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The Official Sonic Generations Mods Topic


CanofEpicSauce

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The .fco format is harder to work with, and is the format used for songs and the text I edited. The few bits of readable text are pointers, and should not be altered. The actual text itself is stored in 8 character chunks (example: 000000A0 = S (Capital S) and 000000BA = s (lowercase S))

Thankfully for you, the file I edited for those character bios (CollectionRoom_Cnv.fco , found in pam_cmn.ar.00 within bb2.cpk/languages/english) also stores the song names. However, there isn't an easy way to alter how many letters are used in each name. But you can alter which title number is used by which song (and the order of each song) in a certain .xml file (Which I've done biggrin.png) If you'd want me upload an example of the edited files, I'd do so.

Likewise, I have a list of the .fco values used for all 26 captial letters, all 26 lowercase letters, periods, commas, apostrophes, spaces, line breaks, and the end of the text entry. I'd have to alter it a bit to make it look more like a chart and easier to work with, but it's good.

...I was planning on making a pack of my .aax files eventually...

Thanks for the info! The .fco value list would be nice, and the sample XML would also be nice, though I assume it'd be easy to figure out once I knew which XML it was? I also assume that the pointers work by having the "file" name followed by an @ followed directly by text from what I can see?

I actually think I could figure out the upper and lower case .fco letters from what you just said to aid in playing around until then, assuming that, say, 000000A0 is S and 000000A1 is T and so on. Wonder if a converter between the formats is possible, convert from text to 00000000 hex format and back. I might look into that some time if nobody else manages, though no promises.

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I'm not sure if I should post this here or in Retro where it'd get tossed on the Wiki, but I figure I'd mention it here first until I get a more finished program done.

All.fco in ConverseCommon.ar.00 (which is inside bb2) seems to be a table of sorts. Perhaps other files feature these too? While I am not smart enough to figure out the format or how they point to All_000.dds, All_001.dds, All_002.dds and ui_common_cnvs_pltf.dds(packs of letter textures and one for small 360 button textures) I can at least figure out some more letters, as it points out both the ABCs and a good deal of !@#$^*&( style symbols for my program. Using All_000.dds, I might be able to make educated guesses for letters such as é too.

Strangely enough, this All.fco doesn't actually include the é type letters, simply symbols, 0 through 9, A through z and a long line of seemingly blank letter entries associated with the rest. Perhaps All.fte is related... either way, JoeTE's info, that file and a little trial and error gave me enough info to start on this!

WIG7W.png

tl;dr: I'm making a basic program to convert hex-format Sonic Generations .fco text to plain text and back! [EDIT: I now realize this won't properly include unicode symbols due to my MMF2 version, sorry. I'll try to include some of them in a form later though.]Though right now it's just partial and one way. It doesn't open .fco files or anything, all it does is let you paste in hex from the game, turn it to English text and turn your own edited text back into hex.

Edited by Someguy
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I'm unsure if members stuck in the Pending Limbo can make wiki edits. he can try though and if not he can message a wiki sysops to add it in for him.

I'm fairly certain that the Sonic Retro wiki and the Sonic Retro forums are seperate.

Featuring Seizure Kokiri Forest (dontknowhatthefuckhappened)

spasmforest.png

Since many people have been having this material bug, I'll explain how to fix it: go into the folder that you exported the .scene file to and copy all the DDS files that are in that folder and drop it into the resources folder of the cache folder of the stage that you're replacing. After that, just repack the terrain geometry and you're good to go!

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http://info.sonicret...Level_Importing

I have added a tutorial section of level importing into the Sonic Retro Community Hacking guide for Sonic Generations, and I've also added a CPKREDIR and SonicGLVL section to the Hacking guide as well. I'm not the best person to do this, so the things that I've added probably need some revision and expansion. Hopefully the Sonic Generations SCHG will become a great source of information sometime in the future.

EDIT: Moved tutorial to a new page.

Edited by Sky The Destroyer
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Thanks to some tips from JoeTE I present to you "Sonic Generations .fco Text Converter v0.1", a simple and badly named program to assist in editing text in Sonic Generations until a proper program for .fco files is created.

JM7JE.png

xhdiw.png

Simply type in your text, convert it to hex and paste it into the file directly! Or you can copy raw hex code from the game to find out what it says. The program assumes you are copying from the program HxD currently, so every hex value requires a space after it for proper reading.

Future plans are tweaks that you all might suggest if I'm good enough to do so and adding things like é and symbols. I can't add unicode support directly because MMF2 Unicode support costs $60 or so.

Oh yeah, and I think I've found some unused text while testing this. Listed under Sonic's bio is Super Sonic's... a bio I can't seem to find in-game, even after beating the story. Is it unlocked at 100%?

The name given to Sonic's

ultimate form when he is

transformed through the

power of the Chaos

Emeralds.

Sonic is more powerful

than normal as Super Sonic,

but he can remain so for

only a short time due to

the tremendous amounts of

energy required.

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There are more curves and slopes in Waluigi Stadium alone than in the entirety of Modern Green Hill Zone...

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thanks

Posted Yesterday, 11:01 PM

http://info.sonicret...Level_Importing

I have added a tutorial section of level importing into the Sonic Retro Community Hacking guide for Sonic Generations, and I've also added a CPKREDIR and SonicGLVL section to the Hacking guide as well. I'm not the best person to do this, so the things that I've added probably need some revision and expansion. Hopefully the Sonic Generations SCHG will become a great source of information sometime in the future.

EDIT: Moved tutorial to a new page.

Edited by Sky The Destroyer, Yesterday, 11:46 PM.

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Thanks to some tips from JoeTE I present to you "Sonic Generations .fco Text Converter v0.1", a simple and badly named program to assist in editing text in Sonic Generations until a proper program for .fco files is created.

Simply type in your text, convert it to hex and paste it into the file directly! Or you can copy raw hex code from the game to find out what it says. The program assumes you are copying from the program HxD currently, so every hex value requires a space after it for proper reading.

Future plans are tweaks that you all might suggest if I'm good enough to do so and adding things like é and symbols. I can't add unicode support directly because MMF2 Unicode support costs $60 or so.

Oh yeah, and I think I've found some unused text while testing this. Listed under Sonic's bio is Super Sonic's... a bio I can't seem to find in-game, even after beating the story. Is it unlocked at 100%?

The name given to Sonic's

ultimate form when he is

transformed through the

power of the Chaos

Emeralds.

Sonic is more powerful

than normal as Super Sonic,

but he can remain so for

only a short time due to

the tremendous amounts of

energy required.

Sorry for not having said anything yesterday, but that program looks sweet! I've already downloaded it!

I'm impressed that you were able to figure it out solely from those vague tips I gave you, and I'm sorry for not having been able to help more. I know this will make it easier to easier to edit the text.

Also, I saw that Super Sonic back on May 3rd (that was when I figured out which hex values equaled which letters/etc.)

There currently is no way for the game to handle a Super Sonic bio anyway, since he has no entry in the corresponding xml, and has no .ar.00 packs for the character bios.

P.S. - Speaking of unused text... In another file, which had the names and descriptions for Sonic's skills, I found listings for the Orange Rocket and Pink Spikes in there, complete with descriptions!

Orange Rocket:

Turns Sonic into an Orange Rocket to fly up.

Pink Spikes:

Turns Sonic into Pink Spikes- Cling to surfaces!

Imagine what it would be like if we actually COULD use them as skills. They'd be insanely overpowered, that's for sure.

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I ported Peach's Castle from Super Smash Bros. Melee, which is a lot better than the N64 one. If anyone can rip Peach's Castle from Super Mario Galaxy for me, that would be awesome. I'm sure it's much more higher quality than the N64 and GameCube versions combined.

Download link: http://www.mediafire.com/?c168o3e9oq53j76

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mahhouse.png

SoLink spawns infront of the Link's house :)

Could somebody help me with the rotation?

niceshopspasmtexture.png

Oops, forgot to place 40 rings! (featuring spasm textures)

sonicissmal.png

Sonic sure isn't the biggest 0.0

omgwtf2d.png

Seems Generations doesn't like meshes called "default".... RANDOM 2D MODE FTW!

itburnsj.png

IT BUUURNS!!!!

This may be interesting, the water glare bug is most likely caused by SonicGlvl.

The water I chose sucks, I wonder if it animates when I replace it's diffuse map.....

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Because a couple people requested it every now and then, and because I was planning on it anyway, I've decided to distribute a few of the AAX song files I've "made," plus a few unaltered AAX files from other Sonic games.

Here they are in two bundles. I don't have individual download links for each song, so you'll have to download a whole pack if you only want one of the songs in it... Spoilers are in play solely to reduce the amount of scrolling needed to see posts below this one.

AAX Pack 1:

http://www.mediafire...2zmn2acnjrcbc8f

Pack 1 Song Lists:

Song List (44100 Hz Samplerate):

Casino Night Zone Act 1 (Sonic Generations 3DS)

Emerald Coast Act 1 (Sonic Generations 3DS)

Radical Highway Act 1 (Sonic Generations 3DS)

Special Stage (Sonic Generations 3DS)

Emerald Hill Zone (Sonic 2 HD)

Boss Battle (Sonic 2 HD)

Metal Harbor (Full Intro)

For True Story (Original)

Throw it all Away (Full Song / Looped)

I Am... All of Me (Full Song / Looped)

Seven Rings in Hand (Crush 40 / Full Song / Looped)

With Me ~Massive Power Mix~ (Full Song / Looped)

Song List (48000 Hz Samplerate):

Mushroom Hill Zone Act 2 (Sonic Generations 3DS)

Emerald Coast Act 2 (Sonic Generations 3DS)

Tropical Resort Act 2 (Sonic Generations 3DS)

Big Arm (Sonic Generations 3DS)

Biolizard (Sonic Generations 3DS)

Egg Emperor (Sonic Generations 3DS)

Crisis City (Original / The Flame + Skyscraper Looped)

Sonic Boom ~Crush 40 vs Cash Cash Mix~ (Looped)

Live and Learn (2007 Mix / Full Song / Looped)

What I'm Made Of (2007 Mix / Full Song / Looped)

His World (Crush 40 / Full Song / Loooped)

All Hail Shadow (Hybrid Mix / Full Song / Looped)

Dreams of an Absolution (Full Song / Looped)

AAX Pack 2:

http://www.mediafire...936d7j957p36he0

Pack 2 Song Lists:

Song List(48000 Hz Samplerate):

Door into the Summer (Sonic Generations 3DS Midi Mix)

Sonic Stage ~Emerald Beach~ (Sonic Generations 3DS Midi Mix)

Angel Island Zone (Super Smash Bros. Brawl Mix / Direct)

His World (Super Smash Bros. Brawl Mix? / Direct)

Sonic 3 MegaD Mix (Sonic Gems Collection)

Egg Factory ~Dream Short Skate~ (Mario & Sonic at the 2010 Summer Olympic Games)

Windy Valley ~Dream Discus~ (Mario & Sonic at the 2012 London Olympic Games / Direct)

Crazy Gadget ~Dream Trampoline~ (Mario & Sonic at the 2012 London Olympic Games / Direct)

Bingo Highway ~Dream Sprint~ (Mario & Sonic at the 2012 London Olympic Games / Direct)

Grand Metropolis ~Dream Uneven Bars~ (Mario & Sonic at the 2012 London Olympic Games / Direct)

Flying Battery Zone (Mario & Sonic at the 2012 London Olympic Games / Direct)

Splash Hill Zone (Mario & Sonic at the 2012 London Olympic Games / Direct)

Death Egg Robot (Original)

Death Egg's Eye (Sonic the Fighters)

City Escape (Original / Direct)

E.G.G.M.A.N. (Full Song / Looped)

Rooftop Run - Daytime (Original / Direct)

Crimson Carnival - Daytime (Direct)

Egg Dragoon (Original / Direct)

Planet Wisp (Original / Direct)

Terminal Velocity (Direct)

Sylvania Castle Zone Act 1 (Direct)

Death Egg mk. II Act 1 (Direct)

Death Egg mk. II Metal Sonic Race (Direct)

Song List (Special songs designed to replace non-unlockable songs):

City Escape Act 1 - Cash Cash RMX (Sonic Generations Blue Blur OST)

City Escape Act 1 - Cash Cash RMX - Speedup Mix (Custom)

City Escape Act 2 - Blue Blur RMX (Sonic Generations Blue Blur OST)

City Escape Act 2 - Blue Blur RMX - BoostFX Mix (Custom)

Perfect Chaos Phase 1 - Open Your Heart (Original / Short Intro / Full Song / Looped)

Perfect Chaos Phase 2 - Perfect Chaos Revival! (Original)

Silver Battle Phase 1 (SONIC THE HEDGEHOG + Sonic Generations Combo Mix / Custom)

Silver Battle Phase 2 (SONIC THE HEDGEHOG + Sonic Generations Combo Mix / Custom)

Egg Dragoon (Sonic Unleashed + Sonic Generations Combo Mix / Custom)

Time Eater (ver. 1 + ver. 2 Combo Mix / Custom)

Song List Keywords:

Sonic Generations 3DS = Exclusive to the 3DS Sonic Generations

Sonic Generations 3DS Midi Mix = Unlockable Midi Remixes exclusive to the 3DS Sonic Generations

Original = Original version of a stage in Generations

Direct = Un-altered AAX file taken from another Sonic game

Full Intro = Longer Intro from OST

Short Intro = OST intro cut out

Looped = Custom loop for an otherwise non-looped song

Full Song = Very little is cut from the song when making the loop

Crush 40 = Crush 40 Remix of a non-Crush 40 song

2007 Mix = Remixes first released in the 'True Blue: The Best Of Sonic the Hedgehog' Album

Hybrid Mix = Crush 40 Instruments + Mike Szuter Vocals remix first released in the 'True Colors: The Best of Sonic the Hedgehog Part 2' Album

Super Smash Bros. Brawl Mix = Arrangements made for or first seen in Super Smash Bros. Brawl

Name1 + Name2 Combo Mix = Combines sound data from two variants of the same song

Custom = JoeTE "made" these mixes himself, so they won't be found elsewhere

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This may be interesting, the water glare bug is most likely caused by SonicGlvl.

Whatever buggy stuff you do with materials isn't my responsibility, the editor works fine with materials. It's entirely up to you to mess with them and make them look right.

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Whatever buggy stuff you do with materials isn't my responsibility, the editor works fine with materials. It's entirely up to you to mess with them and make them look right.

I meant that it's the same bug that occurs in Windmill Isle Act 1 for Gens.

Guess I gotta finish off my SA2 music pack that I ported (including all speed stages and modified Shadow rival battle.)

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This is going to be a weird question, but...

does anybody have a model of Mephiles' crystalline form from '06? If so, PM me. Thanks in advance.

Anyway, man, I just configured CPKRedir in advanced mode... and wow, it makes organizing mods SO MUCH SIMPLER. I should've done this before, its so beautiful.

Also, anyone else think its weird that a proper Vector has yet to be done? I just find it funny because I thought it would be one of the first things to be done when animation hacking became possible, considering he's the only one of Sonic's friends that becomes unplayably ugly without custom animations and has no real in-game ones.

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[media=]

As you can see, there are a few bugs.

First off, the skybox is fucked up. Most likely because I deleted all materials tongue.png

Gotta add a custom skybox, I just don't know how.

Second, the backfacing.

Generations does NOT like backfacing, and I have no idea what to do with it.

And I guess scripted loops require splines, right?

Derped, Guy has released it already.

Gotta figure out how to use it though, the instructions aren't that clear either.

Maybe a video tutorial or something....

Edited by thegameexplorer
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You can make 2-sided materials by editing them via the material editor and enable the flag there(don't forget to apply changes each time you modify one).

The Ogre exporter does take into account the culling tho, so I'll likely add the support so it's done automatically later on.

Edited by Dario ff
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You can make 2-sided materials by editing them via the material editor and enable the flag there(don't forget to apply changes each time you modify one).

The Ogre exporter does take into account the culling tho, so I'll likely add the support so it's done automatically later on.

Yeah but the stage has tons of materials and it would require to apply them 1 for one with the stupid refresh. 0.o

Edited by thegameexplorer
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I've created a spline for the first loop. Gotta figure it how to make it work though.

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