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Stage Injector

A Mod for Sonic Heroes

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Creating Custom Stages should be Easy... So why not make it that?

1. Heroes Stage Injector



Creating Custom Stages should be Easy
So why not make it that?

Id: sonicheroes.utils.stageinjector

2. Prerequisites

This mod uses the Hooks Shared Library. Please download and extract that mod first.

This mod uses the Universal Redirector. Please download and extract that mod first.

3. About This Project

This mod provides a framework to allow for the loading of custom stages into Sonic Heroes without the need to write manual code by hand.

3.1. Motivation

In contrast to more modern games in the franchise like Sonic Unleashed or Sonic Generations where modifying stages can be done entirely by modifying files; Heroes and the rest of the Adventure-engine games store a lot of the stage metadata embedded in the executable.

This metadata includes features such as bobsled paths, splines (rails, loops) and spawn points. Users lacking programming knowledge would normally be unable to access or modify these features.

3.2. Solution

The solution to this problem is to make everything available through files, and this mod does exactly that.

4. How to Create a Stage

A sample mod (Radical Highway by Shadowth117) is available in the Releases section.

"ModDependencies": ["sonicheroes.utils.stageinjector"]
  • Add a folder named Stages.
  • For each stage you want to add, create a folder (folder can have any name).

4.1. Stage Folder Layout

The following describes the layout of each stage folder:

4.1.1. Files Folder
This folder is used for file redirection and maps to the executable directory of Sonic Heroes. For example to change the textures for Seaside Hill (s01.txd), you would place the file \dvdroot\textures\s01.txd inside the Files folder.

4.1.2. Stage.json
This file contains the spawn properties and level ID this stage is supposed to replace.

The level ID can be obtained from the following page SCHG: Sonic Heroes (under the EXE and RAM label).

If you are replacing a singleplayer stage, the StartPositions represent the spawn positions of each of the following teams in order Sonic, Dark, Rose, Chaotix, Foredit (unused team).

If you are a multiplayer stage, the first two StartPositions are used for P1 and P2 respectively and the BragPositions represent the positions the team introductions are performed before a race.

4.1.3. Splines.json
This file contains the information about each loop, rail and other kind of splines to be used by the stage.

At the moment, no tools exist for creating Splines.json (this should change real soon!). For Stage.json, it can be created by Heroes Power Plant.

5. Integrating into Level Editing Tools (for Programmers)

This is a quick barebones introduction/summary of how you can generate Splines.json and Stage.json to be used with this mod in your own programs.

5.1. Prerequisites

5.2. Generating Stage.json

  • Create a new instance of the Config class.
var config = new Config();
  • Fill all the fields.
config.StageId = StageId.SeasideHill;
config.StartPositions = new Position Start[] { ... };
  • Save as Stage.json
Config.ToPath(config, "Stage.json");

5.3. Generating Splines.Json

  • Create a new instance of the SplineFile class.
var splineFile = new SplineFile();
  • Create an array of Splines.
splineFile.Splines = new ManagedSpline[] { ... }
  • Save as Splines.json
SplineFile.ToPath(splineFile, "Splines.json");

5.4. Splines.json: Vertex Properties

Each of the spline vertices inside Splines.json have a distinct set of properties. Below are some of the key properties that can be auto-calculated without manual input.

It is recommended that these properties are autogenerated first, before letting the user manually customize them.

5.4.1. Vertex Properties: Distance to Next
Each vertex stores the distance to the next vertex in the spline. This distance can be automatically calculated using the GetDistance function of the SplineVertex struct.

Usage:

splineVertex.DistanceToNextVertex = splineVertex.GetPitch(nextSplineVertex);
This property must be used. Without this property the splines will not work!

5.4.2. Vertex Properties: Pitch
For each vertex of a spline, the pitch (vertical rotation/angle) can be automatically calculated using the GetPitch function of the SplineVertex struct.

Usage:

splineVertex.Pitch = splineVertex.GetPitch(nextSplineVertex);
5.4.3. Example
Auto-calculate distance and pitch for all vertices of the spline.

var vertices = managedSpline.Vertices;
for (int x = 0; x < vertices.Length - 1; x++)
{
    vertices[x].DistanceToNextVertex = vertices[x].GetDistance(vertices[x + 1]);
    vertices[x].Pitch = (ushort)vertices[x].GetPitch(vertices[x + 1]);
}

6. Other Features

This mod also fixes crashes in the following scenarios:

  • Loading the Test level.
  • Loading 2P mode in 1P levels.
  • Loading 1P in 2P levels.

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Credits

Key Authors
Sewer56lol
Main Programmer
Special Thanks
igorseabra4
Reverse Engineering & Level Editor

Submitter

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GNU LESSER GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. This version of the GNU Lesser General Public License incorporates the terms and conditions of version 3 of the GNU General Public License, supplemented by the additional permissions listed below. 0. Additional Definitions. As used herein, "this License" refers to version 3 of the GNU Lesser General Public License, and the "GNU GPL" refers to version 3 of the GNU General Public License. "The Library" refers to a covered work governed by this License, other than an Application or a Combined Work as defined below. An "Application" is any work that makes use of an interface provided by the Library, but which is not otherwise based on the Library. Defining a subclass of a class defined by the Library is deemed a mode of using an interface provided by the Library. 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