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A C++ library and collection of tools that aims to make modding games in the Sonic the Hedgehog franchise easier.

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Specifically, this means HedgeLib++ should be able to do all of the following: - [ ] Read Lights (.light) - [x] Read Models (.model, .terrain-model) [5dba8b4f8dece1b3d03d681246b13eceaef29c8b] - [X] Read Materials...

We'll need code for: - [ ] Extracting Heroes archives - [ ] Creating new Heroes archives - [ ] Extracting Shadow archives - [ ] Creating new Shadow archives

Specifically, this means HedgeLib++ should be able to do all of the following: - [ ] Read Heroes/Shadow Archives (.one) - [ ] Read '06 Archives (.arc) - [X] Read...

We'll need code for: - [X] Extracting Hedgehog Engine archives [e21ef448b89e929fe679558969e64f15b3bfaa4f] - [ ] Reading Hedgehog Engine archive lists (.arl) - [X] Creating new Hedgehog Engine archives [19b25e42c6d19109b6e6d1e9ad38d0ecab1cb0e6] Decompressing the...

Obviously we need some code in-place to draw stuff to the screen lol. Just drawing a cube with a basic unlit shader, for example, is easy. The tricky part is...

I took a look at the .cpu.sp2 and .gpu.sp2 files and started work on cracking them a few weeks ago, but didn't get too far due to lack of time....

We'll need code for: - [ ] Extracting '06 archives - [ ] Creating new '06 archives

Used by Sonic Unleashed/Generations(?) on the PS3. The format's been cracked; [this QuickBMS Script](https://aluigi.altervista.org/bms/segs.bms) can decompress them. Not sure of the licensing of this code, but I feel like it...