Open AGESdotJPEG opened 1 year ago
I've also been trying to fix this game since years but just a few weeks ago found some way to do so, but more in a visual way, like model scaling issues or missing textures and the geometry cutting off when too close to the camera. https://media.discordapp.net/attachments/912117667693994044/1173355484909162546/Screen_Recording_20231110_011601_VMOS_Pro_1.mp4?ex=656ce1f3&is=655a6cf3&hm=a6133fa5d76f4b66f3dfe12268dd34a3b7f74fddc3c64363b191a8eff49de8af&
Could you tell me how you did it, and what exactly? Is it a vmos configuration or did you edit the obb xml? In this version that I published there is no need to use vmos, in addition to having several variants of the apks
Could you tell me how you did it, and what exactly? Is it a vmos configuration or did you edit the obb xml? In this version that I published there is no need to use vmos, in addition to having several variants of the apks
The video is form a custom version I made before I found yours, it was a weird mix of an old apk(114531178) and a newer .obb. The name indicators were somehow initially blanked out(probably a thing from VMOS) but I fixed them by rearranging some values from the RaceParams xml which somehow re-enabled an unused particles vfx when they use and all-star move which was present on console/PC versions. On the retail versions there are visual issues where Tails's planes vfx were way too big on the low detail mode and his CPU model on the high detail version, also Ulala's heart projectiles were abnormally scaled up, I was able to fix both of them by copying the player model data from Tails into his CPU version and resizing Ulala's hearts by changing their scale values on the WeaponsManager xml from 3 to 0.4 on land/water and 0.6 on air and by editing the Cameras xml I was able to fix the draw distance of close stuff like the boost effects from the hot rod item and Joe Musashi's symbols from his all-star move but as a side affect the general view seems to have less depth. If you happen to have a discord to talk more I'm AGES.mp4
Could you tell me how you did it, and what exactly? Is it a vmos configuration or did you edit the obb xml? In this version that I published there is no need to use vmos, in addition to having several variants of the apks
The video is form a custom version I made before I found yours, it was a weird mix of an old apk(114531178) and a newer .obb. The name indicators were somehow initially blanked out(probably a thing from VMOS) but I fixed them by rearranging some values from the RaceParams xml which somehow re-enabled an unused particles vfx when they use and all-star move which was present on console/PC versions. On the retail versions there are visual issues where Tails's planes vfx were way too big on the low detail mode and his CPU model on the high detail version, also Ulala's heart projectiles were abnormally scaled up, I was able to fix both of them by copying the player model data from Tails into his CPU version and resizing Ulala's hearts by changing their scale values on the WeaponsManager xml from 3 to 0.4 on land/water and 0.6 on air and by editing the Cameras xml I was able to fix the draw distance of close stuff like the boost effects from the hot rod item and Joe Musashi's symbols from his all-star move but as a side affect the general view seems to have less depth. If you happen to have a discord to talk more I'm AGES.mp4
Thanks, I'll make the edits and leave credits to you
Could you tell me how you did it, and what exactly? Is it a vmos configuration or did you edit the obb xml? In this version that I published there is no need to use vmos, in addition to having several variants of the apks
The video is form a custom version I made before I found yours, it was a weird mix of an old apk(114531178) and a newer .obb. The name indicators were somehow initially blanked out(probably a thing from VMOS) but I fixed them by rearranging some values from the RaceParams xml which somehow re-enabled an unused particles vfx when they use and all-star move which was present on console/PC versions. On the retail versions there are visual issues where Tails's planes vfx were way too big on the low detail mode and his CPU model on the high detail version, also Ulala's heart projectiles were abnormally scaled up, I was able to fix both of them by copying the player model data from Tails into his CPU version and resizing Ulala's hearts by changing their scale values on the WeaponsManager xml from 3 to 0.4 on land/water and 0.6 on air and by editing the Cameras xml I was able to fix the draw distance of close stuff like the boost effects from the hot rod item and Joe Musashi's symbols from his all-star move but as a side affect the general view seems to have less depth. If you happen to have a discord to talk more I'm AGES.mp4
One of the ulala values were already set for me, would you mind passing each value so I can edit, the camera values? And how did you edit the size of the tails? which file?
One of the ulala values were already set for me, would you mind passing each value so I can edit, the camera values? And how did you edit the size of the tails? which file?
These are the scale values for Ulala's projectiles
As for the camera values I had to write plenty for the global values and apply character specific values so I'll just give you my Cameras.xml I have. For Tails' visuals I replaced the contents from hd/data/LocalCharacters[Player models]/tails into the Characters[CPUmodels]/tails folder There's also animation issues with Amy and Eggman during transformations but I just fixed that by doing the opposite to Tails(now replacing their players models with the CPU ones) The only one left with scaling issues is AGES during his all-star move VFX but there's no way to fix that by using the xmls so that's rather a modeling error. Also what always made the android version different from the iOS version was the lack of bloom and warp effects which are still referenced in the game's files but haven't found a way to enable them. Also in pre-release footage from the iOS version, AGES, Ryo, Ralph, Metal Sonic, Knuckles and Shadow were able to show up as CPUs during normal races but in the final game they can't and can only be seen as rivals through multiplayer, would there be any way to implement them back to the CPU picker rng? And since the purchase only characters can no longer be obtained because of the game's servers shutting down, is there anything planned to have them unlockable?
One of the ulala values were already set for me, would you mind passing each value so I can edit, the camera values? And how did you edit the size of the tails? which file?
These are the scale values for Ulala's projectiles
As for the camera values I had to write plenty for the global values and apply character specific values so I'll just give you my Cameras.xml I have. For Tails' visuals I replaced the contents from hd/data/LocalCharacters[Player models]/tails into the Characters[CPUmodels]/tails folder There's also animation issues with Amy and Eggman during transformations but I just fixed that by doing the opposite to Tails(now replacing their players models with the CPU ones) The only one left with scaling issues is AGES during his all-star move VFX but there's no way to fix that by using the xmls so that's rather a modeling error. Also what always made the android version different from the iOS version was the lack of bloom and warp effects which are still referenced in the game's files but haven't found a way to enable them. Also in pre-release footage from the iOS version, AGES, Ryo, Ralph, Metal Sonic, Knuckles and Shadow were able to show up as CPUs during normal races but in the final game they can't and can only be seen as rivals through multiplayer, would there be any way to implement them back to the CPU picker rng? And since the purchase only characters can no longer be obtained because of the game's servers shutting down, is there anything planned to have them unlockable?
By the way, could you see if any changes are needed in my version of obb? I saw that some values have a small difference, if possible, tell me what is necessary or share the xml of my version if you edit it When it comes to the store, it's difficult to get around this because it's linked to the game files, which have their own format, but I will keep trying The effects may be related to the .so file in the lib folder, I noticed that there are names of characters that are not available, the effects may also be configured in the apk's smali, it's just speculation
One of the ulala values were already set for me, would you mind passing each value so I can edit, the camera values? And how did you edit the size of the tails? which file?
These are the scale values for Ulala's projectiles
As for the camera values I had to write plenty for the global values and apply character specific values so I'll just give you my Cameras.xml I have. For Tails' visuals I replaced the contents from hd/data/LocalCharacters[Player models]/tails into the Characters[CPUmodels]/tails folder There's also animation issues with Amy and Eggman during transformations but I just fixed that by doing the opposite to Tails(now replacing their players models with the CPU ones) The only one left with scaling issues is AGES during his all-star move VFX but there's no way to fix that by using the xmls so that's rather a modeling error. Also what always made the android version different from the iOS version was the lack of bloom and warp effects which are still referenced in the game's files but haven't found a way to enable them. Also in pre-release footage from the iOS version, AGES, Ryo, Ralph, Metal Sonic, Knuckles and Shadow were able to show up as CPUs during normal races but in the final game they can't and can only be seen as rivals through multiplayer, would there be any way to implement them back to the CPU picker rng? And since the purchase only characters can no longer be obtained because of the game's servers shutting down, is there anything planned to have them unlockable?
and what files would these be referring to the effects? If you can access the iOS version, you could analyze the files, xml, to see what is missing i think
One of the ulala values were already set for me, would you mind passing each value so I can edit, the camera values? And how did you edit the size of the tails? which file?
These are the scale values for Ulala's projectiles
As for the camera values I had to write plenty for the global values and apply character specific values so I'll just give you my Cameras.xml I have. For Tails' visuals I replaced the contents from hd/data/LocalCharacters[Player models]/tails into the Characters[CPUmodels]/tails folder There's also animation issues with Amy and Eggman during transformations but I just fixed that by doing the opposite to Tails(now replacing their players models with the CPU ones) The only one left with scaling issues is AGES during his all-star move VFX but there's no way to fix that by using the xmls so that's rather a modeling error. Also what always made the android version different from the iOS version was the lack of bloom and warp effects which are still referenced in the game's files but haven't found a way to enable them. Also in pre-release footage from the iOS version, AGES, Ryo, Ralph, Metal Sonic, Knuckles and Shadow were able to show up as CPUs during normal races but in the final game they can't and can only be seen as rivals through multiplayer, would there be any way to implement them back to the CPU picker rng? And since the purchase only characters can no longer be obtained because of the game's servers shutting down, is there anything planned to have them unlockable?
I just analyzed the structure of the data folder of the iOS version, is similar to the PC version, when I can, I will extract the files on my computer and analyze them better
well...........encrypted:( gamedata.zip
well...........encrypted:( gamedata.zip
Oof
downloading the pc version.......still hoping :)
When I was talking about the iOS version, I still have it on an old ipad mini 1 and even tho it's a bit choppier on fps, it has visual effects that aren't in the android version despite it using the low graphics The iOS version has a glowing effect on certain lights(like Ulala's car, the ring race rings, the drifting paths from the drift challenges) and the android version doesn't and since that effect also applies to lasers like the ones in race of AGES and Eggman's VFX during his all-star move they are just transparent
but are these effects already in the android version files?
That's what I'm still trying to find out, but if the amount of files on both versions are the same then that means the missing effect should still be in the android version somewhere
in fact the android version has more files, and they are heavier, what weighs the ios version are the audio files present in the .pck files, even though they contain less audio than the android version, this is due to the type of audio used and configured in the wwise program
What I really noticed in the audio is there are more variants of the blowfish sounds in the android version, they added an echo filter for some tracks that have closed sections and those with regular transformation sounds erroneously use the boost sound whenever they cross a transform gate and both versions have a leftover from the 3ds version where the plane sounds are way too loud and there aren't any announcer lines referencing Ryo, which means whenever a rival Ryo uses an all star, the announcer just won't say anything and his music will just play and during multiplayer battle races the announcer also won't say anything when you hit him.
encrypted:( gamedata.zip
These are the pc files, right? The ones in .dat format are the same extensions as the android ones!! :]
I compared the world tour .dat from the pc and android version and even tho the android one has a different tour, the file seems to still have the same writing type!!
the iOS version must follow the same structure. Did you get something "new"?
I swapped the AIProfiles, AllStarMechanic_Tuning, WeaponFX, and GP_1 dat files with the PC version of those and the game still behaves the exact same
I also tried out the music mod you made and sounds cool but the custom music sounds a bit lower compared to the original music, and you think it could be possible to fix the announcer swarm oversight? On ALL versions of the game the double swarm and triple swarm get announcer quotes are erroneously swapped and so when you hit two opponents, the announcer says "triple swarm get!" and when you finally hit 3 opponents, the announcer goes back to 2
Also is there any way to force the game to run at 30fps like the iOS version did? Some visual effects appear only when having the framerate at 30(on my end done by using Game Plug-ins). The drone explosion, the mayority of the all-star transformation effects, part of Amigo's transformation effects and by some reason the stunt mechanics only work properly when the fps is at 30. When the framerate is 60, the stunts will mostly fail
I also tried out the music mod you made and sounds cool but the custom music sounds a bit lower compared to the original music, and you think it could be possible to fix the announcer swarm oversight? On ALL versions of the game the double swarm and triple swarm get announcer quotes are erroneously swapped and so when you hit two opponents, the announcer says "triple swarm get!" and when you finally hit 3 opponents, the announcer goes back to 2
probably the songs must not have been the same due to wwise's default setting at "vorbis quality high" or they were already low when I downloaded them, plus I don't know how to leave the game at 30fps. By chance you will continue to make changes in the files? You can try to change the audios yourself using fusiontools and wwise 2013, but be warned, there are many and only with numbers, but see the github folder
As for changes I'll probably just make the CPU name tags a bit smaller because they clutter the screen a bit, I already did that on the other version I have but it somehow made the character name text be absent
When I was trying to fix the name tags having no icons on my version, I accidentally enabled an unused effect that appears when CPUs use an all-star. It was present on the console versions but not on the android port. I still haven't figured out how to move it to its rightful position
If you feel comfortable, if you can make the correct changes, could you send me the values or files so I can add them to the mods folder? By the way, have you already checked the files I sent from iOS?
I did check they ios files and those are a complete oof. Btw is there any way to download the obb files other than drive? Rn my internet is slow and the download keeps timing out. I wanna test the game on a mali phone and the fixed controls do show up but there's no 3d graphics
I did check they ios files and those are a complete oof. Btw is there any way to download the obb files other than drive? Rn my internet is slow and the download keeps timing out. I wanna test the game on a mali phone and the fixed controls do show up but there's no 3d graphics
download the files through the browser, gdrive is a great site for faster downloads, in fact I'm still looking for a way to edit the voice audios
Btw this are the values I set for the icon tags in the HUD setup xml
It's still a bit experimental because this makes the text that's next to the icon disappear and the sparkles effect if a bit off
my hud setup from my obb:
It's still a bit experimental because this makes the text that's next to the icon disappear and the sparkles effect if a bit off
What I really miss is the mark that the drift makes on the track
Sorry for being inactive, irl stuff happening but now I fixed the HUD markers with new values
Turns out the sparkles were in the right position all along but due to layering stuff, it gets rendered behind the icon
These are the new values for the HUDSetup xml, the old values were for VMOS but as your build can be run natively, VMOS isn't needed anymore. The icons are smaller so the screen won't be cluttered and I moved the all star effects to a spot where it would be visible
So now the names' text shows properly and they don't take that much space on the screen :]
Cool :) Did you get something "new" after this?
I found out your version of the game is unique from any other I've seen.
In the low graphics mode, models DO have their skeletons included, which wasn't present on retail android versions and even the iOS version of the game on low graphics
How did you manage to leave just the skeleton? By the way, do you think it is possible to edit the textures? the most I could do was extract the files, plus the textures seem to be encrypted
How did you manage to leave just the skeleton? By the way, do you think it is possible to edit the textures? the most I could do was extract the files, plus the textures seem to be encrypted
I just took a screenshot after passing through a barrier and I also tried to do stuff with textures and models before but they're definitely encrypted 💀
Have you tried getting the files from other versions? Like the PSVita or 3DS ones? Also even though Ryo has the heaviest assets out of any character he's missing a lot of animations
The PC version is not encrypted, but what's the point of not being able to edit or compile the file after extracting it :(
There are two alternatives, use hxd editor (hex editor) and a program that extracts spc files (as you may have already used), I remember there was the source code where it showed how the .spc file is handled
Btw, since you're working on the audio files, think you could lower the volume of the plane flying sounds? They're far too loud compared to the other versions of the game, except the 3DS one(the sounds were most likely ported from there and that version seems to be held with duct tape), the flyng sections of adder's lair and race of ages are so painful to hear
This may take a while, there are countless audios, I'll look for them on soundbanks and streamsmulti
I saw you uploaded a 360dp version thing of the game's apk, I installed it but I didn't see a difference? What was it meant to fix?
It was an attempt to limit the dp for larger cell phones that have problems due to having a higher dp (greater than 400) it seems like it didn't work + It's difficult to know which is the correct audio to change, there are countless similar sounds, could you make the sound available so I can better identify ?
晳x.zip check
[13] Sounds like either the ice sound effect(while still on the air) or the pursuit tank [15] Could be the air drones I'm not sure about [37] but since the flying sounds are louder than anything else that's probably how you could find them
I've also been trying to fix this game since years but just a few weeks ago found some way to do so, but more in a visual way, like model scaling issues or missing textures and the geometry cutting off when too close to the camera. https://media.discordapp.net/attachments/912117667693994044/1173355484909162546/Screen_Recording_20231110_011601_VMOS_Pro_1.mp4?ex=656ce1f3&is=655a6cf3&hm=a6133fa5d76f4b66f3dfe12268dd34a3b7f74fddc3c64363b191a8eff49de8af&