SonicGMI (Sonic Generations Mod Installer) v1.1 RC6

Discussion in 'Engineering & Reverse Engineering' started by Dario FF, Nov 17, 2011.

  1. TheUltimaXtreme

    TheUltimaXtreme

    Breaking logic since whenever Member
    I just want to try out the Windmill Isle demo, if only to test mods in general. I'm gonna assume the CPKREDIR files included in that are older than the current SonicGMI revision?

    EDIT: Lo and behold, my guess was right. The old files included with the Windmill Isle demo installed and ran without a hitch, albeit, a bit longer to install, and load times are a bit worse, but fine nonetheless.
     
  2. Korama

    Korama

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    If you find a CPKREDIR bug, then please post in the CPKREDIR topic.
    I have no interest in supporting pirates and pirated versions, of course. But it looks like you discovered a genuine bug. The new savegame redirection patch fails on older versions of SonicGenerations.exe. I'll try to fix it.
     
  3. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    It's not exactly a bug that affects anything else than outdated versions right? Because I wouldn't like my submission to fail. :( (Although I can reupload it of course)
     
  4. TheUltimaXtreme

    TheUltimaXtreme

    Breaking logic since whenever Member
    It's nothing major. I'm not sure whether the older CPKREDIR files have negative effects with SonicGMI's current EXE, or as to if it's causing a fault in the save files. I'm not planning to use save-changing mods anyway, but if it causes an issue, that won't be good.

    I'm wondering if it's specifically a fault of the older SG EXE, and as to how the new DLLs are coded, as well as if it's due to the files included with the GMI 7z using calls removed from the SG EXE to make it work without Steam.
     
  5. Korama

    Korama

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    No, as I said, it's just that it can't patch the savegame functions. If you enable the log file, it tells you as much. And if you disable save file redirection in cpkredir.ini, it'll start fine.

    If you want specifics: to support all versions of SonicGenerations.exe, I don't use hardcoded file offsets, else I'd have to maintain a list for each file version. So I look for unique signature byte sequences and derive my target offset from them. Turns out that the newer versions of SonicGenerations.exe have 8 additional bytes right at the savegame stuff, which made one of my checks fail.

    But I already fixed it, so all is well. ;)
    I'll release an updated cpkredir.dll soon.
     
  6. Hinchy

    Hinchy

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    Dario, could you please publicly release your No HUD modification? You always show it off in things like screenshots and ini examples but you've never offered it for download. The closest you've done is point someone to the files required, but when I put that in my mods folder and tried to set it up myself, the game just crashes.
     
  7. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    It isn't finished at all, but if you want it...
    http://fbe.am/9z5
    Only works if you have English selected.
     
  8. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    Shameless bump, but I want to ask something.

    Seeing as this thing is still on its release candidate, I'm trying to think of what needs to be fixed before a final release. The downloads counter is at about 400, so I guess people used it and liked it, not to mention the 1,5k downloads of the Unleashed mod(Google Drive downloads not counted) that included it.

    What I'll likely fix is remembering stuff like the main window's size, columns, and such. Additionally a command-line option to boot a particular INI, if people want to do shortcuts to different games(vanilla, and your own mod pack). What I want to ask though is, does anyone think it needs any extra features? One thing I can think of is trying to detect whether any of the mods overwrite files in the other ones, but then again I can't really fix the problem that comes from users NOT turning off other mods that they should...
     
  9. Ell678

    Ell678

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    The ability to detect conflicting mods may be useful in the future. Freelancer's mod manager had this feature, and when combining mods it is very useful. Depends how big Generations modding becomes though!
     
  10. iGamr

    iGamr

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    Kind of simple, but allowing us to sort the mods by name, author, or version number would be nice.
     
  11. After seeing a bunch of "(optional)" in the bug fixes Google Doc, I'm thinking the ability to actually have customisable options on mods (like in Freelancer Mod Manager) would be really awesome.
     
  12. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    While it's a good idea, CPKREDIR might need a bit of a redesign for that. Only thing I can think of is adding toggles for Advanced mode entries.
     
  13. Yeah I was thinking earlier this morning how that might not work so well with CPKREDIR.
     
  14. iGamr

    iGamr

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    Just to tack on a suggestion, assuming they're still welcome... Obviously this might require some work, but it'd be neat if you could check a mod to see what stage/music it replaces.
     
  15. qwertysonic

    qwertysonic

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    Since the topic has been bumped already, I would like to voice my agreement with iGamr. It's not a big deal, but it would be handy to see what mod replaces what just to make sure you don't double replace a stage or character.
     
  16. Donnyku

    Donnyku

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    Alright, sorry for bumping this, but GuessWho suggested I bring this up with Korama or Dario.

    I'm having issues with music replacement as far as the mod installer goes. Doing one song (replacing Green Hill Original with Stardust Speedway - CashCash) works fine, but as soon as I add a second song, neither the original song (SSZ), nor the new one are replaced and instead play the original non-replaced tracks. (replaced What I'm Made Of with BigArms). Replacing the whole CPK worked fine, but doing it with the Mod installer reverts to the original file. GuessWho suggested it might be an issue with cpkredir.
     
  17. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    I'm not really following what you're doing. Are you using two separate mods stacked? Music CPK redirection works just like regular bb, bb2, and bb3 CPKs, so the same concept applies.

    So you might want to either upload your mod folder you're working with, or go a bit more in detail.
     
  18. Donnyku

    Donnyku

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    sorry that I'm terrible at explaining things. It's the only mod set to be in use, besides logo removal.

    Here is what I got so far with my music mod

    Hopefully that might help with figuring out what I'm possibly doing wrong, if it's me (which is quite possible)
     
  19. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    You need to add the AAX files to a folder called "Synth" inside of SNG22_ADD, you forgot that. It works fine when I do that. That's how the original CPK is arranged.
     
  20. Donnyku

    Donnyku

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    Thanks, can't believe I did something so dumb. I guess it was the fact that replacing the one track by itself working fine is what threw me off.