Sewer56★ Announcing Sonic Heroes' Biggest Release. Ever. ★
(And the entry that got completely shafted by during the contest week despite me skipping sleep to give any necessary support to everyone... 95 hours Monday to Friday)
SHC2017 Heroes Tweakbox Official Trailer | Standalone Re-ReleaseSewer562017-11-24 | ★ Announcing Sonic Heroes' Biggest Release. Ever. ★
(And the entry that got completely shafted by during the contest week despite me skipping sleep to give any necessary support to everyone... 95 hours Monday to Friday)
★ Extra Credits ★ Heroes Mod Loader β logo designed from individual emblem designs originally drawn by Zephyros-Phoenix.Shadow The Hedgehog (Beta 4): Gun FortressSewer562023-01-05 | An early version of 'Gun Fortress' from a Shadow The Hedgehog prototype released by Last Minute Continue.
Original ROM: https://archive.org/details/shadow-th...
Ripped straight from ROM, and uploaded as losslessly as possible with image from original OST using ffmpeg.Shadow The Hedgehog (Beta 4): All Hail ShadowSewer562023-01-05 | An early version of 'All Hail Shadow' by Magna-Fi from a Shadow The Hedgehog prototype released by Last Minute Continue.
Features completely different lyrics, ripped straight from ROM, and uploaded as losslessly as possible with image from original OST using ffmpeg.Sonic Riders: Custom Character Tutorial by Arg!! & Sewer56Sewer562022-09-05 | A (somewhat) comprehensive tutorial for exporting models in Sonic Riders; for PC, GameCube and Xbox. We forgot the part about exporting custom textures (oops!); so refer to the text guide below for that one. Requires Blender 3.0.0+.
Up to Date Text Guide: https://sewer56.dev/SonicRiders.Index/guides/custom-models.html
Of course this isn't some super high quality production, we just kinda made it for fun on a whim, but I hope it proves helpful. 👍
Usually neither of us gets much opportunity for doing voice recordings, so getting to hear us both is a truly special moment. Enjoy.
Music: Sonic Colo(u)rs OST PepsiMan in Thumbnail is a mod made by Nadevan. Currently in the works.
[Support/Social] Sega NN Tools Discord: discord.gg/CURRBfq Extreme Gear Labs: discord.com/invite/exglTwo Towers CHIMPS w/ Prince of Darkness - Bloons TD 6 [20.0]Sewer562020-09-16 | Played on version 20.0. I forgot to turn off my Steam Overlay, oops!
Track: Robin Hustin x TobiMorrow - Light It Up (feat. Jex) [NCS Release] Music provided by NoCopyrightSounds. Watch: youtu.be/bdE_SyHad90 Free Download / Stream: http://ncs.io/LightitupYO
Song: Razihel - Love U [NCS Release] Music provided by NoCopyrightSounds Free Download/Stream: http://ncs.io/loveu Watch: http://youtu.be/OJBxNA8cX-ESewer56 Live StreamSewer562020-09-06 | ...Sonic Riders: Insane Lap Skip [World Reveal]Sewer562020-04-21 | Found by Airkingneo, Xithyl_kykorl and Sewer56.
Although this is Sonic Riders: Tournament Edition, this works in the vanilla game too. Shitty mic enabled for authenticity (or rather, it was an accident and we couldn't wait to upload this).
This is the biggest glitch in the history of Sonic Riders.
Metal City Night Chase Babylon Garden Green Cave Ice Factory Egg Factory Splash Canyon Red Canyon
Yesterday on the 10th of May was my birthday and as a way to give back to people, I thought I'd run a live stream once in a blue moon.
So here it is, my stream. "Let's program Reloaded Mod Loader 2" 😛. Although I am a bit exhausted, I plan not to hold back. Live stream target is 12 hours!
This stream is broadcasted to YouTube AND Twitch at the same time.
Have questions? Ask them ahead. Have unrelated questions? Ask those too. Want me to speak? Sure, I have a microphone ready 😛.
★ Music Usage Declaration ★
All music on this stream is played in accordance to Nihon Falcom's awesome music usage policy: falcom.co.jp/music-useSonic Riders: Sky Road 10456Sewer562020-02-06 | I never planned to make this video public due to bad quality of recording but I might aswell.
World Record at the time of recording (for no Auto-Slider category), probably still might be as of today (6th of February, 2020).
A quick preview of Sonic Gaiden and Amy Mania, submitted by AeroArtwork and troopsushi respectively.
For more sneak peaks up until the contest week, follow @shcontest on Twitter.
I never planned to reveal as much for any of the entries but with the music track here, Frozen Heart Melancholy by MegaBaz I just couldn't stop myself!
Sorry for the Bilinear Filtering, the game's output (848x480) cannot integer scale to 1080/720p and YouTube wouldn't allow 60FPS for videos below 720p.Sonic Riders: Green Cave Skip Skip SkipSewer562019-11-21 | This skip requires a difficult right side Green Cave Skip Skip combined with some very precise landing either at the end of or slightly behind the wooden tree of the power section.
As-is, this trick is TAS only. I found it by accident and it took me a whole hour to recreate it.Sonic Riders Time Attack: Night Chase (1:26:73)Sewer562019-11-05 | Unofficial sequel to this insane run: youtube.com/watch?v=0i7NCeEb7P8&feature=youtu.be
When I saw it, I thought it was awesome. I just couldn't stop myself from trying to match it. I thought I would be able to but in the end, it took much, much more effort than I anticipated.
Well, after 13 hours, I beat it... I wasted a whole day. Worth? I do not really know.
Played using a Keyboard on Dolphin 5.0-11105. Completely vanilla aside widescreen aspect ratio.Sonic Riders TGS Demo - Tutorial VideoSewer562019-10-28 | Tutorial video from the TGS Demo of Sonic Riders.
This demo can be found on the Official U.S. PlayStation Magazine Demo Disc 102, alongside a Shadow The Hedgehog demo which has both, enabled the easy level select screen and used the wrong AFS file for character speech (characters speak wrong voicelines).
The video was converted losslessly before being uploaded to YouTube; however the original video being 240p doesn't help the case much.Team Sonic Racing: Tofu Delivery (Deja Vu?)Sewer562019-06-06 | Team Sonic Racing: Has Drifting Has Drifting = Fujiwara Tofu Delivery It's that simple.Team Sonic Racing but The Cars are FasterSewer562019-06-06 | One of the main criticisms that I have heard for game is that it can feel a bit slow. So I figured... sure, why not?
A quick peek around with Cheat Engine, 20 minutes and I found the max speed multipliers between the difficulty levels, easy peasy! Now this is much more fun!
Unfortunately I cannot release this. People would ruin multiplayer more than they already have if I did.[Real 8K] Sonic Heroes (TAS) - Grand Metropolis (Team Sonic) in 1:09.74 by Malleo & Tales (THC98)Sewer562019-04-09 | One of the recent encodes that I've done for the Team Sonic TAS project.
Uploading this one on my channel as well because this is in fact the first Sonic Heroes video on YouTube in true 8K (no upscaling) resolution.
This is a Tool Assisted Speedrun (TAS). For more info, please visit http://tasvideos.org Watch in HD/4K/8K if you can, it looks a lot better!
TAS Runners: Tales (THC98) and Malleo
TAS Project Team/Contributors: Special thanks to Gamepro011, CriticalCyd, Deku, JustLemres, FusionVaria, and Sewer56 for all their help during the the Team Sonic TAS.
----------------------
Game version: NTSC-U on GameCube Emulator: Dolphin 5.0 Total Rerecords: 13558 (As we branched out from multiple .dtm files, this count is likely not very accurate. I'd estimate around 10k for this stage alone.)
For this encode, the game was modified to display the message seen at the beginning of Grand Metropolis but in such a manner whereby no desynchronization is made with the vanilla game.
Real time WR: 2:16.03 by Deku twitch.tv/videos/81506734Shadow The Hedgehog: Edgy FR SkipSewer562018-12-09 | I originally planned to upload a video called "What if you could spindash anywhere" showing off an awesome cross level skip... or well... multiple skips by chaining spindashes across different levels ans sections; even submit it as a joke to one of the speedrunners.
And well, a look at one of the skips I took, collision geometry for the level I scoured through and found something new... an opening that's just about feasible to do in real time consistently.
The timing on this skip is very strict and being off by more than a second could cause deaths either when doing the 180 degree turn after the 90 degree if you are too fast or you not reaching the road behind the goal ring. For the actual spindash, there is thankfully a visual cue so that's not an issue.
Either way, I'm only uploading this to show the new skip, this can probably still be optimized a tiny bit and ~1.5 seconds shaved.
PS. I accidentally left my microphone on when recording this; I tried to filter out the audio but you can still hear it a bit.[WR] Shadow The Hedgehog: The ARK Neutral 1:24:86 (No CCG)Sewer562018-12-09 | Only 53 seconds faster than the previous WR for No CCG, whew!
Cheats disabled in General tab, no emulator overclock, no "speed up disc transfer rate" etc. Emulator settings adjusted to perfectly match real hardware, aside from 2x internal resolution.
Played in real time with an XBOX One Elite controller (which I acquired real recently and am still learning the paddles).
I'd play and record this using real hardware if I could (as I like to do with speedruns) but that option is unfortunately not available for me while studying away; much less I don't own video capture hardware either.[PC] [WR] Sonic Riders Heroes Story in 13:24 [No LRG]Sewer562018-11-10 | Whew, a not too far from perfect speedrun execution wise using my new routing. Shame about Sand Ruins, with the stupidest, easiest mistake one could make under pressure.
I finally got this after around 15-20 hours of attempts. Even with the Sand Ruins error, this is one run that will be very difficult to run against.
I also didn't mute my microphone, whoops! You can me spamming the keyboard between stages.
World Record at time of recording.
★ Gameplay Info ★
Resolution: 1024x768 (Windowed) Input Method: Keyboard (Corsair Original K70 RGB)
Played from a Solid State Drive to reduce loads.
Game played 100% vanilla, 0 patches/fixes/external tools used except NoCD EXE.
★ Timing Info ★ Real Time calculates from the first black frame after selecting Heroes story to the frame the finish line is crossed (boost gauge meter amount disappears/goes transparent).
Race Time calculates and adds up time from first frame of each race (in which the countdown timer and CPU labels show) to last frame where boost gauge meter amount disappears/goes transparent.
Race Time for Sand Ruins is stopped at first black frame. Race Time basically excludes all menus and loads.
★ Track Info ★ The following are ratings of the final performance in each individual level based on the Sonic Riders trick tier system.
☆ Definitions X Tier: No mistakes made, above average/IL tier time. SS Tier: 1/2 minor mistakes or bad luck, time is average/above-average. S Tier: 1/2 major mistakes or bad luck, time is average/below-average.
☆ Stages X Tier: Metal City, Splash Canyon, Green Cave SS Tier: Egg Factory, Babylon Garden S Tier: Sand Ruins
☆ Estimated time loss from mistakes. [+0.8s] Egg Factory [+1.1s] Babylon Garden [+2.1s] Sand Ruins
☆ Time compared to "average". In truth, I do not know my actual averages, as I do not calculate those - so these are estimates.
[-0.8s] Metal City [-0.8s] Splash Canyon [-2.1s] Egg Factory [-0.4s] Green Cave [-1.7s] Sand Ruins (Pillar RNG offset the fatal mistake) [+0.7s] Babylon Garden (Usually do not run out of air)
☆ Mistakes Detailed Sand Ruins was... ruined by not holding jump long enough in the second lap and taking the lower route, which cost ~2 seconds and then having to hit Tails at the end of next lap.
In the last lap of Babylon Garden I did 3 mistakes:
- Failed to avoid boost pads while boosting [very difficult] [~0.4s]. - Did not position myself left enough before the last turn, making my angle to drift right before left too great to maintain enough air [~0.6s].
For the second one, I could have avoided second but clipped the edge of the turbulence, which made me lose too much air for the last jump [Bad luck]. I was also holding down which caused me to break temporarily, a bad habit.Benjis Mod: Metal Sample GameplaySewer562018-11-05 | As you may (or may not know), I was helping out a bunch of people with various hacking contest entries this year; some in minor and others in major ways.
This is a short gameplay clip of me casually completing a playthrough of Final Egg as (Metal) Sonic in Benji's Mod, originally taken testing the mod intended to serve as part of trailer footage.
This was recorded in the middle of October, so compared to now, and later versions, some of the behaviour in this mod such as the Silver Gem will differ slightly compared to the final version.
Also the audio is a bit quiet, but the footage it was meant to be used in would overlay different audio over this anyway.Benjis Mod: Sonic Sample GameplaySewer562018-11-05 | As you may (or may not know), I was helping out a bunch of people with various hacking contest entries this year; some in minor and others in major ways.
This is a short gameplay clip of me casually completing a playthrough of Speed Highway as Sonic in Benji's Mod, originally taken testing the mod intended to serve as part of trailer footage.
This was recorded in the middle of October, so compared to now, and later versions, some of the behaviour in this mod such as rings required for level ups might differ slightly from the final version.
Also the audio is a bit quiet, but the footage it was meant to be used in would overlay different audio over this anyway.Benjis Mod: SHC Trailer ClipSewer562018-11-05 | As you may (or may not know), I was helping out a bunch of people with various hacking contest entries this year; some in minor and others in major ways.
This is a small clip that I made for Benji's mod to be featured in the trailer for Sonic Hacking Contest 2018; no audio for this one as audio will be added externally by the editor in the actual trailer.
Have fun.Sonic Riders: Splash Canyon 01:10:00 (Tails, Default Gear)Sewer562018-11-03 | I was bored and decided to play a bit of Sonic Riders the other day.
Since I'm programming in all my spare time, I practically don't get any chances at all to touch games in the modern day. and well, it seems that I found a new method for pulling off the Splash Canyon skip (on Keyboard).
As you may (or may not know), previously this skip was near impossible to pull off consistently on keyboard, but by investigating the underlying logic of how this glitch works; I've found myself a better, more consistent way to perform it.
Nonetheless; If I'm bored, I might go back and spend another weekend or two practising some Any% Heroes story; to once again shatter my already World Record shattering personal best that I did not submit to the leaderboards.
Sub 13:30 is possible now.
(Oh, and of course this time is World Record for Default/Story Gear at time of recording by 3 seconds but who cares)
----------------------------- Game Information ----------------------------- Resolution: 1280x1024
Recording performed on a stock, unmodified copy of the game in windowed mode.
------------------------------ Media Information ------------------------------ Audio: Labyrinth of Light and Shadow Audio Source: Sora no Kiseki the 3rdSonic Heroes: Realtime Seaside Hill Fly-bySewer562018-09-28 | I wrote a quick "basic" free-camera for Heroes I guess; with full three axis rotation and a few other minor nifty features like freezing the whole scene. (Shesez would be jealous)
This is originally for the purpose of taking screenshots but I'm sure it'll also be useful someplace else in the future.
Camera movement was performed in real time using a DualShock 4 controller; Flying like an airplane is quite fun if I say so myself.
✩ Custom Music: Sen no Kiseki IV: シンクロニシティ#23, Custom Audio Loop[PC] Sonic Riders - Heroes Story in 13:43:80Sewer562018-03-10 | Note/Edit/Disclaimer: Despite beating the previous WR by over 20 Seconds, I have decided to change my mind and not place this run on the Speedrun.com leaderboards.
Not uploading to the leaderboards because I both played the game in 16:9 and played it without keyboard input smoothing. On a technical level, disabling smoothing does not give you an inherent advantage in this game, and I just wanted to make my controls feel like playing the GameCube version on Dolphin which is what I somewhat regularly do over netplay.
Smoothing does not apply to controllers and can also be worked around by mapping a keyboard to a virtual joystick (vJoy) using a macro for the auto sections. That said; for the sake of my own dignity/respect - because I played the game in a non-stock manner (patched smoothing), I'm not uploading this WR time to the leaderboards.
If you want a short tl;dr technical explanation of "input smoothing": https://i.imgur.com/JfrhFMS.png
My first ever publicly uploaded Single Segment speedrun and a World Record at that, beats the previous best time by a whopping over 20 seconds in terms of RTA at the time of recording.
Here's a summary of performance per stage:
Awesome Metal City, Awful Splash Canyon Awesome Egg Factory Awesome Green Cave Awesome Sand Ruins (due RNG, first 10 seconds were bad) Awful Babylon Garden
Babylon Garden: I lost 2 seconds because I boosted 1 frame too early, another 1 due to turbulence shenanigans.
Due to the very relatively speaking slow times of Splash Canyon and Babylon Garden, this PB could still be improved (by even as much as 4-5 seconds ~ sum of best is 8s faster)...
Beware though, the other stage times will give you a really, really hard time to keep up with :3.
I did not have LiveSplit up, timer was added in a video editor (the format is seconds:frames), I find splits make me stressful.
I estimate this was somewhere around 200th - 300th run, I stopped using LiveSplit after 120.
[RTA Without Loads] It's calculated per stage in RTA from the time period between the first black frame after the caption for the stage (blue screen) to the frame you pass the finish line (both frames are included in the calculation).
Pauses performed in Splash Canyon are included in the calculation, Sand Ruins is calculated from before completely black frame. Skipping the opening cinematics is of course also included.
Sonic Riders on a RAMdisk (for RTA load times). Control Scheme: Corsair K70 RGB Keyboard (Mapped to a virtual controller) Resolution: Borderless 16:9 1920x1080, no aspect widescreen hacks etc. (for consistency with Wii/GC, also that'd probably be cheating). Capture Software: AMD Radeon Driver Suite (Desktop Capture)
Edit: For whatever reason you may want to see it, here's the whole play session, which ended with this run at the end of it: youtu.be/xYjB4m92dmcHeroes Mod Loader | Grand Prix Foot RaceSewer562017-12-07 | Sometimes you just would wish that the AI would respect the laws of the game and actually run on foot when they have no air. nope, they don't.
Under normal circumstances, it is impossible to make the AI run on foot, though that doesn't mean I wouldn't try to make them do so (and in the end after a bit of digging it was fairly simple).
To make the races more competitive, I've still let the AI jump off of ramps and decided to not take the Legend board.
Why Rouge? Normally a Power Character would have been optimal, although I've decided to go with visual preferences ( ͡° ͜ʖ ͡°).[SHC 2017] Heroes Mod Loader Hands-On: Complete Setup & Start GuideSewer562017-11-08 | Hello there, I've figured I'd make up and release a (relatively) short guide in regards to how to set up the Heroes Mod Loader, a game independent Mod Loader which supports DLL-based mods written in C# (and technically C++) and is non-game specific (supports many, many games).
The Heroes Mod Loader is my own, researched and built from the ground up Mod Management and Mod Injection system, currently considered to be "in Beta" stage however also ready for public use.
Distributed first as part of a Sonic Hacking Contest 2017 entry, this video shows how to set up the loader side of the Heroes Mod Loader, including multiple extra features and quirks. This video does not spoil the SHC2017 Mod Entry - a tech demo to showcase both the Mod Loader and the general progress of Sonic Heroes reverse engineering conducted in the last 6 months, "Heroes Tweakbox".
This is arguably the largest project I've worked on since my first "Hello World" and introduction to programming two years ago when with time I've very slowly started to become a hobbyist.
This video and its execution can be considered "pure" (at least by myself) in every sense, there were no bullet points, no script, just talk whatever comes to mind is the format of this video - think of it like a livestream extract.
★ Timeline - Original ★ 0:00 - Introduction 0:25 - A quick look into the SHC package. 0:48 - Unpacking & Launching the Stock Game as a test. 1:47 - Setting up the Mod Loader for First Use. 3:33 - Overview of the Mod Loader Configurator. 4:15 - Setting up Controller for Mod Loader Input Stack (setting up your controller to be read by mods). 6:55 - Mod Order (Mods on the Bottom are Loaded first and take least priority). 7:15 - I screwed up with the upload, here's how to fix unplayable Seaside Hill after exiting "demo" using the mod menu. 8:28 - Mod Loader, Details on the Mod Loader Server. 10:08 - The Controller Priority, remapping controller order. 12:50 - Input Stack Controller Overrider: Analogue Stick Demo. 15:37 - Per-mod Controller Rebinding, Rebind on a mod-by-mod basis. 19:30 - Mods & Optional Configs (Note: Runs executable specified by user). 20:40 - The other thing I've screwed up ("The Mod" refers to the Tweakbox SHC Demo).
★ Timeline - The Followup (Originally intended as a 2nd video) ★ 22:00 - Recap of "The Screwup" ("This Directory" refers to dvdroot_old). 23:23 - EXE Support, which executables are targeted by the Mod Loader. 24:20 - Mod Loader, Dependencies (or lack of). 26:10 - Re-setting game location, resetting directories. 27:22 - Mod Loader, local server details. 29:10 - If you want to record a mod with an overlay & D2D Overlay details. 32:30 - Using overlays in other games (I also forgot to recompile the mod with the updated library).
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You can also automate the fixing of my "screwups" regarding the release at the SHC with the following batch script:
Save and execute inside the Mod Loader directory.[SHC2017] Robotniks RaveshipSewer562017-10-30 | Footage is 100% raw bar the fade in and fade out of video/audio at the end and beginning of the footage. I will let you figure out how to enable this...Sonic Heroes - SADX Physics (Super Sonic) - Frog Forest [35:96]Sewer562017-10-05 | Here goes a little something I've done just over a week ago, figured I'd show it off in the immediate time before a large release or two may happen.
As you may or may not know, I've ported SADX & SA2 physics to Heroes (and tested the vice-versa) as I've come across the Heroes physics table by accident when looking at a few things the other day.
As for the recording, the time could be improved down to around 35:00 if one manages to normally jump upwards from the last vine instead of switching off the rail (frame perfect analogue movement & input), which allows to avoid a death plane otherwise only avoidable by landing, while I have once almost got such a time, I missed the goal ring...
--- Misc Music: Altina (Theme of Altina) Game: Sen no Kiseki IICasual Sonic Riders Free-Run - Metal City [14921]Sewer562017-10-03 | ...Knuckles Mod Loader feat. Random Hook Test from K.N.U.C.K.L.E.S. Knux & KnucklesSewer562017-09-10 | Never give rings to Knuckles...
Quite honestly, I'm not sure why I'm uploading this... perhaps it's just so I don't keep quiet for too long, or for the memes.
I guess that this just shows that I am relatively bored, or maybe happy. I've overcome one of the other great bottlenecks or walls that directly came with writing a Mod Loader and Mod Manager entirely from scratch in C#. Plenty of testing later and boring time spent writing x86 machine code, even integrating an assembler into the Mod Loader Server, I ended up simply looking elsewhere... finding a solution easier than one would have thought, extra convenient - God bless Platform Invoke.SA2_Test.mp4Sewer562017-09-06 | ...[Random] We can fly up to the sky...Sewer562017-09-03 | ...[Short] Heroes Mod Loader - Demo II - Ring Suction/Magnetic BarrierSewer562017-09-03 | Apologies for the short, rather "low budget" recording (once again I didn't even cut the audio).
It's been around 15-18 hours in front of my machine, I'm tired - even surprised I got this little recorded. I suppose that's how it goes when you want to push just a "tiiiiny" little bit harder to show something new for once in a while, this weekend had some enjoyable programming sessions.
After taking an entire month worth of break in order to commit to a full playthrough & after modding of Sen no Kiseki/Trails of Cold Steel as well as dealing with my own life issues, I've finally picked up where I left off in the development of the Heroes Mod Loader three days ago.
Needless to say, the finishing touches have been put in place and currently right now the Mod Loader itself is quite effectively at Release Candidate stage. It is fully stable and with expected feature parity which makes me reasonably happy in terms of the overall progress towards a first release. However for now, In addition to additional testing yet to be committed, I intend to keep it unpublished until I write the documentation to let people know on how they could utilize it in the first place.
What you see here in this short clip was a product of a somewhat tired person programming something in what I don't think was even more than a hour and three quarters. Inclusive in this package was finding the pointers to all loaded rings, filtering rings to be affected based off of distance, figuring a way to obtain nice looking non-linear ring suction as well as a small good bit of debugging and other silly things and shenanigans.
I guess you can think of this as a sign of better things to come.[Casual Seaside Hill] Mod Loader Sample Mod Example [& Eurobeat?]Sewer562017-08-07 | Lazy to edit out the music playing during recording ¯\_(ツ)_/¯ This video also didn't process at 60FPS for some reason ¯\_(ツ)_/¯Trails of Cold Steel/Sen no Kiseki I - Chapter 3 SoftlockSewer562017-08-07 | As it is well known, running at high framerates can cause a phletora of very small rare minor glitches in terms of cutscene timings, this one however is a bit worse than the rest.
Here we have a character sliding out of screen in error after a cutscene camera transition when the character is supposed to remain stationary after the fade out from black, causing the secondary character (no spoilers) to never reach the intended destination, permanently softlocking the game.
Version: GOG 13929 Reproduction Requirements: 60+ FPS (This recording averaged around 120, bug also occurs at stable 120 and 144FPS outside of recording) Extra Notes: Bug does not occur at 60FPS. When fast forwarding with turbo mode, the glitch does not occur. If scene prior to fade out is not triggered, the bug does not occur either.Woo.mp4Sewer562017-07-08 | Woo![Guide] Lets talk about Shadow and Character Blending!Sewer562017-05-29 | So do you want to get into creating custom character models for Shadow The Hedgehog? Well, it took a while to figure this out with nothing but a hex editor (even though I've streamlined the process with RWAnalyze now), but here's some extra information you might consider useful![Steam]Trails in The Sky the 3rd: The Unused/Prototype Content of Star Door 15Sewer562017-05-20 | Don't know what to say so I'll keep it short.
I can't believe that XSEED actually translated this all the way, since it is pretty much 100% unused content, though this isn't the first piece of unused content I've found for them to have translated in the Trails games.
While everything all the way up until trails related now has been of my own work, this content shown in the recording has been brought due to the courtesy of, or much rather, thanks to JoseJL, and has been achieved via memory editing of the game in question (though one can also edit the raw script), I'm surprised a jump has been achieved so quickly within the script format.
As part of his work as part of investigating all of the various Opcodes within the script files of Sora 3rd, he has made it possible to warp to the start of the unused chunk of Renne's Star Door 15, located right in the file after the actual used script. This could be described as the prototype of the content of the door, or an alternate route of path for the door, utilising many previously unused images as well as uncoloured copies of certain used images. It is pretty nice as it also provides us with a bit of additional context on what has actually happened at the time of the story of Star Door 15.
To acquire this:
(This is valid for the current Steam version at the time of uploading, and will change in a future update)
Set a breakpoint on memory address, 0x047FE40 which corresponds to a method used for loading script files, right before entering Renne's door.
Inspect the ECX Register, it is a pointer to the end of the script file.
Move up to the nearest 5C 03 at the end, replace with 47 83.
And run the game as intended, you may also edit R1204 directly, applying said change and reload the game.[Steam]Trails in The Sky the 3rd: Debug/Test Menu Full Exhibition/WalkthroughSewer562017-05-20 | Performed on the current Steam build, of which build string is (in the executable): "Trails in the Sky SC - Steam Bilingual - Compiled on May 7 2017 at 04:56:13 by Sara Leen I love these games. You should too."
This can be achieved either by redirection of scripts via the use of memory editing or the physical swapping or editing to cause redirection of the handling scripts for any scripted event and the debug/test menus, it is user's choice, I've done this in SC and FC too, but that's for another day. The method in which I achieved this, I tried to keep relatively clean, so I went for the redirection approach instead.
I will update this as I will soon reference this video on TCRF, but for now, the section below is barebones.
Interesting/Important points of relevance: 4:07 | The non playable map used for certain animations of the Recluse Garden 5:02 | Warp to a location only shown in cutscene, underneath Aster.[GOG] Trails in The Sky SC: Unused/Scrapped Minigame - ShootingSewer562017-05-16 | (It's not like I've seen this somewhere before... maybe... how about... the 3rd.)[Steam] Trails in The Sky the 3rd: Unused/Scrapped Minigame - Fishing (But not really ;/)Sewer562017-05-16 | ...[Steam] Trails in The Sky the 3rd: Unused/Scrapped Minigame - Bug CatchingSewer562017-05-16 | ...[Steam] Trails in The Sky the 3rd: Unused/Scrapped Minigame - SugorokuSewer562017-05-16 | ...Casual | Cosmic Fall: Find the Computer Room | A-RankSewer562017-04-18 | ...Yes, mister president, the agent you requested is right on the way...Sewer562017-04-18 | ...Shadow, I promise you... REVENGE!Sewer562017-04-13 | Introducing the latest creation in Sewer Shenanigan Technologies! In this parallel universe we encounter a little girl who went amok due to her long and lost partner dying, launched off from a capsule into the great depths of space as he was unfortunately unable to collect 24 hours worth of TJ "Henry" Yoshi while building up speed using only half an "a-press".
Joking and pannenkoek aside, since I've written a new animation archive exporter and importer for Shadow the Hedgehog, I was able to play around with the animations and do a bit more of tampering around and general reverse engineering of what's up with these non-Renderware animations. While this model swap is something I've done about 8 months ago initially, one problem was the mismatch of Shadow and Maria's (or any other character bone structures for that matter) bone structures' size, meaning that always up till now characters have been locked to using Shadow's animations and body proportions as well as being limited to his actual bones, but no longer, I suppose. It's been a while since I've not only done Shadow stuff but actually tampered with the game a bit.
You can find the exporter/importer on my Github page.
"Pics or it didn't happen" - MainMemory, September 2016A little another Shadow something...Sewer562017-04-13 | So what's the catch here? Well, this animation is mapped and meant to be played out by Sonic's body, not Shadow's, try this in Heroes and it's a dead end crash, but Shadow's engine is wonderful.
PS. This means I finally found out how to port animations between characters.
You can find my animation archive exporter/importer here, it took about a week to write because this file format was trolling me, badly: github.com/sewer56lol/ShadowMTP
Note: Shadow doesn't use RenderWare animations, it has a custom animation format and bone format/structure.A little Shadow something...Sewer562017-04-13 | If your curiosity is not strong enough to be satisfied waiting, try skipping to 0:40.[Sonic Heroes PC] Collision Flags Modification Demonstration #2Sewer562017-04-08 | ...