Hyuga
BlitzSonic - Playing Seaside Palace
updated
--
The project is currently able to play every stage and act from Colors in a single mod. We are doing this on our free time.
Recommend checking out the following channels for other possible updates to this project and the Acts: (when they are able)
@joeylaw123
@SKmaric
Since it's best to see this for yourself, Demo 1 of Tropical Resort can be downloaded here: drive.google.com/file/d/1EctnYUOOvboiBU4QitJdoPcWjt2G7tDg/view?usp=sharing
or gamebanana.com/mods/348052
This features Act 1 and Act 2 of the project. Use HedgeModManager: gamebanana.com/tools/6311
- The game will launch in Demo mode. Select New Game, and you will be given the option to pick between Act 1 or Act 2. This will not affect your save.
- Better FXPipeline is required. HMM will warn you if you don't have it.
- Updates are enabled, so this may be updated periodically if necessary.
- Add option to select between Sonic Colors or Sonic Colors Ultimate soundtracks. Special thanks to @MarioTainaka. Configure using HedgeModManager.
- The animation for Sonic at the beginning of the video has been removed in this demo, as it can cause the game to crash when reloading the stage. (thanks to @saguinee (youtube.com/channel/UCFHfQ2JbPgGBHFQSus2xAnQ) for the animation!)
Act 1: 0:00
Act 2: 2:38
Updated to v0.4 on April 7th, 2022 which adds/fixes:
- Act 1: Fixed an issue where you could fall off the stage while transitioning to the next Act.
- Act 2: The half-loop before the final section should work as intended now.
--
The project is currently able to play every stage and act from Colors in a single mod. It's taking some time, and hopefully we'll have some more info to share soon enough. We are doing this on our free time.
Recommend checking out the following channels for other possible updates to this project and the Acts: (when they are able)
@joeylaw123
@SKmaric
Thanks to @blueskythlikesclouds for getting the skybox looking accurate.
--
The project is currently able to play every stage and act from Colors in a single mod. It's taking some time, and hopefully we'll have some more info to share soon enough. We are doing this on our free time.
Recommend checking out the following channels for other possible updates to this project and the Acts: (when they are able)
@joeylaw123
@SKmaric
--
The project is currently able to play every stage and act from Colors in a single mod. It's taking some time, and hopefully we'll have some more info to share soon enough. We are doing this on our free time.
Recommend checking out the following channels for other possible updates to this project and the Acts: (when they are able)
youtube.com/user/joeylaw123
youtube.com/user/SKmaricPlays
twitter.com/SonicHyuga
Sweet Mountain Acts 3 & 5: youtube.com/watch?v=tjcDEaVC8CM
Aquarium Park Acts 1 & 4: youtube.com/watch?v=fQB-w2ngaJU
If you want to play this for yourself, I've provided instructions below.
Note that things WILL BE BROKEN, because both Acts are sharing some object IDs. It is playable for the most part. Follow these steps:
• You will need the game ISO for Colors. I cannot provide this.
• Extract the "entire" game disc using Dolphin to a directory of your choice. (Game Properties - Filesystem - Disc - Right click - Extract Entire Disc)
• You will need to unpack the sonic2010_0.cpk located under the files folder. You can use Skyth's PackCpk program within the toolset under Common: github.com/blueskythlikesclouds/SkythTools
• Once unpacked, locate the "set" folder and replace the stg510 setdata files with the ones in this link: drive.google.com/file/d/1GvuFQllwlOdeG24_YUeCbvP7V3qPWas5/view?usp=sharing
• Locate the "scripts" folder and DELETE stg510_mission.lua (important)
• Repack the sonic2010_0 folder as a CPK with PackCpk.
• Relocate or delete the sonic2010_0 folder, as the game will not load with it present. Moving it a directory above is fine, just as long as it's not within the files folder.
• In Dolphin, locate and open the main.dol file within the game's "sys" folder.
• Go to Aquarium Park Act 1 in-game.
Once (if) we get a way to resave the setdata properly, this will be a lot easier.
Sweet Mountain Acts 1 & 2: youtube.com/watch?v=DlRn9AumzZ8
Sweet Mountain Acts 3 & 5: youtube.com/watch?v=tjcDEaVC8CM
Sweet Mountain Acts 1 & 2: youtube.com/watch?v=DlRn9AumzZ8
Aquarium Park Acts 1 & 4: youtube.com/watch?v=fQB-w2ngaJU
---
The project is currently able to play every stage and act from Colors in a single mod. It's taking some time, and hopefully we'll have some more info to share soon enough. We are doing this on our free time.
Recommend checking out the following channels for other possible updates to this project and the Acts: (when they are able)
youtube.com/user/joeylaw123
youtube.com/user/SKmaricPlays
Also using the amazing WIP HedgeGI by Skyth.
Had this one unlisted. Not much reason to keep it that way.
---
The project is currently able to play every stage and act from Colors in a single mod. It's taking some time, and hopefully we'll have some more info to share soon enough. We are doing this on our free time.
Recommend checking out the following channels for other possible updates to this project and the Acts: (when they are able)
youtube.com/user/joeylaw123
youtube.com/user/SKmaricPlays
EDIT: a comment reminded me that the fans are no longer present. Those were removed some time ago, as they caused too many problems such as clipping through the collision and being insta-killed when touching the choppers (which are just re-skinned buzz bombers).
The project is currently able to play every stage and act from Colors in a single mod. It's taking some time, and hopefully we'll have some more info to share soon enough. We are doing this on our free time.
Recommend checking out the following channels for other possible updates to this project and the Acts: (when they are able)
youtube.com/user/joeylaw123
youtube.com/user/SKmaricPlays
Still lots of issues to sort out and new stuff to come up with....
-- Egg Pawns match the environment.
-- Aisac(Fadeout) curve added for PA Announcements from Sonic Colors.
-- Tweaked Placement and Rotation of Announcements in 2D Sections.
-- *Enabled the original Omni Lights from Colors (all 300+ of them) and enabled Lightfield. (how colors cast on objects+Sonic)
-- Smoothed out the collision for the spiral toward the end of the stage.
-- Increased running speed of the spiral section at the end by 20%.
-- Adjusted texture mipmaps to improve clarity. (the textures lose quality over distances. Huge difference)
-- Fixed camera zooming out unintentionally when touching goalring. This also fixed a few other cameras.
*Major props to Skyth for figuring out how to get the Omni lights to actually affect the terrain. You really see this in the video.
As always, you can download the mod here: drive.google.com/file/d/16Jwnf9AGaKQFoSJo52kc0zR9tRqecEx0/view?usp=sharing
(the link is always the same and updated)
Cameras aren't very easy to place at the moment since it's difficult to judge the sizes of them, and adding ids must be done manually. That will come later. Normal maps have also been added to lots of places the original level didn't have, which looks even better.
Object placement is very likely going to change. There were over 500+ grass and plant gismos I had to place manually which took some time. Once I figure out how event stuff works, I'd like to have it to where the rock formation is destroyed when you defeat all the enemies.
The second section is going to be a paainnn. There's a way to change lighting, etc. though I'm unsure of how it works at the moment.
It's been a while since I have shown anything, and I nearly have this looking (visually) the way I want it. There's a good reason why I wanted to work with this stage in particular, and that's to do with the GField (gravity) stuff from Lost World. GField objects are still in Forces, some unused, and work nearly the same way as LW. Thanks to Zoney's help, we can experiment with them a little.
Unfortunately, using the original collision causes several places to crash the game, as you will notice at the end of the video. This is also the reason I was being careful and stopping in a few places. There is a high chance I'll end up having to redo it.
I generally don't like to show stages looking like this and early, but I felt there were some things you may not have seen before and might consider interesting. There aren't much objects yet as my primary goal was getting the stage looking good first. Several things are still messed up, though it's taking longer to figure out why. I will not show anymore of this until a significant amount of changes have been added since this video.
I got several responses about wanting to see a video of this progress. This is an excellent area to use as a testing ground for this game. It's very empty right now, however, though once it's easier to place objects, that will change. Water is different in this game to where it uses UV animations to simulate the effect, unlike shaders you would see in Generations. That's why it isn't working just yet.
Collision is working as intended, thanks to Skyth for cracking that format recently. There are also no baked shadows. Shadows are real-time. Increasing the range for the shadow draw distance is slightly difficult as it breaks once you go too high of a value. I'm also not showing the original stage skybox just yet since it is very broken at the moment.
Depending on what Forces can support this stage, I do plan to release it. Right now the second area is loaded, but you can't get to it yet. If that area becomes nothing but trouble, I'll probably just release a stripped down version of just the Hyrule Field area.
In the meantime, feel free to grab the Link Sonic model here: drive.google.com/open?id=1BjjQ13f-hnY_XLb4zDTt5T25-wHEeXGn
I've been seeing some incorrect information going around: I have not changed Super Sonic.
Cutscenes and QTEs will remain broken. They would have to be completely reanimated. Other animations with the avatar are also broken, such as the double boost. (but not the actual boosting) I had planned to release this alongside Sonic in Avatar stages, but that's going to take longer.
If you happen to notice any animations I may have missed, let me know.
You'll need HedgeModManager in order for this to work: github.com/thesupersonic16/HedgeModManager
Download: drive.google.com/open?id=1fZAJa1aV-_qQ2i76XNIJvqAyl5Z51a55
Bonus: Link Sonic - youtube.com/watch?v=k51_6icbzVQ&l
Using Modern Sonic Physics Tweaks by CornflakeRush: gamebanana.com/gamefiles/6273
Accomplished using tools by Skyth and twilightzoney.
youtube.com/user/aslkncvlk
youtube.com/user/twilightzoney
While it looked simple in the video, this actually took several tries since you have to hit most objects perfectly and/or know where to land.
I've been wanting to do this since day 1. I am not a fan of what Sonic Team has decided to do with some of the animations for this game.
Here's a better look: youtube.com/watch?v=BzzaUouBeho
Huge thanks to both Skyth and Twilightzoney for making this possible. There are still tons of animations to be replaced. Cutscenes/QTEs will probably stay broken since they would have to be completely reanimated. (as seen in this video)
Using "Modern Sonic Physics Tweaks": gamebanana.com/gamefiles/6273
and since some have asked, music used was Egg Fleet from Sonic Heroes, and the opening sequence from Sonic Unleashed.
The reason I put "Semi-Working" is because there is a dash panel that transitions to a loop at the end of the stage that doesn't work with Sonic for some reason. You have to take the rail to get to the goal. That's mostly the only issue.
"I'm working to replace all the avatar stages with Modern Sonic, since there are very few stages of. This will take some time without a level editor to streamline the process like Generations had. There is also things that may crash when Sonic comes in contact with it, so figuring that out takes time, too."
Using "Modern Sonic Physics Tweaks": gamebanana.com/gamefiles/6273
FAQs:
• "Where can I find those animations?"
-› Check the description here, although I'm working on it a bit more: youtube.com/watch?v=CawGT2pt_98
• "Why does this look almost like Sunset Heights?"
-› Park Avenue and Sunset Heights are practically the same stages. In fact, most of Avatar + Sonic stages are the same with a few object changes. I just combined both to try and improve the gameplay.
I'm working to replace all the avatar stages with Modern Sonic, since there are very few stages of. This will take some time without a level editor to streamline the process like Generations had. There is also things that may crash when Sonic comes in contact with it, so figuring that out takes time, too.
For now, here's a look if you were interested. I will not be posting any updates of this stage until it's done (fixed, really) and released with the rest.
FAQ:
• "This is just Eggman's Facility!"
-› It's both Aqua Road AND Eggman's Facility. I merged both object layouts. They are literally the same stage. This just adds more to it.
• "Where can I find those animations?"
-› Check the description here: youtube.com/watch?v=CawGT2pt_98
• "Why is Sonic acting weird on the water slides?"
-› He doesn't have an animation programmed for those. Nothing can be done about that.
• "Can the stages be extended?"
-› No.
The stage is seen as Stage -1, so it breaks the world map a bit. (it doesn't appear) To play it, press Y and go to where Stage 15 would be. Once you finish playing it, the map may also appear blank. Press Y again and cycle through the stages to fix it. I haven't really figured out why it does this to begin with, but it works.
NOTE: this uses a modified actstgmission.lua. If you have another mod that does the same thing, they will conflict with each other.
Download: drive.google.com/open?id=1BHz3WeGRIKlvAtd17ZtJ4KeLySUNZYVs
How to Use: github.com/thesupersonic16/HedgeModManager
I've set this up to work with HedgeModManager: github.com/thesupersonic16/HedgeModManager
Download:
drive.google.com/open?id=1nTe0A4q9BlRuHmPxTuiIewrvI85jt7H3
Here is also slight animation edits which you can see in the video. This simply replaces Sonic's dash animation with the boost animation, and the dash ring animation with the spin animation.
drive.google.com/open?id=10kk3Kb-MpflhKtAcfJ_AHB2xy44-2Paf
So you probably recently saw the video by PTKickass (youtube.com/watch?v=MCxgdPq60go) to try out Super Sonic.
EDIT: This will be added to HedgeModManager so you won't need to edit the exe. Keep an eye out for a more recent build here: github.com/thesupersonic16/HedgeModManager/releases
Sonic Team opted to use a theme for Super Sonic like some of the previous games instead of leaving the stage music alone. Fortunately, this is an easy fix if this bothers you. This requires modifying the EXE (Sonic Forces.exe). See my tweet with an image on how to achieve this:
twitter.com/SonicHyuga/status/929212135204417537
Use a program such as HxD.
This is not a permanent patch, as an update to the game will overwrite the exe with the new one. It's just a few lines, so it's not difficult to go back and redo it.
I wouldn't expect anything big just yet.
Download:
drive.google.com/file/d/0B_QiSvBZn3TdbWc4eGVwUWVYd3c/view?usp=sharing&resourcekey=0-O5p2phuxGS_WDyJ4Fj6XfA
Remix by: youtube.com/user/TheSymphonicGames or soundcloud.com/symphonicgames
Aquarium Park Generations release: youtube.com/watch?v=IGOv9RRhy9k
For a look at the other Acts: youtube.com/watch?v=PlP24kb6xvc
How to install:
=============
Step-by-Step
=============
• Download the Mod: drive.google.com/file/d/16Jwnf9AGaKQFoSJo52kc0zR9tRqecEx0/view?usp=sharing
• Download HedgeModManager: gamebanana.com/tools/6311
• Extract the Aquarium Park mod into the mods folder located in the Sonic Generations game folder.
• Open HedgeModManager and put a checkmark next to Aquarium Park to enable it.
• Click "Save" or "Save and Play" to begin playing the game! Generations should boot in Demo mode.
Thanks to a recent HedgeModManager update, you no longer have to place Sound files in the main Generations Sound folder.
FAQs:
• Who's working on this project?
-› Joey Law, Skyth, Mario Tainaka, and I.
-› youtube.com/user/joeylaw123
-› youtube.com/user/aslkncvlk
-› youtube.com/channel/UCELewPTZLoXUmvPi_5ccthQ
• Will there be a classic version of this stage?
-› The modern version has been hard enough. Nothing to confirm at this time.
• "This and/or that" doesn't look like the original. Why?
-› Things are having to be completely redone since Generations is not like Colors.
• Where are the Wisps/Rocket Wisp?
-› We made a vote to remove the Rocket Wisp from the stage. It opened up too many possibilities of breaking things and did not show much usefulness. (let's be real, it was really only meant to work with the new Planet Wisp)
Aquarium Park remix by theSymponicGames: youtube.com/user/TheSymphonicGames
youtube.com/watch?v=BgF7fy3zaBo
FAQs:
• Who's working on this project?
-› Joey Law, Skyth, Mario Tainaka, and I.
-› youtube.com/user/joeylaw123
-› youtube.com/user/aslkncvlk
-› youtube.com/channel/UCELewPTZLoXUmvPi_5ccthQ
• The stage looks a little dark.
-› That's because Aquarium Park is located deep within the sea.
• When is this going to release?
-› As of right now, there are about 3 major tasks that still need to be finished. There are also select testers who will help find issues before release. The time on these can vary, but this month is looking very likely.
• Will there be a classic version of this stage?
-› The modern version has been hard enough. Nothing to confirm at this time.
• "This and/or that" doesn't look like the original. Why?
-› Things are having to be completely redone since Generations is not like Colors.
• Where are the Wisps/Rocket Wisp?
-› We made a vote to remove the Rocket Wisp from the stage. It opened up too many possibilities of breaking things and did not show much usefulness. (let's be real, it was really only meant to work with the new Planet Wisp)
I'll be posting more info via my Twitter: twitter.com/SonicHyuga
FAQs:
• Who's working on this project?
-› Joey Law, Skyth, Mario Tainaka, and I.
-› youtube.com/user/joeylaw123
-› youtube.com/user/aslkncvlk
-› youtube.com/channel/UCELewPTZLoXUmvPi_5ccthQ
• The stage looks a little dark.
-› That's because Aquarium Park is located deep within the sea.
• When is this going to release?
-› When it's done... we're getting close, though.
• Will there be a classic version of this stage?
-› The modern version has been hard enough. Nothing to confirm at this time.
• "Such and such" doesn't look right.
-› We know.
• "This and/or that" doesn't look like the original.
-› Things are having to be completely redone since Generations is not like Colors.
This video was supposed to be 4K but isn't for some reason... Oh well.
Download it while you can: http://www.sonicfangameshq.com/SAGE/2016/305
Still polishing Act 1 before moving on to Act 4. There are several issues in this video, such as the PA announcements playing where they shouldn't be (not worried about this at the moment), and still the issue with the materials. Continue reading please:
Also showing some of the areas that have ways in which you can get yourself back up to the top. The elevator section is the last part I'm trying to come up with differently, then that should just about finish Act 1. This part is taking a little longer than I'd hoped.
You can expect to hunt for some easter eggs that are spread out around this stage, too.
FAQ:
• Who's working on this project?
-› Joey Law, Skyth, and I.
• The stage looks a little dark.
-› That's because Aquarium Park is located deep within the sea.
• Where is the water?
-› The water is going to be added soon. It's only a texture.
• Are you guys doing Act 4?
-› Yes, Act 1 and 4 are going to be one stage.
• When is this going to release?
-› When it's done...
Trying my best to keep you guys updated and these videos frequent. Still several things to do. YouTube has tons of artifacting even in 1080p since the previous videos, so I'm going to upload these at 1440p from now on. I highly suggest watching it in that if you can.
Some materials are also messed up in this video and is known.
With the lack of the Drill Wisp, the 2D underwater sections are having to be reworked. The point of this video is to show a couple of those areas. I'm trying to come up with ways to make it easier to get around while also making it a bit more difficult to get to the pipes for those shortcuts. (since you can now just jump right in one) The walljump section that you probably noticed may or may not stay, since it's a bit buggy underwater. That's just one of the many things I'm trying to experiment with and it isn't easy.
There will also be another video - when I get a bit more time - that'll be about the elevator section. (it's slooow) The video will propose several layouts of that area that you guys will get to vote on.
Just wait a little bit longer, guys.
Give a big thanks to Joey Law and Skyth. If it wasn't for them, this wouldn't be where it is right now. This is a monster of a stage to work with (tbh it's mostly due to the water sections), and a lot of it has to be done from scratch. Only the faster sections are shown here since the longer ones need a bit more work, which is why this may seem short.
The Act 4 section? It's coming, probably not right away, but ugh....
I'll also be posting things to my Twitter from time-to-time: twitter.com/SonicHyuga
Previous release video: youtube.com/watch?v=8qpAjTd5_tA
With the recent launch of the Vol. 2 soundtrack for Runners, we could update this mod with the higher quality tracks.
Some clips in this video are shorter than I would have liked, mostly because the Deadly Six constantly talk. Hadn't gotten around to remove the voice triggers yet.
Both Faseeh and I are maintaining this mod. Check out his channel:
youtube.com/user/GottaGoFas
This mod is made to be used with SonicGMI. Search Sonic Retro for how to set it up for Lost World.
Download: drive.google.com/open?id=1ZovfWBtw3DnJItKvpOr6WddhdfVZQtqS
• Omochao Mission Icon completely obliterated
• Item Suitcase removed (will show up when used, on purpose)
• Decorated the Icons in the Suitcase a bit
• Giant circle around Wisps removed (may decide to shrink the Wisp icons in the future)
• Super Sonic Indicator removed
UPDATE: So uh, I didn't anticipate this, but for some reason they decided to use the circle image that was around Omochao for the Item Suitcase selection also. (I don't use this much so it slipped past) I'm going to have to find a way to redirect it to another image, so in the meantime, just remember the selection circle always starts at the bottom when you bring up the Item Suitcase.
The hint icon marker I decided to leave in, since you have to be near those hint objects in the stages to even have the icon appear. I've also done the best I could to compress several of the images that were unnecessarily large in filesize. If you have any issues, do let me know.
This mod is set up for use with HedgeModManager.
Download: drive.google.com/file/d/1DKcbaw8Qw1tgrXitT4AMcAfkb1Ke22ZN/view?usp=share_link - updated to v2.0, should support all languages. If you previously downloaded the older version, you will need to delete that one before using this one.
Generations animations: (not all of them) drive.google.com/file/d/1C8TTZweJk8OXrpEayLQw00P5C1dBlbEw/view?usp=share_link
Sonic Runners Music: youtube.com/watch?v=8qpAjTd5_tA
Just released "Lost World AWB Manager". Grab it here: http://forums.sonicretro.org/index.php?showtopic=33853&view=findpost&p=843329
Sorry for the lack of updates on this. College has been killing my time. :V
Vertex colors are intact, so there is a HUGE difference compared to the last video I uploaded for this. Progress is going a lot more smoothly, so I hope to have at least the first act out within the next month or so. There are still several issues to work out, which will take a bit more time. I'll try to do better about posting updates.
I'll also try to start posting images/unlisted videos of it via my twitter: twitter.com/SonicHyuga
Also, the audio quality sucks. Thanks to ShadowPlay!
Many lives were lost.
Never again.
This was actually quite enjoyable. I hope the Zelda DLC will be just as fun.
Christmas Eve '21 will be there.
Just doing my yearly thing where I orchestrate this song. This time, it's got a 'New Leaf' twist to it.
As always, download is here:
soundcloud.com/sonichyuga/christmas-eve-13


