There's still a considerable amount of work to be done, but most of the hard stuff regarding audio conversion is now working.
I'm working hard on it so who knows, but I expect it to not be ready for a beta release until maybe next month? But we'll see. I'll keep posting updates
This works by "upgrading" all Gens 2011 mod files in-memory, and then feeding those upgraded files to Gens 2024.
This video is a demonstration of that functionality, with brianuuu's Gens 2011 Jason Griffith Voice mod, and a simple test mod for Gens 2024 that changes the color of Sonic's texture
audio related, question. So in Sonic Generations' cuesheets there's remnants of a third song in speed highway (which could be the plannet at dawn remix). Would a song using the 'Speed_Highway_Generic3' cue play after the goin' down section or even at all?
Looking into it rq, the game does seem to reference an array with the "Speed_Highway_Generic3" string, and the csb is set up to where that cue just plays the same synth as "Speed_Highway_Generic1".
So the game probably does trigger "Speed_Highway_Generic3" after the skyscraper sequence?
kinda related, but it's funny how SXSG made some Generations music leftovers more apparent.
while og Gens had a missing ID (EMBB020) in between Going Down and City Escape: Act1, in SXSG it flat-out has a cue for a third Speed Highway: Act2 song.
No worries! I'm the only one working on it and I just started a new job, so progress is currently limited to when I have free time. But, it's coming along and doesn't have much work left before it's ready for a beta. So, it's difficult to estimate atm, but I'm aiming for (late) March.
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There's still a considerable amount of work to be done, but most of the hard stuff regarding audio conversion is now working.
I'm working hard on it so who knows, but I expect it to not be ready for a beta release until maybe next month? But we'll see. I'll keep posting updates
To be honest, I don't know lol. I'm not familiar enough with Gens to know the details of how it's implemented.
But I would assume, if that limit is a Gens thing, then yes, the limit would still be present.
But if it's just a Criware thing, then ptobably not anymore?
Up until now, Gens 2024 hasn't had a mod loader, meaning you couldn't mod it at all outside of repacing the game files directly.
I'm making the HE1 mod loader support it, but the hard part is, I'm also making it backwards-compatible with Gens 2011 mods.
This video is a demonstration of that functionality, with brianuuu's Gens 2011 Jason Griffith Voice mod, and a simple test mod for Gens 2024 that changes the color of Sonic's texture
There are some crashes with certain csb files for various reasons that I need to fix.
There are some features that are not supported. The major one is streaming audio, which means music doesn't work yet (soon!)
I don't know if it tries to play a cue with that name tbh, I'm not familiar enough with Gens.
That'd be interesting to try out, by making a cue sheet with that name and seeing if you can trigger it in-game
So the game probably does trigger "Speed_Highway_Generic3" after the skyscraper sequence?
while og Gens had a missing ID (EMBB020) in between Going Down and City Escape: Act1, in SXSG it flat-out has a cue for a third Speed Highway: Act2 song.
Those awful loading times are actually not my code. Gens 2024 just loads that slowly normally on my machine :(
@mariotainaka.bsky.social discovered that capping it to 60 FPS in NVIDIA Control Panel fixes it for some reason??
I would appreciate knowing about it 🙏