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About that music replacement.

Is that only for the music that is extra selectable or is it for ALL music?

The simple high pass they put on the "go fast" music is kinda pathetic. I feel an amen break would be more, Sonicy, if you will.

Does it pertain to those files as well?

Update:

Replaced Crisis City, ended up with NO music. Strange...

Update 2:

Okay, made it crash, time to play around with the bitrate settings a atad.

Edited by Mr. Hggh7
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About that music replacement.

Is that only for the music that is extra selectable or is it for ALL music?

The simple high pass they put on the "go fast" music is kinda pathetic. I feel an amen break would be more, Sonicy, if you will.

Does it pertain to those files as well?

Update:

Replaced Crisis City, ended up with NO music. Strange...

You can replace the non-add-in songs too. I just didn't mention it because making the boost variants would be too hard to understand for most of the guys on youtube who wanted a download.

I'm good at clipping / cropping and applying effects to songs and then re-converting them into looped game formats (I worked with the Wii-exclusive BRSTM format prior to figuring out AAX for Generations.) So I could probably make an example for the main stages if you wanted. Plus some more AAX files made from that pack of MP3's for the 3DS stages.

For future reference, the main stage songs are within separate CPK files within that sound folder. Each CPK has a 3-letter code pertaining to a certain stage, shown after a number.

GHZ is Green Hill Zone, CPZ is Chemical Plant Zone, SSZ is Sky Sanctuary Zone, SPH is Speed Highway, CTE is City Escape, SSH is Seaside Hill, CSC is Crisis City, EUC is Rooftop Run (Unleashed's 3-letter-code for the stage), and PLA is Planet Wisp (Colors' 3-letter-code for the stage.)

Also, ignoring boost variants, we have the bosses (All having a B## code, based on Unleashed). BMS is Metal Sonic, BSD is Shadow, BSL is Silver, BDE is Death Egg Robot, BPC is Perfect Chaos, BNE is Egg Dragoon ("NE" means Night Egg. Remember how the original Egg Dragoon fight played out?), and BLB is the Time Eater (The "LB" means Last Boss.)

Finally, we got CNZ for the Casino Night Pinball DLC, PAM for those variably changing songs in the overworld, JNG got Jingles, MSN for Missions, ETC for what seems like 1 other song, ADD for the add-in songs(obviously), and a second PAM (For what, I don't know)

P.S. - All of the other files for those stages ALSO use those abbreviations. Additionally, the add-in songs from Sonic 2006, Sonic Unleashed, Sonic Colors, and Sonic 4 use the exact same AAX files used in the original games.

P.S.S. - I know WAY too much about some of the game's details. That's what I get for learning things REALLY easily.

EDIT: You either messed up in making an AAX of your own, didn't give it the right sampling rate, used one of my sample files over a song of the wrong sample rate, or didn't use the right settings in Cri Filesystem (64-bit data alignment, NO COMPRESSION, everything else unchecked.)

EDIT2: Whoops, forgot to mention. The Boost Variants use only 1 sound channel, meaning you have to make them MONO instead of STEREO.

Edited by JoeTE
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Okay, 64 align was the missing factor.

Mono huh?

Weird, you'd think with as powerful as FLstudio is, it would have an export to mono feature. I'll try exporting in in stereo first

Also, what IS Crisis City anyway? 44? or 48?

Edited by Mr. Hggh7
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Okay, 64 align was the missing factor.

Mono huh?

Weird, you'd think with as powerful as FLstudio is, it would have an export to mono feature. I'll try exporting in in stereo first

Also, what IS Crisis City anyway? 44? or 48?

All the main Stage songs are 48.

I can also assume the game REQUIRES those boost songs to be mono. I once used a 48000hz song to replace a 44100hz song, and the game actually turned it into a 4100hz song by making it play slower. I doubt it would have an easy time turning a stereo file into a mono file.

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Okay, it froze again. This is what I am doing, maybe I am doing something wrong.

Exporting the two .wav files at 128 bit depth at 44k

Importing those into Audacity and converting them to mono

Converting both of those files into EMBB030_CrisisCity_3D_FXd_wav.001.adx and EMBB030_CrisisCity_3D_FXd_wav.000.adx

Then I use the CBS program to combine those 2 into EMBB030_CrisisCity_3D_FXd_wav.aax

Then I place those in C:\Users\Username\Documents\SNG07_CSC\Synth which has the untouched other songs in the .cpk

Then I run the CRI Packed FIle Maker to make a .cpk of the file SNG07_CSC

Then I run the game, and as soon as the music WOULD start it crashes.... Hmmmm

Let me try 48k again

Edited by Mr. Hggh7
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Okay, it froze again. This is what I am doing, maybe I am doing something wrong.

Exporting the two .wav files at 128 bit depth at 44k

Importing those into Audacity and converting them to mono

Converting both of those files into EMBB030_CrisisCity_3D_FXd_wav.001.adx and EMBB030_CrisisCity_3D_FXd_wav.000.adx

Then I use the CBS program to combine those 2 into EMBB030_CrisisCity_3D_FXd_wav.aax

Then I place those in C:\Users\Username\Documents\SNG07_CSC\Synth which has the untouched other songs in the .cpk

Then I run the CRI Packed FIle Maker to make a .cpk of the file SNG07_CSC

Then I run the game, and as soon as the music WOULD start it crashes.... Hmmmm

Let me try 48k again

Yeah, trying 48k would be a good idea.

Also, make sure the one with 001 is the looping part, while 000 is the part leading into the loop (In the case of crisis city, the 000 file should be 1790049 samples long at 48k. The 001 part should be 7128399 samples long. The main song also uses those numbers, so the game likely craps out if the main version, GHZ/SSZ Fast, and Boost versions don't match up.)

EDIT: If you still can't get it to work after trying what I said above, you could try sending me the wav/mp3 files tomorrow, so I can try and get them working. (I swear, I'm an Audio Hacking Wizard...)

Edited by JoeTE
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Yeah, trying 48k would be a good idea.

Also, make sure the one with 001 is the looping part, while 000 is the part leading into the loop (In the case of crisis city, the 000 file should be 1790049 samples long at 48k. The 001 part should be 7128399 samples long. The main song also uses those numbers, so the game likely craps out if the main version, GHZ/SSZ Fast, and Boost versions don't match up.)

Well, I tried what I stated above with 48k. Didn't crash, but I enjoyed the nice silent ambiance of a post-apocalyptic lava ridden city.

Lets say the reason no music is playing has to do with the game not having the music line up...would that mean I would need to save a non-editted version (ala taking what I put in out) so they match up make the game work as intended?

Here is the edited aax file. Maybe you can find something wrong, does this only work with the latest version of the game? I haven't updated in a while.

Update:

And with my slow internet. 4 more minutes until the .wav's are loaded.

Edited by Mr. Hggh7
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Well, I tried what I stated above with 48k. Didn't crash, but I enjoyed the nice silent ambiance of a post-apocalyptic lava ridden city.

Lets say the reason no music is playing has to do with the game not having the music line up...would that mean I would need to save a non-editted version (ala taking what I put in out) so they match up make the game work as intended?

Here is the edited aax file. Maybe you can find something wrong, does this only work with the latest version of the game? I haven't updated in a while.

Well, there's definitely something wrong, considering it doesn't even play in winamp on my end (vgmstream plugin FTW)

When I get my hands on those wav files, I'll make them work...

P.S. - Another thing I forgot to mention (what's with that?) is that when using the adxencd.exe in the command prompt, the -2 part of the command needs to be replaced with -0, -1, or -3. Those involve mono, and apparently allow the encoder to turn stereo wav files into mono. -0 uses the left channel only, -1 uses the right channel only, and -3 mixes both channels into mono.

EDIT: I just did a quick test by replacing Modern Rooftop run with the original, and the boost version with the original (after having to convert it from 32k to 48k. Seems Unleashed uses 32k for it's boost variants.) I tried loading the stage in the online mode, but the game crashed. However, the songs loaded and played perfectly fine within the main game, so that first try must have been a fluke...

Edited by JoeTE
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Tried setting it to -3, got a crash.

It has to be the way its being compile or the filetype itself....

Here is part 0 and here is part 1 of the song.

Already noticed a few things off. For starters, you cut off the half-second-or-so of silence at the beginning of the song, which throws off the timing right there, along with the fact that the samples numberings were off by a bit. Also, the first part seemed to still be stereo. The final problem, which isn't part of the error mind you, is that it isn't loud enough. The original song files are REALLY LOUD, and the game lowers the volume for you.

I went and fixed ALL of those, got an AAX that plays fine in Winamp, and I'm going to test it in-game before sending you the AAX (And the two ADX, and the two WAV's, so you can see the changes.)

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Already noticed a few things off. For starters, you cut off the half-second-or-so of silence at the beginning of the song, which throws off the timing right there, along with the fact that the samples numberings were off by a bit. Also, the first part seemed to still be stereo. The final problem, which isn't part of the error mind you, is that it isn't loud enough. The original song files are REALLY LOUD, and the game lowers the volume for you.

I went and fixed ALL of those, got an AAX that plays fine in Winamp, and I'm going to test it in-game before sending you the AAX (And the two ADX, and the two WAV's, so you can see the changes.)

Oh, I see, I usually delete those for synchronizaiton.

I wonder if that is what the problem is.

But are we following the same process when trying to get to an .adx/.aax

Update:

Well this is a strange.

I replaced it with Marble Zone and wierd stuff happened.

1. Its a pitch down

2. The loop part becomes mono for some reason

3.You are right, its quiet as HELL.

Update:

Wow I am really going to have to crank it up loud, man.

Edited by Mr. Hggh7
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Oh, I see, I usually delete those for synchronizaiton.

I wonder if that is what the problem is.

But are we following the same process when trying to get to an .adx/.aax

Update:

Well this is a strange.

I replaced it with Marble Zone and wierd stuff happened.

1. Its a pitch down

2. The loop part becomes mono for some reason

3.You are right, its quiet as HELL.

1. Notice the 44 within the filename for the Marble Zone AAX? That means 44k samplerate. Every song with 44 in the filename has the 44k sample rate (Except What I'm Made of, which has 48k despite being labeled as 44k.) The game plays back the AAX at the rate the original song played at, even if it has to play them more slowly or faster than before.

2. I don't know why the loop became mono out of nowhere (Also, Marble Zone is Stereo, just to let you know.)

3. Here are the "finished" files. http://www.mediafire...qt3z6569q2x5dz2

The song might sound a little strange when transitioning from the main theme to your boost version, and it may still be a tiny bit quieter than the main song (Even though I maxed the volume, then had to double the volume TWICE to make it match the original boost song's volume), but it gets the job done.

Now I'm going to go to bed (Midnight and all...) I hope these work out for you!

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Thanks. So I am going off of the mp3 ripped from the .aax's from Sonic Retro. How hard do I need to crank up the volume without it becoming distorted?

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Yep, I am doing something wrong. Even though I am honoring the quiet seconds at the beginning of the songs, it still freezes. This time rooftop run. Yet if I replace a random song, it is perfectly okay.

Huh.

This .aax file creator, I must be doing something wrong.

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Classic Super Sonic uses the same eye texture as Classic Sonic's normal form. You'll have accept seeing Classic Sonic with green eyes if you want a green eyed Classic Super Sonic.

P.S. - I figured that out back when I tried doing a Classic Super Sonic model swap. Of course, that hasn't gotten anywhere thanks to the model differences I mentioned in an earlier post.

I'd just want a few screen shots so that's fine by me!

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1. Place Crush 40 Sonic Boom in Time Eater Phase 1.

2. Place Original Sonic Boom in Time Eater Phase 2.

3. Thaaat's better.

It probably wouldn't work right unless one could find a way to get the instruments and lyrics to play at the same rate, even when looping. But it's an awesome idea nonetheless.

Yep, I am doing something wrong. Even though I am honoring the quiet seconds at the beginning of the songs, it still freezes. This time rooftop run. Yet if I replace a random song, it is perfectly okay.

Huh.

This .aax file creator, I must be doing something wrong.

Well, when I looked at those wav files you sent me, they did seem to be off on the number of samples within them. Considering the main song and it's boost variant need to be the exact same length in all parts, that might be your problem right there. (Also, each song has different numbers of samples needed for their two parts. If you get winamp, and the vgmstream plugin, you can play your AAX files in it. If you view the file information of the originals, it shows which samples of the song start and end the loop. The loop start is how long the .000 wav should be, while subtracting the start number from the end is how long the .001 wav should be.)

I'd just want a few screen shots so that's fine by me!

Screenshots, eh? I only have one right now, but here you go. (Remember, this is the Super Sonic skill, not a model swap.)

ClassicGreenEyesZone.png

Edited by JoeTE
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Is the boosting variant built in or level specific?

What do you mean by "built-in"? Again, each boost variant is level specific, and stored in a separate file from the main song (but still within the same CPK). All of them share the same sampling rate, number of samples, and looping points with the non-boost song for the same level.

Also, an actual mistake I made with the adxencd part. Remember the whole -2 bit, then how I changed it to -3. Well, it turns out I goofed and the command instead has to be -ch3. That will properly convert it to mono without having to do so in audio editing.

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1. Place Crush 40 Sonic Boom in Time Eater Phase 1.

2. Place Original Sonic Boom in Time Eater Phase 2.

3. Thaaat's better.

Swap around 1. and 2. and i'll be happy. rather hear the original first then the remix or have the first time eater theme play then the remix.

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Swap around 1. and 2. and i'll be happy. rather hear the original first then the remix or have the first time eater theme play then the remix.

Actually, that's not how it works. The "Phase 1" is played whenever you're using Modern Super Sonic, and the "Phase 2" is played whenever you're using Classic Super Sonic, with the two smoothly switching as you change which Super Hedgehog you're using.

So that's why the Crush 40 Mix is better for Phase 1, and the original for Phase 2.

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It is going to be possible to design a new level for the game as a replacement for another level?

No tools out for editting geometry yet. But it's possible to edit object level layouts to make new missions if you want.

Example, a lame short edit:

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What do you mean by "built-in"? Again, each boost variant is level specific, and stored in a separate file from the main song (but still within the same CPK). All of them share the same sampling rate, number of samples, and looping points with the non-boost song for the same level. Also, an actual mistake I made with the adxencd part. Remember the whole -2 bit, then how I changed it to -3. Well, it turns out I goofed and the command instead has to be -ch3. That will properly convert it to mono without having to do so in audio editing.

By builting I mean

Loading Level

Found GHZ 3d Normal

Found GHZ 3d Boosting

Will play 3d boosting while boosting

So that I could go and do something like

Sonc Boom

Sonic Boom Fxd (make sure the labeling is similar)

And that would play while boosting as 3d Sonic? Or is it a built in feature per map that looks specifically for it?

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By builting I mean

Loading Level

Found GHZ 3d Normal

Found GHZ 3d Boosting

Will play 3d boosting while boosting

So that I could go and do something like

Sonc Boom

Sonic Boom Fxd (make sure the labeling is similar)

And that would play while boosting as 3d Sonic? Or is it a built in feature per map that looks specifically for it?

It doesn't work like that. The info for the switching is contained within the csb file (And I don't know how those work, BTW). Only the main stage CSB's have those bits of info. You won't be able to make boost variants play for the add-in songs regardless of what you do.

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