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Sonic Generations : General Hacking Thread

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The dialogue for the Crisis City cut-scene has been leaked. Read at your own discretion.

Modern Sonic: I don't remember any of this stuff. Oh well, let's go little me!

Classic Sonic: ...

Modern Sonic: Come to think of it, what's that giant lava monster doing there?

(Iblis kills Modern Sonic)

Elise: Oh my god, Sonic! I can save you, please come back! For me... for us!

(Elise passionately makes out with Modern Sonic's dead body)

(Classic Sonic looks on in confusion and disgust)

(Modern Sonic comes back to life)

Modern Sonic: Thank you, princess who I never met! Is there any way I can repay you?

Elise: Yes! Take this blue Chaos Emerald which I had since I was a child!

Modern Sonic: Thank you. I will take this blue Chaos Emerald which you somehow had in your possession since childhood, even though I have repeatedly collected said Chaos Emerald since the first Sonic game.

Elise: I know! It's not like the fans will notice or anything.

Modern Sonic: Ha ha ha ha!

Elise: Ha ha ha ha!

Modern Sonic: Hey, nice smile!

Classic Sonic: ...

Great one! XD

Actually that would kind of fit to the humor of Sonic Colors. lol

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The dialogue for the Crisis City cut-scene has been leaked. Read at your own discretion.

Modern Sonic: I don't remember any of this stuff. Oh well, let's go little me!

Classic Sonic: ...

Modern Sonic: Come to think of it, what's that giant lava monster doing there?

(Iblis kills Modern Sonic)

Elise: Oh my god, Sonic! I can save you, please come back! For me... for us!

(Elise passionately makes out with Modern Sonic's dead body)

(Classic Sonic looks on in confusion and disgust)

(Modern Sonic comes back to life)

Modern Sonic: Thank you, princess who I never met! Is there any way I can repay you?

Elise: Yes! Take this blue Chaos Emerald which I had since I was a child!

Modern Sonic: Thank you. I will take this blue Chaos Emerald which you somehow had in your possession since childhood, even though I have repeatedly collected said Chaos Emerald since the first Sonic game.

Elise: I know! It's not like the fans will notice or anything.

Modern Sonic: Ha ha ha ha!

Elise: Ha ha ha ha!

Modern Sonic: Hey, nice smile!

Classic Sonic: ...the fuck??...

You made a slight typo, but I fixed it for you.

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The dialogue for the Crisis City cut-scene has been leaked. Read at your own discretion.

Modern Sonic: I don't remember any of this stuff. Oh well, let's go little me!

Classic Sonic: ...

Modern Sonic: Come to think of it, what's that giant lava monster doing there?

(Iblis kills Modern Sonic)

Elise: Oh my god, Sonic! I can save you, please come back! For me... for us!

(Elise passionately makes out with Modern Sonic's dead body)

(Classic Sonic looks on in confusion and disgust)

(Modern Sonic comes back to life)

Modern Sonic: Thank you, princess who I never met! Is there any way I can repay you?

Elise: Yes! Take this blue Chaos Emerald which I had since I was a child!

Modern Sonic: Thank you. I will take this blue Chaos Emerald which you somehow had in your possession since childhood, even though I have repeatedly collected said Chaos Emerald since the first Sonic game.

Elise: I know! It's not like the fans will notice or anything.

Modern Sonic: Ha ha ha ha!

Elise: Ha ha ha ha!

Modern Sonic: Hey, nice smile!

Classic Sonic: ...

The funny thing is, that would actually work in game

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The dialogue for the Crisis City cut-scene has been leaked. Read at your own discretion.

Modern Sonic: I don't remember any of this stuff. Oh well, let's go little me!

Classic Sonic: ...

Modern Sonic: Come to think of it, what's that giant lava monster doing there?

(Iblis kills Modern Sonic)

Elise: Oh my god, Sonic! I can save you, please come back! For me... for us!

(Elise passionately makes out with Modern Sonic's dead body)

(Classic Sonic looks on in confusion and disgust)

(Modern Sonic comes back to life)

Modern Sonic: Thank you, princess who I never met! Is there any way I can repay you?

Elise: Yes! Take this blue Chaos Emerald which I had since I was a child!

Modern Sonic: Thank you. I will take this blue Chaos Emerald which you somehow had in your possession since childhood, even though I have repeatedly collected said Chaos Emerald since the first Sonic game.

Elise: I know! It's not like the fans will notice or anything.

Modern Sonic: Ha ha ha ha!

Elise: Ha ha ha ha!

Modern Sonic: Hey, nice smile!

Classic Sonic: ...

Oh, my GOD! LMAO! You actually had me fooled there. Great going and parody! XD

*hits plu—*

Action failed: You have reached your quota of positive votes for the day
…Crap. I have to do it later. <_< Edited by Attitude Adjustment

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Also, code for the interactive menu, spoilered for size

--

-- PlayableMenuSequenceTable.lua

-- Yamashita_Yohei

-- 2011/01/31

--

-- PAM‚É‚¨‚¯‚éAƒXƒe[ƒWŠJŽnŽž‚ÌĶ‚·‚é‚ׂ«—v‘f‚ðÝ’è‚·‚

é

--

-- “à—e‚ðC³‚µ‚½ê‡‚ÍAƒRƒƒ“ƒg‚àC³‚µ

‚Ä‚­‚¾‚³‚¢‚Ë

-- (–{“–‚̓Rƒƒ“ƒg‚̂悤‚É‘‚¯‚ê‚Έê

Ô‚¢‚¢‚Ì‚Å‚·‚ªB

-------------------------------------------

-- ’蔂Ƃµ‚Ĉµ‚¢‚½‚¢’l‚½‚¿

local EVENT = 0 -- ƒCƒxƒ“ƒg‚ðĶ

local RESTORE_STAGE = 1 -- ƒXƒe[ƒW‚𕜌³

local CLEAR_BOSSGATE = 2 -- ƒ{ƒXƒQ[ƒg‚ðŒ‚”j

local GENERAL_MESSAGE = 3 -- ”Ä—pƒƒbƒZ[ƒWƒ{ƒbƒNƒX

local SHOP_WINDOW = 4 -- ƒVƒ‡ƒbƒvV¤•IƒŠƒXƒg

local TAKE_KEY = 5 -- ƒ{ƒXƒQ[ƒgƒL[oŒ»ƒCƒxƒ“ƒg

local TAKE_CHAOSEMERALD = 6 -- ƒJƒIƒXƒGƒƒ‰ƒ‹ƒh‚̎擾

local SLEEP = 7 -- ‚±‚ÌŽw’è•b”AˆêŽž’âŽ~‚·‚é

local OPEN_STAGE = 8 -- ƒXƒe[ƒW‚ªŠJ‚­

local RELEASE_NPC = 9 -- NPC‰ð•ú

-------------------------------------------

-- ’ÊíƒXƒe[ƒW

-------------------------------------------

--------------------

-- ƒOƒŠ[ƒ“ƒqƒ‹vv

--------------------

function GreenHill_Classic()

Create(EVENT, 17) -- Event : ”’‚¢¢ŠE

end

function GreenHill_Generic()

Create(RESTORE_STAGE, 101) -- ƒOƒŠ[ƒ“ƒqƒ‹‘S‘Ì•œŒ³

end

function GreenHill_Both()

Create(RELEASE_NPC, 210) -- NPCRelease : ƒeƒCƒ‹ƒX

Create(EVENT, 21) -- Event : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg‚Ö

Create(OPEN_STAGE, 2) -- OpenStage : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg

Create(GENERAL_MESSAGE, 0) -- ƒLƒƒƒ‰ƒXƒCƒbƒ`à–¾

end

function GreenHill_Classic_Mission()

Create(TAKE_KEY, 101) -- ƒ{ƒXƒL[oŒ»

end

function GreenHill_Generic_Mission()

Create(TAKE_KEY, 102) -- ƒ{ƒXƒL[oŒ»

end

function GreenHill_Classic_Mission_All()

Create(RESTORE_STAGE, 103) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³

end

function GreenHill_Generic_Mission_All()

Create(RESTORE_STAGE, 104) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³

end

---------------------

-- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg

---------------------

function ChemicalPlant_Classic()

Create(RESTORE_STAGE, 201) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³

end

function ChemicalPlant_Generic()

Create(RESTORE_STAGE, 202) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³

end

function ChemicalPlant_Both()

Create(EVENT, 31) -- Event : ‚©‚±‚Ì‚¹‚©‚¢H(‚±‚±‚͉ߋŽ‚ÌH)

Create(OPEN_STAGE, 3) -- OpenStage : ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ

Create(RELEASE_NPC, 220) -- NPCRelease : ƒGƒ~[

end

function ChemicalPlant_Classic_Mission()

Create(TAKE_KEY, 201) -- ƒ{ƒXƒL[oŒ»

end

function ChemicalPlant_Generic_Mission()

Create(TAKE_KEY, 202) -- ƒ{ƒXƒL[oŒ»

end

function ChemicalPlant_Classic_Mission_All()

Create(RESTORE_STAGE, 203) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³

end

function ChemicalPlant_Generic_Mission_All()

Create(RESTORE_STAGE, 204) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³

end

---------------------

-- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ

---------------------

function SkySanctuary_Classic()

Create(RESTORE_STAGE, 301) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³

end

function SkySanctuary_Generic()

Create(RESTORE_STAGE, 302) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³

end

function SkySanctuary_Both()

Create(RELEASE_NPC, 230) -- NPCRelease : ƒIƒbƒNƒ‹ƒY

Create(SHOP_WINDOW, 0) -- ShopWindow : ‚»‚Ì‚P

end

function SkySanctuary_Classic_Mission()

Create(TAKE_KEY, 301) -- ƒ{ƒXƒL[oŒ»

end

function SkySanctuary_Generic_Mission()

Create(TAKE_KEY, 302) -- ƒ{ƒXƒL[oŒ»

end

function SkySanctuary_Classic_Mission_All()

Create(RESTORE_STAGE, 303) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³

end

function SkySanctuary_Generic_Mission_All()

Create(RESTORE_STAGE, 304) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³

end

--------------------

-- ƒXƒs[ƒhƒnƒCƒEƒFƒC

--------------------

function SpeedHighway_Classic()

Create(RESTORE_STAGE, 401) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³

end

function SpeedHighway_Generic()

Create(RESTORE_STAGE, 402) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³

end

function SpeedHighway_Both()

end

function SpeedHighway_Classic_Mission()

Create(TAKE_KEY, 401) -- ƒ{ƒXƒL[oŒ»

end

function SpeedHighway_Generic_Mission()

Create(TAKE_KEY, 402) -- ƒ{ƒXƒL[oŒ»

end

function SpeedHighway_Classic_Mission_All()

Create(RESTORE_STAGE, 403) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³

end

function SpeedHighway_Generic_Mission_All()

Create(RESTORE_STAGE, 404) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³

end

--------------------

-- ƒVƒeƒBƒGƒXƒP[ƒv

--------------------

function CityEscape_Classic()

Create(RESTORE_STAGE, 501) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³

end

function CityEscape_Generic()

Create(RESTORE_STAGE, 502) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³

end

function CityEscape_Both()

end

function CityEscape_Classic_Mission()

Create(TAKE_KEY, 501) -- ƒ{ƒXƒL[oŒ»

end

function CityEscape_Generic_Mission()

Create(TAKE_KEY, 502) -- ƒ{ƒXƒL[oŒ»

end

function CityEscape_Classic_Mission_All()

Create(RESTORE_STAGE, 503) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³

end

function CityEscape_Generic_Mission_All()

Create(RESTORE_STAGE, 504) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³

end

--------------------

-- ƒV[ƒTƒCƒhƒqƒ‹

--------------------

function SeaSideHill_Classic()

Create(RESTORE_STAGE, 601) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³

end

function SeaSideHill_Generic()

Create(RESTORE_STAGE, 602) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³

end

function SeaSideHill_Both()

end

function SeaSideHill_Classic_Mission()

Create(TAKE_KEY, 601) -- ƒ{ƒXƒL[oŒ»

end

function SeaSideHill_Generic_Mission()

Create(TAKE_KEY, 602) -- ƒ{ƒXƒL[oŒ»

end

function SeaSideHill_Classic_Mission_All()

Create(RESTORE_STAGE, 603) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³

end

function SeaSideHill_Generic_Mission_All()

Create(RESTORE_STAGE, 604) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³

end

--------------------

-- ƒNƒ‰ƒCƒVƒXƒVƒeƒB

--------------------

function CrisisCity_Classic()

Create(RESTORE_STAGE, 701) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³

end

function CrisisCity_Generic()

Create(RESTORE_STAGE, 702) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³

end

function CrisisCity_Both()

end

function CrisisCity_Classic_Mission()

Create(TAKE_KEY, 701) -- ƒ{ƒXƒL[oŒ»

end

function CrisisCity_Generic_Mission()

Create(TAKE_KEY, 702) -- ƒ{ƒXƒL[oŒ»

end

function CrisisCity_Classic_Mission_All()

Create(RESTORE_STAGE, 703) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³

end

function CrisisCity_Generic_Mission_All()

Create(RESTORE_STAGE, 704) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³

end

--------------------

-- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“

--------------------

function RoofTopRun_Classic()

Create(RESTORE_STAGE, 801) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³

end

function RoofTopRun_Generic()

Create(RESTORE_STAGE, 802) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³

end

function RoofTopRun_Both()

end

function RoofTopRun_Classic_Mission()

Create(TAKE_KEY, 801) -- ƒ{ƒXƒL[oŒ»

end

function RoofTopRun_Generic_Mission()

Create(TAKE_KEY, 802) -- ƒ{ƒXƒL[oŒ»

end

function RoofTopRun_Classic_Mission_All()

Create(RESTORE_STAGE, 803) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³

end

function RoofTopRun_Generic_Mission_All()

Create(RESTORE_STAGE, 804) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³

end

--------------------

-- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv

--------------------

function PlanetWisp_Classic()

Create(RESTORE_STAGE, 901) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³

end

function PlanetWisp_Generic()

Create(RESTORE_STAGE, 902) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³

end

function PlanetWisp_Both()

end

function PlanetWisp_Classic_Mission()

Create(TAKE_KEY, 901) -- ƒ{ƒXƒL[oŒ»

end

function PlanetWisp_Generic_Mission()

Create(TAKE_KEY, 902) -- ƒ{ƒXƒL[oŒ»

end

function PlanetWisp_Classic_Mission_All()

Create(RESTORE_STAGE, 903) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³

end

function PlanetWisp_Generic_Mission_All()

Create(RESTORE_STAGE, 904) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³

end

-------------------------------------------

-- ƒ{ƒX/ƒ‰ƒCƒoƒ‹

-------------------------------------------

--------------------

-- ƒfƒXƒGƒbƒO

--------------------

function BossDeathEgg_Clear()

Create(EVENT, 53) -- Event : ƒAƒCƒc‚ð‚¨‚¦I(‚¨ŒÝ‚¢‚ÌŠm”F)

Create(CLEAR_BOSSGATE, 1) -- ƒfƒXƒGƒbƒOŒ‚”j

end

--------------------

-- ƒp[ƒtƒFƒNƒgƒJƒIƒX

--------------------

function BossPerfectChaos_Clear()

Create(CLEAR_BOSSGATE, 2) -- ƒp[ƒtƒFƒNƒgƒJƒIƒXŒ‚”j

end

--------------------

-- ƒGƒbƒOƒhƒ‰ƒO[ƒ“

--------------------

function BossNewEggmanRobo_Clear()

Create(CLEAR_BOSSGATE, 3) -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“Œ‚”j

end

--------------------

-- ƒƒ^ƒ‹ƒ\ƒjƒbƒN

--------------------

function VsMetalSonic_Clear()

end

--------------------

-- ƒVƒƒƒhƒE

--------------------

function VsShadow_Clear()

end

--------------------

-- ƒVƒ‹ƒo[

--------------------

function VsSilver_Clear()

end

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Also, code for the interactive menu, spoilered for size

--

-- PlayableMenuSequenceTable.lua

-- Yamashita_Yohei

-- 2011/01/31

--

-- PAM‚É‚¨‚¯‚éAƒXƒe[ƒWŠJŽnŽž‚ÌĶ‚·‚é‚ׂ«—v‘f‚ðÝ’è‚·‚

é

--

-- “à—e‚ðC³‚µ‚½ê‡‚ÍAƒRƒƒ“ƒg‚àC³‚µ

‚Ä‚­‚¾‚³‚¢‚Ë

-- (–{“–‚̓Rƒƒ“ƒg‚̂悤‚É‘‚¯‚ê‚Έê

Ô‚¢‚¢‚Ì‚Å‚·‚ªB

-------------------------------------------

-- ’蔂Ƃµ‚Ĉµ‚¢‚½‚¢’l‚½‚¿

local EVENT = 0 -- ƒCƒxƒ“ƒg‚ðĶ

local RESTORE_STAGE = 1 -- ƒXƒe[ƒW‚𕜌³

local CLEAR_BOSSGATE = 2 -- ƒ{ƒXƒQ[ƒg‚ðŒ‚”j

local GENERAL_MESSAGE = 3 -- ”Ä—pƒƒbƒZ[ƒWƒ{ƒbƒNƒX

local SHOP_WINDOW = 4 -- ƒVƒ‡ƒbƒvV¤•IƒŠƒXƒg

local TAKE_KEY = 5 -- ƒ{ƒXƒQ[ƒgƒL[oŒ»ƒCƒxƒ“ƒg

local TAKE_CHAOSEMERALD = 6 -- ƒJƒIƒXƒGƒƒ‰ƒ‹ƒh‚̎擾

local SLEEP = 7 -- ‚±‚ÌŽw’è•b”AˆêŽž’âŽ~‚·‚é

local OPEN_STAGE = 8 -- ƒXƒe[ƒW‚ªŠJ‚­

local RELEASE_NPC = 9 -- NPC‰ð•ú

-------------------------------------------

-- ’ÊíƒXƒe[ƒW

-------------------------------------------

--------------------

-- ƒOƒŠ[ƒ“ƒqƒ‹vv

--------------------

function GreenHill_Classic()

Create(EVENT, 17) -- Event : ”’‚¢¢ŠE

end

function GreenHill_Generic()

Create(RESTORE_STAGE, 101) -- ƒOƒŠ[ƒ“ƒqƒ‹‘S‘Ì•œŒ³

end

function GreenHill_Both()

Create(RELEASE_NPC, 210) -- NPCRelease : ƒeƒCƒ‹ƒX

Create(EVENT, 21) -- Event : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg‚Ö

Create(OPEN_STAGE, 2) -- OpenStage : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg

Create(GENERAL_MESSAGE, 0) -- ƒLƒƒƒ‰ƒXƒCƒbƒ`à–¾

end

function GreenHill_Classic_Mission()

Create(TAKE_KEY, 101) -- ƒ{ƒXƒL[oŒ»

end

function GreenHill_Generic_Mission()

Create(TAKE_KEY, 102) -- ƒ{ƒXƒL[oŒ»

end

function GreenHill_Classic_Mission_All()

Create(RESTORE_STAGE, 103) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³

end

function GreenHill_Generic_Mission_All()

Create(RESTORE_STAGE, 104) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³

end

---------------------

-- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg

---------------------

function ChemicalPlant_Classic()

Create(RESTORE_STAGE, 201) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³

end

function ChemicalPlant_Generic()

Create(RESTORE_STAGE, 202) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³

end

function ChemicalPlant_Both()

Create(EVENT, 31) -- Event : ‚©‚±‚Ì‚¹‚©‚¢H(‚±‚±‚͉ߋŽ‚ÌH)

Create(OPEN_STAGE, 3) -- OpenStage : ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ

Create(RELEASE_NPC, 220) -- NPCRelease : ƒGƒ~[

end

function ChemicalPlant_Classic_Mission()

Create(TAKE_KEY, 201) -- ƒ{ƒXƒL[oŒ»

end

function ChemicalPlant_Generic_Mission()

Create(TAKE_KEY, 202) -- ƒ{ƒXƒL[oŒ»

end

function ChemicalPlant_Classic_Mission_All()

Create(RESTORE_STAGE, 203) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³

end

function ChemicalPlant_Generic_Mission_All()

Create(RESTORE_STAGE, 204) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³

end

---------------------

-- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ

---------------------

function SkySanctuary_Classic()

Create(RESTORE_STAGE, 301) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³

end

function SkySanctuary_Generic()

Create(RESTORE_STAGE, 302) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³

end

function SkySanctuary_Both()

Create(RELEASE_NPC, 230) -- NPCRelease : ƒIƒbƒNƒ‹ƒY

Create(SHOP_WINDOW, 0) -- ShopWindow : ‚»‚Ì‚P

end

function SkySanctuary_Classic_Mission()

Create(TAKE_KEY, 301) -- ƒ{ƒXƒL[oŒ»

end

function SkySanctuary_Generic_Mission()

Create(TAKE_KEY, 302) -- ƒ{ƒXƒL[oŒ»

end

function SkySanctuary_Classic_Mission_All()

Create(RESTORE_STAGE, 303) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³

end

function SkySanctuary_Generic_Mission_All()

Create(RESTORE_STAGE, 304) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³

end

--------------------

-- ƒXƒs[ƒhƒnƒCƒEƒFƒC

--------------------

function SpeedHighway_Classic()

Create(RESTORE_STAGE, 401) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³

end

function SpeedHighway_Generic()

Create(RESTORE_STAGE, 402) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³

end

function SpeedHighway_Both()

end

function SpeedHighway_Classic_Mission()

Create(TAKE_KEY, 401) -- ƒ{ƒXƒL[oŒ»

end

function SpeedHighway_Generic_Mission()

Create(TAKE_KEY, 402) -- ƒ{ƒXƒL[oŒ»

end

function SpeedHighway_Classic_Mission_All()

Create(RESTORE_STAGE, 403) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³

end

function SpeedHighway_Generic_Mission_All()

Create(RESTORE_STAGE, 404) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³

end

--------------------

-- ƒVƒeƒBƒGƒXƒP[ƒv

--------------------

function CityEscape_Classic()

Create(RESTORE_STAGE, 501) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³

end

function CityEscape_Generic()

Create(RESTORE_STAGE, 502) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³

end

function CityEscape_Both()

end

function CityEscape_Classic_Mission()

Create(TAKE_KEY, 501) -- ƒ{ƒXƒL[oŒ»

end

function CityEscape_Generic_Mission()

Create(TAKE_KEY, 502) -- ƒ{ƒXƒL[oŒ»

end

function CityEscape_Classic_Mission_All()

Create(RESTORE_STAGE, 503) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³

end

function CityEscape_Generic_Mission_All()

Create(RESTORE_STAGE, 504) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³

end

--------------------

-- ƒV[ƒTƒCƒhƒqƒ‹

--------------------

function SeaSideHill_Classic()

Create(RESTORE_STAGE, 601) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³

end

function SeaSideHill_Generic()

Create(RESTORE_STAGE, 602) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³

end

function SeaSideHill_Both()

end

function SeaSideHill_Classic_Mission()

Create(TAKE_KEY, 601) -- ƒ{ƒXƒL[oŒ»

end

function SeaSideHill_Generic_Mission()

Create(TAKE_KEY, 602) -- ƒ{ƒXƒL[oŒ»

end

function SeaSideHill_Classic_Mission_All()

Create(RESTORE_STAGE, 603) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³

end

function SeaSideHill_Generic_Mission_All()

Create(RESTORE_STAGE, 604) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³

end

--------------------

-- ƒNƒ‰ƒCƒVƒXƒVƒeƒB

--------------------

function CrisisCity_Classic()

Create(RESTORE_STAGE, 701) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³

end

function CrisisCity_Generic()

Create(RESTORE_STAGE, 702) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³

end

function CrisisCity_Both()

end

function CrisisCity_Classic_Mission()

Create(TAKE_KEY, 701) -- ƒ{ƒXƒL[oŒ»

end

function CrisisCity_Generic_Mission()

Create(TAKE_KEY, 702) -- ƒ{ƒXƒL[oŒ»

end

function CrisisCity_Classic_Mission_All()

Create(RESTORE_STAGE, 703) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³

end

function CrisisCity_Generic_Mission_All()

Create(RESTORE_STAGE, 704) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³

end

--------------------

-- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“

--------------------

function RoofTopRun_Classic()

Create(RESTORE_STAGE, 801) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³

end

function RoofTopRun_Generic()

Create(RESTORE_STAGE, 802) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³

end

function RoofTopRun_Both()

end

function RoofTopRun_Classic_Mission()

Create(TAKE_KEY, 801) -- ƒ{ƒXƒL[oŒ»

end

function RoofTopRun_Generic_Mission()

Create(TAKE_KEY, 802) -- ƒ{ƒXƒL[oŒ»

end

function RoofTopRun_Classic_Mission_All()

Create(RESTORE_STAGE, 803) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³

end

function RoofTopRun_Generic_Mission_All()

Create(RESTORE_STAGE, 804) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³

end

--------------------

-- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv

--------------------

function PlanetWisp_Classic()

Create(RESTORE_STAGE, 901) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³

end

function PlanetWisp_Generic()

Create(RESTORE_STAGE, 902) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³

end

function PlanetWisp_Both()

end

function PlanetWisp_Classic_Mission()

Create(TAKE_KEY, 901) -- ƒ{ƒXƒL[oŒ»

end

function PlanetWisp_Generic_Mission()

Create(TAKE_KEY, 902) -- ƒ{ƒXƒL[oŒ»

end

function PlanetWisp_Classic_Mission_All()

Create(RESTORE_STAGE, 903) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³

end

function PlanetWisp_Generic_Mission_All()

Create(RESTORE_STAGE, 904) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³

end

-------------------------------------------

-- ƒ{ƒX/ƒ‰ƒCƒoƒ‹

-------------------------------------------

--------------------

-- ƒfƒXƒGƒbƒO

--------------------

function BossDeathEgg_Clear()

Create(EVENT, 53) -- Event : ƒAƒCƒc‚ð‚¨‚¦I(‚¨ŒÝ‚¢‚ÌŠm”F)

Create(CLEAR_BOSSGATE, 1) -- ƒfƒXƒGƒbƒOŒ‚”j

end

--------------------

-- ƒp[ƒtƒFƒNƒgƒJƒIƒX

--------------------

function BossPerfectChaos_Clear()

Create(CLEAR_BOSSGATE, 2) -- ƒp[ƒtƒFƒNƒgƒJƒIƒXŒ‚”j

end

--------------------

-- ƒGƒbƒOƒhƒ‰ƒO[ƒ“

--------------------

function BossNewEggmanRobo_Clear()

Create(CLEAR_BOSSGATE, 3) -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“Œ‚”j

end

--------------------

-- ƒƒ^ƒ‹ƒ\ƒjƒbƒN

--------------------

function VsMetalSonic_Clear()

end

--------------------

-- ƒVƒƒƒhƒE

--------------------

function VsShadow_Clear()

end

--------------------

-- ƒVƒ‹ƒo[

--------------------

function VsSilver_Clear()

end

Sleep? ... What could that be? oO

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So I figured what harm can a little spoiling myself do then I was like <_< FUU!

So the list is apparently true? Can we be certain of that? I was at least hoping each game would get two zones to represent it, and, no Sonic CD?! WTF!

Repetition of tropes much? I mean I LOVE any and all levels from Sonic Heroes but Seaside Hill/Ocean Palace?? I'll love it that's for sure but why why WHY when we could've had say Hang Castle, Rail Canyon, Frog Forest or many other unique styles?

Chemical Plant is a big yes, but we all knew that was coming, Sky Sanctuary whilst being a good level is not enough (despite what people say) to make this list good. No Sonic 3 representation? No Hydrocity!? (No Marble Garden? :P what? it's awesome!) NO SONIC CD! :angry:

Speed Highway? Really? Another city level! :angry: I know some of these levels are iconic, but really if they only followed this instead of variety in tropes then the game we'll get may as well be called "Sonic Generations: Hilly City zone"

And DLC, well DLC can FUCK RIGHT OFF!

This level list, I was like :angry: FUUUUUUUUUUUU

Then I saw the icons; returning elemental shields and the Katakana which somewhat indicates what characters will be in this game and I was like.... :) for a bit.

Then Werehog. :angry::angry::angry: FUUUUUUUUUUUUUUUUUUUUUUUUUCK!

Why SEGA why?

I have no doubt I will love this game but if that zone list is official then they are really missing the opportunity to make a great game awesome. Drop the same-same levels, add more variety and then we're talking.

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Hey broniks!

Not sure if this has been said, but I found some goodies!

Listening through the leaked sound effects file (courtesy of Retro) I noticed a few things:

•Modern Sonic's voice sounds a bit more high pitched (only heard "oofs" and grunts, but it sounded a little higher)

"Surfing" is a sound effect. Since we've seen skateboarding in City Escape, my guess it we'll see Classic Sonic surfing, possibly in Seaside Hill?

•"canon" refers to cannons, it's just a misspelling that runs throughout the files

Super Sonic has moves named "Light Attack" and "Atomic Spin"

• There is a sound which gives away quite a bit about a Tails Tornado Mission! The file says it is a "mission", that it involves the "Tornado" and that it takes place in "GHZ". Flying above Green Hill as Tails? This is labeled "GE", which I believe to mean "Generic" which is what modern Sonic has been referred to.

Knuckles appears to have a mission in "GHZ_CL" (Green Hill Zone classic?). Files have "mission" in the name and refer to "kn", probably Knuckles, as his move sound effects are "screwdriver", "punch", "jump" "appear" (sounds like emerging from the ground) and "dig". Perhaps 2D Knuckles treasure hunting? Or Racing Knuckles through Green Hill?

Edit: reading up a bit more, this is probably an NPC race with Knuckles. Though considering he has all these moves, it would be great to have him as an unlockable playable character.

Edited by Barry the Nomad

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So I figured what harm can a little spoiling myself do then I was like <_< FUU!

So the list is apparently true? Can we be certain of that? I was at least hoping each game would get two zones to represent it, and, no Sonic CD?! WTF!

Repetition of tropes much? I mean I LOVE any and all levels from Sonic Heroes but Seaside Hill/Ocean Palace?? I'll love it that's for sure but why why WHY when we could've had say Hang Castle, Rail Canyon, Frog Forest or many other unique styles?

Chemical Plant is a big yes, but we all knew that was coming, Sky Sanctuary whilst being a good level is not enough (despite what people say) to make this list good. No Sonic 3 representation? No Hydrocity!? (No Marble Garden? :P what? it's awesome!) NO SONIC CD! :angry:

Speed Highway? Really? Another city level! :angry: I know some of these levels are iconic, but really if they only followed this instead of variety in tropes then the game we'll get may as well be called "Sonic Generations: Hilly City zone"

And DLC, well DLC can FUCK RIGHT OFF!

This level list, I was like :angry: FUUUUUUUUUUUU

Then I saw the icons; returning elemental shields and the Katakana which somewhat indicates what characters will be in this game and I was like.... :) for a bit.

Then Werehog. :angry::angry::angry: FUUUUUUUUUUUUUUUUUUUUUUUUUCK!

Why SEGA why?

I have no doubt I will love this game but if that zone list is official then they are really missing the opportunity to make a great game awesome. Drop the same-same levels, add more variety and then we're talking.

Dude.

Calm your tits.

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I really hope Iizuka answers the fanbase's concerns about the Generations leak in SoS. Perhaps some information about the levels, such as why did they repeat tropes?

Can't wait~

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Source? I really want to have a listen to those sounds you spoke about.

Sorry bout that, here are all the sound effects: http://www.megaupload.com/?d=7ZBF23F9

Takes a bit of time to figure out what all the words mean. But I believe

CMN means common (perhaps sounds not confined to Green Hill?)

GHZ is Green Hill Zone

CL is Classic

GE is generic (modern)

SYS is system

ACT is act (in-game menu sounds like final score, etc)

SNC is Sonic

PLY is player (playable character)

OBJ is object

AMB, not sure but maybe ambiance? THey sound like environmental background sounds

ENM is enemy, and many of the ENM's have terms for their names, like GRB is Grabber, LAN is Egg Lancer

MIS is mission

KN is Knuckles

Only ones I'm not sure about are CTS and PAM. CTS includes the classic shield sounds and other random sounds like "safe restart" and "last chance". PAM has "buy skill" and "congratulation", perhaps the shop?

Happy listening, and thanks to Retro for digging up the sounds!

Edited by Barry the Nomad

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