Sonic Hacking Forums - Download Free Apps. Tool Name: Sonic Hacking Studio Build: 1. OS: Any OS with Java Author: theocas Description It is a small IDE that lets you do ASM Hacking in almost. Sonic Community Hacking Guide . Hacks / Sonic 1. sonic in paynt was a joke hack created by a joke account on the Sonic Cul.
- Forums > Bits & Bytes > Networking & Security > Hacking into a SonicWall Discussion in '. We've got a bigger sonic wall at work and all I can say is that the CLI is not bash or any other common shell.
- Despite the delays and complications the Sonic Hacking Contest got 2016’s back for another round of ROM hacks and more! For the time being. Watch this space or check with the forums when the website goes live.
Sonic Hacking Contest 2016. the lack of media based advertising outside of the forums and Sonic Retro's Main Page had also brutally decimated the possibility of the Homebrew entries getting much of any love, Sonic Warped. Tool Name: Sonic Hacking Studio Build: 1.0 (182) OS: Any OS with Java Author: theocas Description It is a small IDE that lets you do ASM Hacking in almost. Sonic Community Hacking Guide. Hacks / Sonic 1. sonic in paynt was a. Sonic hacks are altered versions of Sonic the Hedgehog games that have been edited through the process of ROM Hacking. From the emergence of Cyan Helkaraxe's Sonic 1 Beta Hoax in 1999, the production of hacks has. Sonic and Sega Retro Message Board: Sonic and Sega Retro Message Board. Jump to content. Hey there, Guest! (Log In · Register) Help. HOME. INFO. FORUMS. GITHUB. IRC CHAT. RETRO. non-Sonic ROM hacking, game research, et al. Sonic Stuff Research Group. 193 likes. The official Facebook page of the Sonic Stuff Research Group (SSRG). Sonic Crackers Hacking Guide : Sonicology . Hacks / Sonic 1. South Island Adventure v0.3: by Hivebrain. sonic in paynt was a joke hack created by a joke account on the Sonic CulT forums. Sonic Hack Showcase 5 - CrazySonic MegaGWolf. http:// Johnny vs. Sonic Hacking Contest 2015 (Day 1) - Duration.
Home Info Forums GitHub IRC Chat. Main. Main Page; Recent changes; Random page. Sonic Hacking Utilities From Sonic Retro. ROM hacking suite by Magus.
T forums. Sonic and Sega Retro Message Board: Sonic Generations Hacking (and More!) - Sonic and Sega Retro Message Board. Welcome to the Extronus Forums! Here you can discuss your battle plans, or if you don't have a faction, check out the recruiting section. You can also appeal your ban.
Results Show Today - 7pm GMT / 3pm EDT Posted by Spanner at 1. Find out the results of the Hacking Contest at the above time on Mega. GWolf's Stream. Sonic hacking tools?
General. Welcome Wagon! General Stuff. Forums. Noob. Free (NF). I need to know how to hack sonic heroes. Sonic hacks are altered versions of Sonic the Hedgehog games that have been edited through the process of ROM Hacking.
From the emergence of Cyan Helkaraxe. Sonic Stuff Research Group. Home Forums & gt. In addition to the forums.
Forum dedicated to the modification of Sonic the Hedgehog games. Sonic Generations Hacking (and More!) clearlistener()mdl. Scale = 1. 0if (heap. Size < 2. 0. 0.
Size = 2. 0. 0. 0. MB instead of just 7. MB. Prevents "Runtime Error: Out of scripter memory"struct weight_data(boneids,weights)struct Vertex. Declaration. Entry(Data. Offset, Data. Type, Entry. Type, Sub. Id)struct Bone.
DData (Bone. ID, Bone. Name. Offset, Bone.
Name, Bone. Parent. ID)fn exist. File fname = (getfiles fname). Print. Offset Var =(local Var = Varprint ("This is the offset 0x" + (bit. As. Hex Var) as string)Var)y = 1. Print. Offset yx = 2.
This is the number 0x" + (bit. As. Hex x) as string)fn float. Swap. 2 f = (I = bit. As. Int fh = bit. Iwhile h. count < 8 do h = "0" + hs = (substring h 7 2) + (substring h 5 2) + (substring h 3 2) + (substring h 1 2)bit. As. Float (bit. hexasint s)) fn Read. BEword fstream = (return (bit.
Bytes (readshort fstream #unsigned) 1 2))fn Read. BEHalf. Float Fstream = (local BH = read.
Byte Fstream #unsignedlocal BL = read. Byte Fstream #unsignedlocal N = BH*2. BLlocal S = floor((mod N 6. Ef = floor((mod N 3.
M = mod N 1. 0. 2. Ef==0)AND(M==0) then return ( (- 1.
S * 0. 0 )if (Ef==0)AND(M!=0) then return ( (- 1. S * 2. 0^- 1. 4 * (M / 2. Ef> 0)AND(Ef< 3. S * 2. 0^(Ef- 1. 5) * (1 + M/2. Ef==3. 1)AND(M==0) then return ( (- 1. S * 1/0. 0 )if (Ef==3. AND(M!=0) then return 0 - - hack- - should be #inf )- - end fn Read.
BEHalf. Floatfn Read. BElong fstream = (long = readlong fstreamlong = bit. Bytes long 1 4long = bit. Bytes long 2 3return long)fn Import. Texture. Generations mm index texfilename filepath = (matdata = fopen (filepath + texfilename + ".
Read. BElong matdata fseek matdata 0x. Print. Offset (ftell matdata)Data.
Begin = Read. BElong matdata fseek matdata (Data. Begin + 0x. 1. 8) #seek_set- - Print. Offset (ftell matdata)Data. Begin. 2 = Read. BElong matdata fseek matdata (Data.
Begin. 2 + 0x. 1. Print. Offset (ftell matdata)Tex. Begin = Read. BElong matdata fseek matdata (Tex. Begin + 0x. 1. 8) #seek_set- - Print.
Offset (ftell matdata)- - mat = standard. Material()mat = mm.
List[index]mat. name = texfilenamemat. Material has " + (texcount as string) + " maps!")for I = 1 to texcount do (ddsfile = readstring matdata ddsdata = readstring matdata- - print("Map " + (I as string) + " is " + ddsdata + " map: " + (ddsfile) + ". Cex = mod pos 4if(ex != 0) then (pos = pos + (4 - ex))fseek matdata pos #seek_set- - print ddsdatatm = Bitmaptexture filename: (filepath + ddsfile + ". Map = tm"displacement": (mat. Map = tmmat. bump. Map. Amount = 4. 0)"normal": (mat. Map = tmmat. bump.
Map. Amount = 4. 0)"specular": mat. Map = tm"gloss": mat. Map = tm"reflection": mat.
Map = tmdefault: ( )))fclose matdata- - msh. Import. Texture mm index texfilename filepath = (if(not exist.
File(filepath + texfilename + ". Import. Texture. Generations mm index texfilename filepath return true)texdesc = fopen (filepath + texfilename + ". Read. BElong texdesctextfiles = #()fseek texdesc (0x.
I = 1 to texcount do (textfiles[I] = readstring texdesc- - print (textfiles[I]))fclose texdescmat = mm. List[index]mat. name = texfilenamemat. I = 1 to texcount do (mapdata = fopen (filepath + textfiles[I] + ".
Bitmaptexture filename: (filepath + ddsfile + ". Map = tm"displacement": (mat. Map = tmmat. bump. Map. Amount = 4. 0)"normal": (mat.
Map = tmmat. bump. Map. Amount = 4. 0)"specular": mat. Map = tm"gloss": mat.
Map = tm"reflection": mat. Map = tmdefault: ( )))- - msh.
Import. Texture. Generations. Mesh msh texfilename filepath = (matdata = fopen (filepath + texfilename + ". Read. BElong matdata fseek matdata 0x. Print. Offset (ftell matdata)Data. Begin = Read. BElong matdata fseek matdata (Data.
Begin + 0x. 1. 8) #seek_set- - Print. Offset (ftell matdata)Data. Begin. 2 = Read. BElong matdata fseek matdata (Data. Begin. 2 + 0x. 1. Print. Offset (ftell matdata)Tex. Begin = Read. BElong matdata fseek matdata (Tex. Begin + 0x. 1. 8) #seek_set- - Print.
Offset (ftell matdata)mat = standard. Material()mat. showinviewport = truemat.
Material has " + (texcount as string) + " maps!")for I = 1 to texcount do (ddsfile = readstring matdata ddsdata = readstring matdata- - print("Map " + (I as string) + " is " + ddsdata + " map: " + (ddsfile) + ". Cex = mod pos 4if(ex != 0) then (pos = pos + (4 - ex))fseek matdata pos #seek_set- - print ddsdatatm = Bitmaptexture filename: (filepath + ddsfile + ".
Map = tm"displacement": (mat. Map = tmmat. bump. Map. Amount = 4. 0)"normal": (mat.
Map = tmmat. bump. Map. Amount = 4. 0)"specular": mat.
Map = tm"gloss": mat. Map = tm"reflection": mat. Map = tmdefault: ( )))fclose matdatamsh.
Import. Texture. Mesh msh texfilename filepath = (if(not exist. File(filepath + texfilename + ". Import. Texture. Generations. Mesh msh texfilename filepath return true)texdesc = fopen (filepath + texfilename + ". Read. BElong texdesctextfiles = #()fseek texdesc (0x.
I = 1 to texcount do (textfiles[I] = readstring texdesc- - print (textfiles[I]))fclose texdescmat = Standard. Material()mat. showinviewport = truemat. I = 1 to texcount do (mapdata = fopen (filepath + textfiles[I] + ". Bitmaptexture filename: (filepath + ddsfile + ".
Map = tm"displacement": (mat. Map = tmmat. bump. Map. Amount = 4. 0)"normal": (mat. Map = tmmat. bump. Map. Amount = 4. 0)"specular": mat. Map = tm"gloss": mat.
Map = tm"reflection": mat. Map = tmdefault: ( )))msh. Read. BEfloat fstream = (return float.
Swap. 2(readfloat fstream))fname = Get. Open. File. Name caption: "Open Sonic Model File" types: "Sonic Model File(*. File. Exist fname)==true) then (f = fopen fname "rb" - - open file in read only formatfilepath = Get. Filename. Path fnamefseek f 0x. Mesh. Type = Read.
BElong f. Cinematic. Mesh = 0. Morph. Target.
Table = 0. Bone. Count = 0. Bone. Table. Offset = 0. Bone. Table. Offset. Bone. Table. Offset. Model. Type = 0. Extra_Mesh_Area = #()Vertex. Data. Begin = 0x.
Mesh. Type == 2) Then (print "Mesh. Type 2"fseek f 0x. Bone. Count = Read. BElong f. Bone. Table.
Offset = Read. BElong f + 0x. Bone. Table. Offset.
Read. BElong f + 0x. Bone. Table. Offset.
Read. BElong f + 0x. Vertex. Data. Begin = 0x. Mesh. Type == 4) Then (print "Mesh. Type 4"fseek f 0x. Bone. Count = Read.
BElong f. Bone. Table. Offset = Read. BElong f + 0x. Bone. Table. Offset.
Read. BElong f + 0x. Bone. Table. Offset. Read. BElong f + 0x.
Vertex. Data. Begin = 0x. Mesh. Type == 5) Then (print "Mesh. Type 5"fseek f 0x.
Cinematic. Mesh = Read. BElong f. Morph. Target. Table = Read. BElong f + 0x. Bone. Count = Read. BElong f. Bone. Table.
Offset = Read. BElong f + 0x. Bone. Table. Offset. Read. BElong f + 0x. Bone. Table. Offset. Read. BElong f + 0x. Model. Type = Read.
BElong f. Vertex. Data. Begin = 0x. Mesh. Type == 2. 0. Then (print "Mesh.
Type 2. 0. 0. 5"fseek f 0x. Bone. Count = Read. BElong f. Bone. Table.
Offset = Read. BElong f + 0x. Bone. Table. Offset. Read. BElong f + 0x. Bone. Table. Offset. Read. BElong f + 0x.
Model. Type = Read. BElong f. Vertex. Data. Begin = 0x. Unknown format!"fclose f)Mesh.
Data. Offset = 0if(Model. Type > 0x. 3. 4) then (Mesh. Data. Offset = (Model.
Type - 0x. 3. 4)Mesh. Data. Offset = Mesh. Data. Offset - (mod Mesh. Data. Offset 4))Extra.
Mesh. Area. Count = Mesh. Data. Offset / 4for I = 1 to Extra.
Mesh. Area. Count Do (append Extra_Mesh_Area (Read. BELong f + 0x. 1. Before. Extra = ftell f. Extra. Mesh. Count = 0. Extra_Meshes = #()for I = 1 to Extra. Mesh. Area. Count Do (fseek f Extra_Mesh_Area[I] #seek_set. This. Area. Extra = (Read.
BELong f)Extra. Mesh. Count = Extra. Mesh. Count + This. Area. Extra. This. Area. Head = Read. BELong f + 0x. To This. Area. Extra Do (append Extra_Meshes (This. Area. Head + (j- 1) * 4) ))fseek f Before.
Extra #seek_set. Mesh. Count = Read. BElong f. Unk. Count. 2 = Read.
BElong f. Add. Mesh. Count = Read. BElong f. Add. Mesh. Begin =Read.
BElong f + 0x. 1. Extra. Mesh. Count = Extra. Mesh. Count + Add.
Mesh. Countfor I = 1 to Add. Mesh. Count Do (append Extra_Meshes (Add.
Mesh. Begin + (I- 1) * 4) )Alpha. Mesh. Count = Read. BElong f. Alpha. Mesh. Begin = Read. BElong f + 0x. Extra. Mesh. Count = Extra.
Mesh. Count + Alpha. Mesh. Countfor I = 1 to Alpha. Mesh. Count Do (append Extra_Meshes (Alpha. Mesh. Begin + (I- 1) * 4) )fseek f Bone. Table. Offset#seek_setstruct Bone. Offset (Bone. TOffset)Bone_Offset_array = #()for I = 1 to Bone. Count Do (Bone. TOffset = Read.
BElong f + 0x. 1. Bone_Offset_array (Bone. Offset Bone. TOffset: Bone. TOffset))print Bone_Offset_array. Bone_Data_array = #()Bone. ID = - 1for k in Bone_Offset_array Do (fseek f k. Bone. TOffset#seek_set.
Bone. ID += 1. Bone. Parent. ID = Read. BElong f. Bone. Name.
Offset = Read. BElong f. Bone. Name = readstring fappend Bone_Data_array ( Bone. DData Bone. ID: Bone. ID Bone. Name. Offset: Bone. Name. Offset Bone. Name: Bone. Name Bone.
Parent. ID: Bone. Parent. ID ))print Bone_Data_arrayfseek f Bone. Table. Offset. 2 #seek_set- - if Cinematic.
Mesh == 1 Do (- - fseek f 0x. BNArr = #()enable.
Scene. Redraw()- - disable. Scene. Redraw()Bone_root_array = #()for I = 1 to Bone. Count Do (m. 1. 1 = Read.
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