabbing the one from the regular SonicGLvl repo. That's the one that's been used for most of the character mods that are up so far I think.
     
  4. Dark Sonic

    Dark Sonic

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    So I am happy to confirm that deleting the deadly six is quite easy, and all I have to do is delete some triggers and there we go, more fun game.

    Right now I'm just playing with the thing to see what I can do, it's quite messy at the moment though. For example, for some reason the sky box is tied to the moon mech in Windy Hill Act 2, so note to self, don't delete that. There are some camera markers that I'm not quite sure which ones to get rid of either, as they follow events I'm deleting (like the tornado in Desert Ruin Act 4).

    My goal is to cut out as much bullshit as possible to make this game more enjoyable. First I'll start by removing the bosses, then I'll go about removing superfluous springs, dash panels, and camera angles, and finally I'll add stuff back into the game, such as additional enemies, items, and wisps to add more variety where content was cut.
     
  5. The KKM

    The KKM

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    Would it be possible for someone to rip and list what Sonic sound clips are used in normal gameplay, for ease of replacement? Classic Sonic doing Roger Craig Smith grunts feels weird to me, I'd like to replace them with silence, clips from the old arcade games, or maybe clips from Martin Burke in the OVA.
     
  6. MootPoint

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    Hey guys, I'm wondering how to open up .model files. I can get the textures easily using the PacPack tool but I don't know how to even use .model in 3DSMax. I'm assuming I need another tool to convert/extract the model?
     
  7. Azu

    Azu

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    Wee currently have no way to repack awb files?
     
  8. Dark Sonic

    Dark Sonic

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    Ok, so far I've removed the following bosses from the game:

    Windy Hill Act 2
    Sky Road Act 4 (Early goal ring added)
    Frozen Factory Act 2 (Early goal ring added)
    Forest Zone Act 2 (Early goal ring + Owl Spotlight removed)

    So far they've all worked just fine. Once I complete the levels and test them properly I'll actually release something for once. This version will be separate from my other future enhancements, as I want to have a version that is as close to the vanilla game as possible just without the bosses.

    When it comes time for enhancements, I was thinking of replacing the small egg capsules with items boxes or wisps and then removing all the animal gates entirely. Does that sound like a good idea to people?
     
  9. Blue Blood

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    That sounds like a good idea to me. The capsules are a fun idea, but totally pointless when you get rid of the gates. And the gates are lame mechanic as is. The animals should have been for bonuses of some sort. Is it possible to place shields, speed shoes and invincibility in the levels? You can get them as item boxes on the map, but not in-level.
     
  10. Dark Sonic

    Dark Sonic

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    From what I've tested, you can place speed shoes and invincibility items in level, but not shields, unless I haven't found the right item value yet (from what I've tried every item box from 13 to 16 just places speed shoes, which are somewhat useless as all speed shoes do is make it so that you run at full speed regardless of if you're holding the run button or not. I'll keep trying though I'd love to put shields in level). Levels can have multiple wisps too, so I may add some extra wisps for shits and gigs.

    I'd also like to remove the Super Sonic restrictions in the mach speed 2.0 segments. Anyone know what that trigger is?
     
  11. Iggy for Short

    Iggy for Short

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    I would've gladly traded them in to get powerups. Maybe the justification could be that we're donating them to a Chao Kindergarten or something. :v:

    EDIT: Oh, y'know what I'd like to see as a mod? Pausing the game when you open the suitcase to use items. It's awkward trying to use items in the middle of a level when there might be enemies or hazards around and Sonic can't be moved until you close the menu again.
     
  12. Dark Sonic

    Dark Sonic

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    Well in the Wii u version they gave you rc items, but since multiplayer has been scrapped they don't do anything. Maybe there's a way to turn that feature back on but to change the rewards to items?
     
  13. Blue Blood

    Blue Blood

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    How many people even made use of the RC co-op crap? It can't have been double digits, surely.

    Also, are you sure that's all the speed shoes do? I figured they at least bumped up the max running speed a bit.
     
  14. Dark Sonic

    Dark Sonic

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    Possibly, maybe I just wasn't paying enough attention lol. But I'll check again. Or it's possible 2d physics mess with the top speed. I'd like to edit sonics stats like we could in generations. One day I hope to make Sonic Lost World: fixed edition, but for now I'll at least kill the deadly six. That's something right?

    And as for the rcs, that's the one thing the 3ds version did right. They were ai controlled and gave you neat powers.
     
  15. Kyuu

    Kyuu

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    I dunno, the speed shoes felt like they just enabled running speed to me.

    On that note, to make this post less pointless, question time (this could go in the other Lost World thread as well, but whatever) - I've noticed that Super Sonic has a "lightning shield" effect, drawing rings in. Having said that, sometimes the effect just kinda... stops. I haven't noticed a pattern to it, though I suspect it's something to do with the parkour system (since wallrunning attracts rings as well). Anyone know what that's about?
     
  16. Dark Sonic

    Dark Sonic

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    This was more pertinent initially on the Wii u. Initially the magnet effect would fail when transitioning sections, like in levels where you go from 3D to 2d. Not sure what still triggers it now, but detransforming and transforming fixes the glitch.
     
  17. SonicHyuga

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    It's actually rather easy:

    [media]https://www.youtube.com/watch?v=lJNlMJ12XzM[/media]

    I actually used the ADX file directly from SA2 (PC), and I also didn't have to change the sample rate. (32000 vs 48000)

    Just use this script for QuickBMS found on the main website to extract the awb:

    Code (Text):
    1.  
    2. # AWB AFS2 (script 0.1.2)
    3. #   thanks to Taylor&Lion for the alignment field
    4. # script for QuickBMS http://quickbms.aluigi.org
    5.  
    6. idstring "AFS2"
    7. get DUMMY long
    8. get FILES long
    9. get MYALIGN long
    10. for I = 0 < FILES
    11.     get ALIGN short
    12.     putarray 0 I ALIGN
    13. next I
    14.  
    15.     get OFFSET long
    16. for I = 0 < FILES
    17.     get NEXT_OFFSET long
    18.     if MYALIGN != 0
    19.         math ALIGN = MYALIGN
    20.     else
    21.         getarray ALIGN 0 I
    22.     endif
    23.     math OFFSET x= ALIGN
    24.     math SIZE = NEXT_OFFSET
    25.     math SIZE -= OFFSET
    26.     log "" OFFSET SIZE
    27.     math OFFSET = NEXT_OFFSET
    28. next I
    29.  
    Then run reimport to have quickbms repack your extracted awb folder into a new .awb file. Oddly enough, the Title Screen music doesn't play when you do this, but I haven't looked into that just yet.

    EDIT: Ahh, some files have a row of empty bytes that get placed at the beginning of them. Use something like HxD to delete them.
     
  18. MootPoint

    MootPoint

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    Okay I'm asking this again because I found a way to covert the model but I don't know how to open the Skeleton (it's appearing as .hkx file) in 3DSmax 2012 and I checked everywhere but I keep running into dead end so I have absolute zero idea to know what to do.
     
  19. Paraxade

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    So, if anyone feels like looking into it, all the leftover editor code I mentioned still seems to be in the PC version. At the very least, the object property names/descriptions are still there in the executable. It'd be neat if someone figured out how to turn it on and run it in the game. Getting the Wii U version would probably be a good start, because it has symbols which will probably make it easier to find the relevant code than with the PC executable.
     
  20. TimmiT

    TimmiT

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    http://www.youtube.com/watch?v=dH-CWaXaxV0

    Oh right that was a thing