Is nobody going to comment on how there's a starting point for a "Sonic + Tails + Knuckles" game? That's probably what the "& Knuckles" mode was planned to do when starting a "Sonic & Tails" game, at one point.
I created a tool to render the views of scenes. Probably like what jman2050 did. Spoiler The rendering script: https://github.com/koolkdev/rsdkv5_extract/blob/master/render_scene_view.py It requires python and the libraries PIL and construct. It is still not perfect, I need to rotate and flip some tiles, and I don't do it yet. I think that it is encoded in the upper 6 bits of the tile, so I will update the script to do it soon. (edit: fixed it now, the first and second bits are for flipping it, I am still not sure what are the other 4 bits) I started to parse the format of the scene binary file. Here is the parser: https://github.com/koolkdev/rsdkv5_extract/blob/master/parse_scene.py As you can see, most of the things are still unknown. The download of a packaged binary for this tool is here: https://github.com/koolkdev/rsdkv5_extract/releases/tag/render-scene-view-0.1
One the topic of speeding up music, do we know how it's handled for Blue Sphere? Is it just a single track that speeds up or is it handled by the game in some way?
Implementing speed shoes faster music should just be as easy as re-rendering the original song at a higher BPM (ostensibly really damn easy, but would require tweaks for any samples that actually play alongside the song, like drum loops, vocals, actual live play synced to the sequenced tracks, etc) and just scaling the current position by the speed-up percentage when you change to the speed-up version of the song. Still, said non-sequenced bits will totally make things a bit of a pain -- you could re-record (which is extra effort, and in some cases impossible), do a sample speed change without pitch change (can sound kind of rough -- it's best if you can sync the chops it makes to be related to the BPM of the sample to reduce the "cut up" effect this has, and some tools are better at this than others and can smooth over the cuts, this also works better with some sounds compared to others), or just ignore it completely (lol don't actually do this). Games that use wholly live-played music would have to do the sample speed change, and that'll sound noticeable. As someone who does sample timestretching the quick and dirty way all the time with Renoise's Sxx command (play sample at position, in this case I'd have it just constantly jump ahead in the sample to match the tempo; works like 9xx in XM but it takes a hex percentage instead of a sample count offset) on drum and vocal loops to let me adjust the pitch no matter what speed I set, it doesn't sound too rough for a lot of things (assuming you don't run the sample the sample slower than it'd play at a given pitch, which sounds awful as a timestretching method but sounds cool as a special effect). It's not good enough for a whole song, but more than good enough for a handful of recorded samples that are synced to the tempo. naturally, all of this only applies if you have the source files for the song, if you don't, you're stuck using sample timestretching, and again, that sounds rough at best
I'd still love to have official word on why exactly they aren't releasing the editor for use in creating mods. There's got to be some good reason; the creator of SonED is literally one of the game's main developers, so I'd be very surprised if the devs wouldn't like having editing tools available to modders. (Ideally they'd have self-contained level files that can be loaded into the game as extras, shareable via Steam Workshop.)
I'm pretty sure the editor they used was part of the RSDK, so they'd have to make a Mania-specific editor or strip down the RSDK scene editor for public consumption. They'd also have to worry about level scripts etc. and it would overall require a massive amount of QA testing.
I have to ask: what is Denuvo hindering at the moment? It doesn't seem to be preventing tampering with game code.
your play experience :specialed:/> I'm guessing the implementation of Denuvo was, even if unintentionally, specifically just a verification check i.e. exactly what Steam does but embedded in the EXE. My guess is the usual stuff Denuvo's supposed to do didn't exactly work with Tax/Stealth's program because unlike "AAA" games nowadays, the Retro Engine is *very* optimized, and incredibly small, so Denuvo probably just didnt work as intended, the game was already delayed to the 29th, so they just got it to work as far as having always-online... which eventually got patched into a check-for-online-once thing or check-if-steam-is-active routine. Speculation of course, but honestly that's the only thing that makes sense; they tried their usual stuff but none of it worked because they're not used to an executable so small and efficient. Of course, its inclusion explicitly makes the game very much not as efficient. Considering the executable could be decompiled, I wonder if we'll be able to see, at some point, a full removal of Denuvo. That would be DRM removal which is the illegals, sure, but it'd be interesting to see it floating around and maybe undergo a "proof" in how Mania WITH Denuvo chugs on a lowend machine, meanwhile with Denuvo removed, Mania runs at a buttery smooth 60FPS. Would be funny if that went public and news sites / pundits started making a fuss about it; maybe SEGA Europe would be inclined to finally remove the garbage :v:/>
You know, if you have no idea what you're talking about, you can just refrain from posting rather than trick the casual observer into thinking you know what you're talking about.
Quick question for people who've already been digging through the game - I've not been able to unpack my copy of Mania to poke around yet. I'm currently in the midst up updating the Mania Omni template on the wiki to include all the enemies found in-game, and I'm wondering if anyone's come across any files or somesuch within the game which would give clues to the names for the following enemies/bosses that are missing names on the wiki: Lava Reef Zone Mini-Boss Metallic Madness Mini-Boss Hydrocity Main Boss Studiopolis Snail badnik Studiopolis Orbinaut-type badnik Studiopolis Bagworm/microphone badnik Press Garden Woodpecker badnik Press Garden Crab badniks (the sprite for these has already been uploaded by someone else under the name "Jugglesaw", but I've seen no source for this so far. Can anyone confirm if this is the actual name?) Titanic Monarch Wasp(?) badnik (the one which generates the giant red targeting overlay when near the player - wiki says it's a woodpecker but I'm really not seeing it!) Chemical Plant unused pond-skater badnik As far as I can see no names are currently known for any of these - if any have been mentioned in other sources (i.e. Stealth's stream) they certainly haven't been added to the wiki yet! Any help here from folks who've been digging through the game already would be greatly appreciated, though I'll also have a dig around myself as soon as I'm able to. I was going to ask about the Press Garden Mid-Boss too, but I see that's already been found so will get that added pronto: ...Also, have just noticed that the Armadilloid enemies appear to be misassembled in-game, as I'm currently trying to replicate its in-game assembly for their wiki image (can't seem to match the exact assembly though, so will have to wait until I'm able to take a screenshot for reference!). The pilot is positioned too far forward, resulting in it overlapping the bigger Armadillo's ear. The pilot's handles cut off early on their left-hand side, too - presumably they're supposed to be further back on the shell so that this would butt up against the right-hand edge of the ear, which would solve both issues!
Guess I didn't make it too clear that I was just spitballing i.e. "Speculation of course, but honestly that's the only thing that makes sense." Guess that looked buried in words :v: Was trying to more offer my own thoughts on whats going on since denuvo literally doesn't look like its working based on its product description as an anti-tamper technology, on an executable that's been continuously tampered with; unless they just didn't do their job and it's true the way this thing works is they inject the DRM into an EXE you provide them, it seems the only thing they could do is act as DRM, as we've been seeing... and just slow the damn game down. But no i don't have access to debugger tools like IDA to see exactly what denuvo's doing or have worked with it in the past to form a clear answer. If my nonsense post looked like attempted manipulation or something, that wasnt my intent and i apologize. I'm not tryign to "trick people into thinking I'm smart" or something stupid like that. If that annoys you / you feel giving an answer without 100% certainty is intellectually dishoent, I guess I'll refrain from that. Usually my hope is to offer something so if someone DOES know the real answer they'll correct me (in my experience people like to correct people more than they like to give answers, eh), but i guess I didnt make it clear enough I was saying what I *think* based only on what I can see rather than being accurate. That or that's not exactly constructive and I should stop that anyway, in which case, my bad. Anyway, something I do know about... Earlier I said removing .bin files from the Objects folder did a lot of weird stuff and caused things like removing motion graphics, setting Puyo mode to turbo, crashing special and bonus stages, and most importantly: changing player physics. Or, more accurately, REMOVING player physics. Characters couldn't move outside of spindashing, a jump would last literally 1 frame because they'd just land again, and they were slaves to the slopes of the terrain, sliding over all of it as if they were on ice. However, like spindashing, characters still had their abilities; sonic could dropdash, tails could fly (however he could only go up, not left or right), and Knuckles could glide and climb perfectly fine--his superform even had faster climbing like you'd expect. The file in question controlling this behavior is: 36D61A3DE508B500AE0ECF8D33F32943.bin File contents: What seems to be happening is this file controls the differences in character traits for each character, since they all seem to have different jump heights, starting speed, friction, air speed, etc., however exclusive properties / ones that straight up don't change between characters seem to be hard coded into the game. Spindashing works the same between the 3 of the characters, Knuckles' glide and climb is entirely unaffected, and Tails' flight still functions vertically; it's his horizontal movement that no longer works, presumably because it's tied to his air friction/mobility/etc... I think. Then again I'm not gonna make assumptions :specialed: These object files are interesting for sure, but from what I can tell this is the only one that seems to control things relevant to gameplay. Might be a while before this gets understood, then again progress on modding's been insane this week so... Maybe not. Worth noting that when the game's idling, all files can be removed from the "Objects" folder except these 7, as Windows will tell you they're "currently being used." 0A95413EF896999B1B5DCAFD19F07F90 09F50C61464BCFA45F26511A29FB1145 33B8E672A1DEA5654AF81AEF98BDAA6F 7236F48F00B2217ED5890EC7DC00D581 575130A718E77F70E8BDE0B5822855C5 BAC6691DAF43463B358FAD24315D5396 CA2737FBD52AA1BEF679748AC30DBFAE This leads me to believe that these are actively checked by the game for *something* while everything else is loaded into memory once and then discarded until they're needed again; this happens for a lot of files actually because when you exit "Mania Mode" and go to, say, the title screen or any of the main menus, then re-enter a level, any and all changes you made to a character's data gets applied. Again though, just speculation :p
The names of the static object files are hashes generated from the name of the object. Here is a mapping of all the objects to files: Spoiler AIZTornado -> Data/Objects/Static/837851AB76D9F726E97291E6F761921C.bin AmoebaDroid -> Data/Objects/Static/3B3672B8B3DE043AA60690ECA5BED7A6.bin Animals -> Data/Objects/Static/33B8E672A1DEA5654AF81AEF98BDAA6F.bin BSS_Collectable -> Data/Objects/Static/1C0DAC922F5324EA54C3ECB4C0FACFFF.bin BSS_Setup -> Data/Objects/Static/715D1A3BC7242C39198E6A8D8E5FC1D0.bin BallCannon -> Data/Objects/Static/EF87A07DA7300A6BDCE944BC9CCC2B64.bin BigSqueeze -> Data/Objects/Static/71A77478202AF43D2D6F56A284F528D7.bin BreakableWall -> Data/Objects/Static/09F50C61464BCFA45F26511A29FB1145.bin CPZSetup -> Data/Objects/Static/4AFC943F1EF442684FB95BE660166A14.bin ChaosEmerald -> Data/Objects/Static/CC5419FC91471F269C427BD306CED284.bin ChemicalBall -> Data/Objects/Static/0344C9A8B5489E85401B4B309C608926.bin ChemicalPool -> Data/Objects/Static/E7B6ABB18F0BC48156143BAFBA018B4E.bin ConveyorPlatform -> Data/Objects/Static/5337F3B0C92FF6ADF207C77B18D0ACAF.bin CorkscrewPath -> Data/Objects/Static/575130A718E77F70E8BDE0B5822855C5.bin CrimsonEye -> Data/Objects/Static/D4DACA8531FB3A7EDBC71B9007838E43.bin Cylinder -> Data/Objects/Static/E22C2C69C1C75E1A419D961C5F265A36.bin DDWrecker -> Data/Objects/Static/CA2737FBD52AA1BEF679748AC30DBFAE.bin ERZGunner -> Data/Objects/Static/943231E16FCAA5DC4ACE31D92CF324E1.bin FBZMissile -> Data/Objects/Static/351EA95CFD36A485418DA41642BA6118.bin FBZStorm -> Data/Objects/Static/146FD7B05708988A7FADA048F874FEBB.bin GHZSetup -> Data/Objects/Static/0A95413EF896999B1B5DCAFD19F07F90.bin Gachapandora -> Data/Objects/Static/0F3F7376DC1EE25093DB289D4839C0DC.bin HCZSetup -> Data/Objects/Static/00D255DA3281F005F2465E60931C26E5.bin HeavyKing -> Data/Objects/Static/52491E8E7B7FBF7493EC3EE04517EA51.bin HotaruHiWatt -> Data/Objects/Static/88C6BE290459808C97145B6A2B5EF6BB.bin KingAttack -> Data/Objects/Static/136110A366076846C968BECD9F4B66E3.bin KleptoMobile -> Data/Objects/Static/B0657CE43050BD30AB8704FF5DA14B34.bin LRZSpiral -> Data/Objects/Static/E868B41AE507F5D3E0BE03437EAB8CEC.bin LaundroMobile -> Data/Objects/Static/2DB772CB09C12AFB37E86CD46FB7D9BB.bin LevelSelect -> Data/Objects/Static/BAC6691DAF43463B358FAD24315D5396.bin MMZSetup -> Data/Objects/Static/1DB444A10060783F9B1B16E3B42CA06F.bin MSZCutsceneST -> Data/Objects/Static/310FD3E59E8C58BA09FB8DE6290F2031.bin MSZSetup -> Data/Objects/Static/70BA0C565D600C945E2E0FFEF6A9256F.bin MagnetSphere -> Data/Objects/Static/621330217AC74CC89913DEA666BC9FF3.bin MechaBu -> Data/Objects/Static/84E00179988757CB56408205E78A1FB1.bin MegaOctus -> Data/Objects/Static/133AFFEDB305BB473FAEF8E9C1F12CEB.bin MeterDroid -> Data/Objects/Static/AEAC38DA20219D86FAFBB6160AA9807A.bin OOZSetup -> Data/Objects/Static/802E9898B64AC948F5D5AD68A3EA7EA0.bin PKingAttack -> Data/Objects/Static/BDAE7DAB3C274B2303267EAA0537B68E.bin PSZ1Setup -> Data/Objects/Static/5B0D0FAB588338D885220934A018173D.bin PSZ2Setup -> Data/Objects/Static/391E5E934C51410C0240DA5E2450B07E.bin PSZLauncher -> Data/Objects/Static/77C94437D5AA2882479D44EDDE535A69.bin PetalPile -> Data/Objects/Static/F616C91F1678EDCF31391321516CFAC8.bin PhantomEgg -> Data/Objects/Static/8384F8660903B07FC41E700C43D03993.bin PhantomGunner -> Data/Objects/Static/98C225B734D79CBB525795C65DEFE95B.bin PhantomHand -> Data/Objects/Static/40409B350D17BD7B989EEED055D03DE7.bin Player -> Data/Objects/Static/36D61A3DE508B500AE0ECF8D33F32943.bin PullChain -> Data/Objects/Static/17710E51F9B6C877A8F4640441E48FC6.bin PuyoAI -> Data/Objects/Static/7E443122AD19335046B4A94E529198EA.bin PuyoBean -> Data/Objects/Static/CBDE41F38DF0EBA5B517E51B1A149582.bin PuyoMatch -> Data/Objects/Static/40BF7B890248C84F61716E8C04627928.bin RollSwitch -> Data/Objects/Static/BD7B0128A038883FE438A56FF8225BA8.bin SDashWheel -> Data/Objects/Static/64C2BB97D5B8AAFAA0045B4693FCBC63.bin SPZ2Setup -> Data/Objects/Static/FD48DFCA939A95DA828D88E0F3005887.bin SPZSetup -> Data/Objects/Static/DE88C44102F952196553C77A58F4C880.bin SSZSpotlight -> Data/Objects/Static/A7EF031B715DB5AFE192FD684FF86FCC.bin SeeSaw -> Data/Objects/Static/10B90142394439F6FFC74E0F3EA69C6E.bin SentryBug -> Data/Objects/Static/4F2957AEC1917FB3D930B9CFF99A591E.bin Springboard -> Data/Objects/Static/8967DF5368482670BD769EB9B01F4EF6.bin Tornado -> Data/Objects/Static/63BC4CC1C121F1C2865F77A611E80A72.bin UFO_Sphere -> Data/Objects/Static/57E0DE3BE0D5327AC86D1EF644C82518.bin UIBackground -> Data/Objects/Static/BD3DF348C7BC63FF3F5529F2E33F9CFE.bin UncurlPlant -> Data/Objects/Static/BDE6EDF00C055F5B5223AD5A0CD1EA26.bin Water -> Data/Objects/Static/7236F48F00B2217ED5890EC7DC00D581.bin WeatherMobile -> Data/Objects/Static/269AAD4034FE425BF886015F74F83FB0.bin The code for each object in the binary uses things from the file for that object. The file that you talked about is for "Player". The game init all the structs with pointers to the functions for those objects in 0x57DDE0.
Thanks - that seems to have confirmed two more names I hadn't seen previously; Laundro Mobile for Hydrocity's main boss, and Sentry Bug for the previously-unnamed Titanic Monarch badnik. = ) Current list of things stil unnamed AFAIK: Lava Reef Zone Mini-Boss Metallic Madness Mini-Boss Studiopolis Snail badnik Studiopolis Orbinaut-type badnik Studiopolis Bagworm/microphone badnik Press Garden Woodpecker badnik Press Garden Crab badniks (sprite already uploaded by someone else under the name "Jugglesaw" - can anyone confirm?) Chemical Plant unused pond-skater badnik
Here is a list of all the objects, maybe it will help you: (most of the objects don't have static object file) Spoiler Acetone ActClear AIZEggRobo AIZKingClaw AIZSetup AIZTornado AIZTornadoPath AmoebaDroid AnimalHBH Animals Announcer APICallback Aquis Armadiloid BadnikHelpers Ball BallCannon BallHog BarStool Batbot Batbrain Beanstalk BGSwitch BigSqueeze BladePole Blaster Blastoid Bomb BouncePlant BoundsMarker BreakableWall BreakBar Bridge BSS_Collectable BSS_Collected BSS_Horizon BSS_HUD BSS_Message BSS_Palette BSS_Player BSS_Setup Bubbler BuckwildBall Buggernaut Bumpalo Bungee BurningLog Button ButtonDoor BuzzBomber BuzzSaw CableWarp Cactula Camera Canista Caterkiller CaterkillerJr ChaosEmerald CheckerBall ChemBubble ChemicalBall ChemicalPool Chopper CircleBumper Clapperboard Clucker CollapsingPlatform CollapsingSand ColorHelpers Competition CompetitionSession Constellation ContinuePlayer ContinueSetup ConveyorBelt ConveyorPlatform ConveyorWheel CorkscrewPath COverlay CPZ1Intro CPZ2Outro CPZBoss CPZSetup CPZShutter Crabmeat Crane CrashTest Crate CreditsSetup CrimsonEye Current CutsceneHBH CutsceneRules CutsceneSeq Cylinder DAControl Dango DASetup DashLift DBTower DCEvent DDWrecker Debris DebugMode Decoration DemoMenu DERobot DirectorChair DiveEggman DNARiser DoorTrigger Dragonfly DrawHelpers Drillerdroid DrillerdroidO Dust E3MenuSetup EggJanken EggJankenPart EggLoco Eggman EggPistonsMKII EggPrison EggTower EggTV ElectroMagnet ERZGunner ERZKing ERZMystic ERZOutro ERZRider ERZSetup ERZShinobi ERZStart EscapeCar Explosion Fan FarPlane FBZ1Outro FBZFan FBZMissile FBZSetup FBZSinkTrash FBZStorm FBZTrash FilmProjector FilmReel Fireball Fireflies Firework Fireworm FlameSpring Flamethrower FlasherMKII FlingRamp Flipper FlowerPod FoldingPlatform ForceSpin ForceUnstick FrostThrower Funnel FXExpandRing FXFade FXRuby FXSpinRay FXTrail Gachapandora GameOver GameProgress GasPlatform GenericTrigger GHZ2Outro GHZCutsceneK GHZCutsceneST GHZSetup GiantPistol Gondola Grabber GreenScreen GymBar HandLauncher HangConveyor HangPoint Hatch Hatterkiller HCZ1Intro HCZOneWayDoor HCZSetup HCZSpikeBall HeavyGunner HeavyKing HeavyMystic HeavyRider HeavyShinobi HiLoSign Honkytonk Hotaru HotaruHiWatt HotaruMKII HPZEmerald HUD Ice IceBomba IceSpring ImageTrail Ink InkWipe InvincibleStars InvisibleBlock ItemBox Iwamodoki JacobsLadder Jawz Jellygnite JuggleSaw JunctionWheel Kabasira Kanabun KingAttack KingClaw KleptoMobile LargeGear Launcher LaunchSpring LaundroMobile LavaFall LavaGeyser LEDPanel Letterboard LevelSelect LightBarrier LightBulb Localization LocoSmoke LogHelpers LogoSetup LottoBall LottoMachine LoveTester LRZ1Outro LRZ1Setup LRZ2Setup LRZ3Cutscene LRZ3OutroK LRZ3Setup LRZConvControl LRZConvDropper LRZConveyor LRZConvItem LRZConvSwitch LRZFireball LRZRockPile LRZSpikeBall LRZSpiral MagnetSphere MagPlatform MagSpikeBall MathHelpers MatryoshkaBom MechaBu MegaChopper MegaOctus MenuParam MenuSetup MetalArm MetalSonic MeterDroid MicDrop Mine MMZSetup MMZWheel MonarchBG MonkeyDude Motobug MSFactory MSHologram MSOrb MSPanel MSZ1KIntro MSZ2Cutscene MSZCutsceneK MSZCutsceneST MSZSetup MSZSpotlight Music Newspaper Newtron Octus OneWayDoor OOZ1Outro OOZFlames OOZSetup Options Orbinaut OrbitSpike PaintingEyes PaperRoller ParallaxSprite ParticleHelpers PathInverter PauseMenu Pendulum PetalPile PhantomEgg PhantomGunner PhantomHand PhantomKing PhantomMissile PhantomMystic PhantomRider PhantomRuby PhantomShield PhantomShinobi PimPom Pinata Piston PKingAttack PlaneSeeSaw PlaneSwitch Platform PlatformControl PlatformNode Player PlayerHelpers PlayerProbe PohBee Pointdexter PopcornKernel PopcornMachine PopOut Press PrintBlock Projectile Propeller PropellerShaft PSZ1Setup PSZ2Intro PSZ2Outro PSZ2Setup PSZDoor PSZEggman PSZLauncher PullChain PullSwitch PushSpring PuyoAI PuyoAttack PuyoBean PuyoGame PuyoIndicator PuyoLabel PuyoLevelSelect PuyoMatch PuyoScore Rattlekiller Reagent Redz Rexon Ring RingField RisingLava RockDrill RockemSockem RollerMKII RotatingSpikes RotatingStair RPlaneShifter RTeleporter RubyPortal SaveGame Scarab ScoreBonus ScrewMobile SDashWheel SeeSaw SeltzerBottle SeltzerWater SentryBug Shield Shiversaw ShopWindow Shuriken Shutterbug SideBarrel SignPost SilverSonic SizeLaser SkyTeleporter Smog Snowflakes Sol Soundboard SP500 SP500MkII SparkRail Spear SpearBlock SpecialClear SpecialRing SpeedBooster SpeedGate SpiderMobile SpikeCorridor SpikeCrusher SpikeFlail SpikeLog Spikes SpinBooster SpinSign Spiny SpiralPlatform Splats Spring Springboard SPZ1Intro SPZ1Setup SPZ2Outro SPZ2Setup SSZ1Intro SSZ1Outro SSZ1Setup SSZ2Setup SSZ3Cutscene SSZSpikeBall SSZSpotlight Staircase Stalactite StarPost Stegway StickyPlatform SuperSparkle Sweep SwingRope SwitchDoor Syringe TAEmerald TargetBumper Technosqueek TeeterTotter TetherBall ThanksSetup ThoughtBubble TilePlatform TimeAttackData TimeAttackGate TimePost TimeTravelSetup TippingPlatform Title3DSprite TitleBG TitleCard TitleLogo TitleSetup TitleSonic TMZ1Outro TMZ1Setup TMZ2Outro TMZ2Setup TMZ3Setup TMZAlert TMZBarrier TMZCable TMZFlames Tornado TornadoPath Toxomister TransportTube TryAgain TTCutscene TubeSpring Tubinaut Tuesday Turbine TurboSpiker TurboTurtle Turntable TurretSwitch TVFlyingBattery TVPole TVVan TwistedTubes TwistingDoor TwistingSlide UberCaterkiller UFO_Camera UFO_Circuit UFO_Decoration UFO_Dust UFO_HUD UFO_ItemBox UFO_Message UFO_Plasma UFO_Player UFO_Ring UFO_Setup UFO_Shadow UFO_SpeedLines UFO_Sphere UFO_Springboard UFO_Water UIBackground UIButton UIButtonLabel UIButtonPrompt UICharButton UIChoice UIControl UICreditsText UIDialog UIHeading UIInfoLabel UIKeyBinder UILeaderboard UIMedallionPanel UIModeButton UIOptionPanel UIPicture UIResPicker UISaveSlot UISlider UISubHeading UITAZoneModule UIText UITransition UIUsernamePopup UIVideo UIVsCharSelector UIVsResults UIVsRoundPicker UIVsScoreboard UIVsZoneButton UIWaitSpinner UIWidgets UIWinSize UncurlPlant Valve VanishPlatform Vultron WalkerLegs WallBumper WallCrawl WarpDoor Water WaterGush WeatherMobile WeatherTV Whirlpool Wisp WoodChipper Woodrow YoyoPulley ZipLine