![]() ![]() This can be set to letterboxed by hex editing A79DA5 to 00, although the HUD will improperly scale.ĭisk/bb/ActionCommon.ar.00 contains the Mission UI from Unleashed (ui_missionscreen.xncp), however, most of the textures are missing. ![]() Additionally, the Unleashed version displays angular shadows (objects cast their shadows at an angle depending on the light source), which is not the case in Generations.Ī leftover Boolean from Sonic Unleashed for whether or not the game is displayed in a widescreen aspect ratio. This is not so on the one that is used in-game. One thing you can notice right off the bat is that the Unleashed renderer uses more intense motion blur. See the notes page for info on how to set these leftovers to appear in the game. While there are new Shader Tables and a new optimized renderer, it looks like Sega forgot to take the old ones out. More detail about this renderer and compare it to the one used in Generations. Note that this mission type is used in the 3DS version. This mission type is not listed in the developer's comments. The HUD shows an icon of Motobug, the number of enemies beaten, and the number of kills required. Sonic must destroy a certain number of enemies before reaching the goal. This mission type doesn't seem to have an effect presumably replaced by the Endless Boost skill.īreakEnemy SetMissionType("BreakEnemy", Number of enemies) SetMissionType("BoostMax", Boost Multiplier) "BoostMax" Boost Multiplier // Maximum Boost This mission type has no objectives or limitations. Some of the objectives are never used.Įxcept for "OrderDashRing" (used) and "BreakEnemy" (unused), every mission type is described by the Japanese developer's comment in the mission script. The objective of the mission is set by calling "SetMissionType" function. The mission levels have a "a" file which sets the objective of the mission. Turns Sonic into Pink Spikes- Cling to surfaces! Turns Sonic into an Orange Rocket to fly up. However, they cannot be hacked into a save file, as they are missing from the game's Skill list. Normally, they're only in this level, but there are skill entries/descriptions for them in the skills file. In Planet Wisp, Sonic can collect Wisps from Sonic Colors: Classic Sonic can use the Pink Spikes, while Modern Sonic can use the Orange Rocket. In the Characters section of the art room, there are 14 characters with biographies, however, the data includes text for an entry for Super Sonic, who's never seen in this section and lacks any other data for it in the XML files. For some reason, some of the filenames such as "hhMessage.h" is repeated many times in the exe. The game's executable is scattered with the filename of the game's source code. The dump of XML file is available in the Notes page. The XML file organizes the objects by category, so it was possibly used by Sega/Sonic Team's level editor. The game has a XML file which stores the name of each level object in Japanese, which are never seen in normal gameplay. The dummy- is just a pixel of that respective color. ![]() Within an unpacked bb3.cpk is an Application.ar.00 which contains these files: See if the debug options can be re-enabled and if so, see if they still work.Do you own the plain-text versions of those Lua files? If so, please upload it! There might still be unused elements.Images from the Sonic Unleashed debugger remain in the game. ![]() However, the game will get stuck at the last frame of "Sonic is falling" intro animation. If the debug initialization is entered AND the variable g_IsDebugSequence is 1, the lua script will try to enter the debug menu screen mode (MODULE_DEBUGMENU) instead of the hub world (MODULE_PLAYABLEMENU). If the debug initialization (MODULE_DEBUGINIT) is entered from the title screen without setting g_IsDebugSequence to 1, the game will enter the main game, but with no visible changes. In addition, this flag is reset to 0 when the game enters the title screen. However, the game will get stuck at a black screen, because the game requires displaying the Havok logo to successfully initialize the game. If this value is 1, the Lua script will boot directly into the debug initialization (MODULE_DEBUGINIT) instead of the start of logo sequences (MODULE_NOTICE_CESA). (Source: evilhamwizard (Plain-text a)) global("g_IsDebugSequence", 0) - デバッグシーケンスフラグĪt the beginning of the file, there is a variable named "g_IsDebugSequence". 8.4 Leftover Unleashed Renderer and Shader Tables.6.5 PAMxx_Dummy_A_wav.aax through PAMxx_Dummy_M_wav.aax. ![]()
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