radfordhound.bsky.social
He/Him. I'm a programmer, modder, weeb, dead YouTuber, and insane Sonic fan.
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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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Hey, I haven't generated my own templates for Shadow gens yet, but I believe angryzor made some which people have been using? I'd like to generate my own, too, although his should be the same thing as what mine will be anyway.
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Yeah, I got the exact same feeling.
I remember when the Tumblr witch-hunt stuff first spread to Twitter, and now it's spreading here too. :(
It's very concerning how many people react emotionally and shout extreme things without any thought or understanding of what they're talking about.
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Not stupid, nw.
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
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Ah, my bad! That info I mentioned was actually in regards to Gens 2011
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Just confirmed that, in the Gens 2024 equivalent .acb files, these duplicate synths were ignored and discarded by their upgrade process.
So it's definitely just a weird mistake that got fixed in the new port.
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As for the Kwas tools issue, maybe try SonicAudioTools' CSB Builder for testing this?
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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?
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Sorry for the late response.
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
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Sorry for the late response.
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?
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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
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Sorry for the late response!
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.
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It's also not optimized at all yet, but that can be done after a beta.
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??
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So it still needs some work before it's ready for a first beta release.
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!)
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*Integrity Verification, lol
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As for if there will be a way around it, time will tell. Hopefully Sega just never even uses this feature to begin with.
But if it does get used, given that it is literally specifically designed to make code modding impossible, I imagine there's not much we could feasibly do.
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They got a lot of backlash for it, so they wrote this article to try to damage control: irdeto.com/blog/denuvo-...
The tl;dr is "We're not trying to kill mods!! Our anti-mod feature is *optional*! Devs don't *HAVE* to use it!"
(But yes, we are developing and trying to sell an anti-mod feature)
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Yes, it sucks!
They're calling it "Integrity Protection", and spinning it as a security feature.
But it prevents people from modifying game code - it prevents modding.
We need to modify game code to even have a mod loader!
So if Sega ever uses this, we're screwed...
irdeto.com/news/denuvo-...
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There's actually two Denuvos: Denuvo Anti-Tamper and Denuvo Anti-Cheat.
But Sega has only used the former in Sonic games thus far (to my knowledge)
There's also publicly announced plans to add optional anti-modding functionality to Denuvo Anti-Tamper :(
I hate their whole company lol
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僕はOMEGA WEEBだから
(No actually it's set to that because I needed it for another completely unrelated project and I just never bothered to set it back lol)
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it's tanic, the greatest OC of all time !!!!
(I just always change the color of sonic's texture as a first test whenever I mod new games because it's easy to do and easy to see if it worked or not)
youtu.be/9K6FZJUO6Yc?...
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TANIC (persists for) GENERATIONS
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This isn't gens 2011 backwards compatibility yet - just a test of the HE1ML Criware filesystem redirector. That's coming next, though, after I hook the Criware audio stuff I've been doing up to this.
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I want it to have an easy-to-use DAW-like interface, similar to the actual Cri ADX2 tooling you can see on their website:
www.criware.com/en/products/...
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Yes! I've been using this as an opportunity to figure out the Cri Atom stuff once and for all, and at this point, I'd say around 80% of the acb stuff is fully cracked!
I plan to use the code I'm writing for the mod loader to create my own cross-platform tool to create and modify atom files fully
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Thankfully, the vast majority of Gens 2011 mods are not code mods.
When I said "And many more!" in that thread, it was honestly a bit of an exaggeration.
Unleashed Project, and most other stage/character/music/voice mods are not code mods, for example; just the few that also change the game's code
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You can tell which mods are code mods by simply checking if they have any .dll files - any that do are code mods. The rest are not code mods.
(Perhaps it'd make more sense for us to call them "DLL mods" instead, actually?)
I mentioned some examples in an old thread on Twitter:
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Yes, that's still the case. Unfortunately, auto-converting code mods is impossible (well, technically nothing is impossible, but pretty much lol).
It's because code mods alter the exe by just editing bytes at exact locations within the exe, but Gens 2024 has a new exe which is entirely different.
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Havok will probably take time? Idk, it depends almost entirely on Skyth's availability tbh
With all of that said, I'll have to discuss exactly how it should all be released with the HMM team, but I'll push to get a beta out as soon as possible so that people can start testing it and reporting bugs
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Apart from that, the Criware stuff isn't far from being done, as the only major feature that is missing currently is support for correctly converting streaming & looping audio (music).
32-bit HH1 file conversion should also be easy to implement (I expect a few days max).
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Sorry for the late response!!
I definitely want to beta test the mod loader a lot to make sure it's all working well, and I don't want to make people wait a long time!
It does need some work before it's ready for a beta though - not all of my code is incorporated into the actual loader just yet
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Sorry for the late response!
It's hard to estimate when it'll all be ready atm as life keeps throwing all sorts of unexpected stuff my way, and there's still some work to be done.
So probably the latter, but I'll keep posting updates and you'll know when it's about to be released (hopefully soon!)
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I've also implemented conversion for the Gens 2011 Global AISACs (but not local AISACs yet), namely the uw_switch (underwater switch).
So the underwater effects such as the echo/reverb now also work!
youtu.be/3ORZiuMcX4Q
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And yeah, Cri Middleware seems to have some great engineers on-board actually!
Having the reserved columns "R0, R1, R2, etc." in the base table and a ReferenceType value in the cues was some great planning.
Although they did actually have to break backwards compat in one of the latest versions
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Ah, that makes perfect sense!
I'd love to find the first ever game which uses CriAtom, so I can take a look at how the first format versions were. I looked a little but found it surprisingly difficult to just find a relatively-complete list of games which use it.
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A bit random but I wanted to tell you before I forgot:
I found that the "synth of synths" approach was actually used in Sonic Lost World
This is the only game where I've seen it used so far, so I'm not sure why this is
Maybe the cri tooling just changed to always use sequences in a later version?
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For voice sound effects, it seems the first two buses are max volume (10000) and the rest are muted.
So not sure why they have so many buses, but definitely seems to be something the tooling just generated because they set the volume levels for each bus manually, or something like that
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I noticed that too! If you look at the StringValueTable, it always has the names of each of these buses as well, which are referenced via index by those commands.
For music, it seems the first bus is sent with max volume (10000), and the rest are sent with 0 volume, which just means they're muted