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Added AMOLED theme and update overall site structure
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PTKay committed Feb 3, 2022
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1 change: 0 additions & 1 deletion docs/guides/blueblur/lighting/example.md

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1 change: 0 additions & 1 deletion docs/guides/blueblur/misc/example.md

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---
description: XNCP Animation guide for Sonic Generations, using 010 Editor
---
!!! info
This guide uses the following tools:

- 010 Editor (with XNCP Template)

These tools and more can be found in the [XNCP tools page](/tools/hedgehog-engine/blueblur/files/xncp)

# XNCP Animations

XNCP animations for a specific scene are listed in **AnimationDictionary**, which behaves the same way as the CastDictionary:

![](./assets/xncp_anims/image2.png)
![](./assets/anims/image2.png)

In **AnimationFrameDataList**, it’s possible to control the amount of keyframes that a specific animation has:

![](./assets/xncp_anims/image1.png)
![](./assets/anims/image1.png)

To control the speed of these animations, we have a single field in the scene that controls the frame rate:

![](./assets/xncp_anims/image4.png)
![](./assets/anims/image4.png)

**AnimationKeyFrameDataList** contains the information for all the keyframes in the animation, as well as the casts that belong in that animation.

![](./assets/xncp_anims/image10.png)
![](./assets/anims/image10.png)

In the screenshot above, we’re seeing the data referring to Animation 0 (**Intro_Anim** when following the dictionary). XNCPs usually follow this naming scheme for animations:

Expand All @@ -28,7 +35,7 @@ They can obviously store other animations, and those have their own names.

So, in Intro_Anim, we have several **CastAnimationData**. These control what happens to each cast in this animation. Let’s see what happens to Cast 0 (position, which usually is the parent of all casts in a scene and controls their position)...

![](./assets/xncp_anims/image3.png)
![](./assets/anims/image3.png)

Seems like we have flags! It’s a bitfield, and it controls what actually animates in this cast. Here’s the meaning of each bit:
```
Expand All @@ -46,11 +53,11 @@ Seems like we have flags! It’s a bitfield, and it controls what actually anima
So, with this info, we now know what animates in the position cast: It’s its X Position.
The **CastAnimationDataSubData1List** is what stores the actual animation data. The amount of entries in this list depends on the number of bits signaled in the **Flags** field. The first entry in the list is referring to the first bit signaled from right to left. So by that logic, the list only has one entry.

![](./assets/xncp_anims/image9.png)
![](./assets/anims/image9.png)

And there we go. This entry is what stores the actual **KeyFrames**. Let’s open one up to see how it is.

![](./assets/xncp_anims/image5.png)
![](./assets/anims/image5.png)

Scary right? I don’t understand much of what’s going on here, but here we go.

Expand All @@ -69,16 +76,16 @@ According to the flags of this specific cast, these keyframes are supposed to co
The **Offset** and **Offset2** fields are unknown. They seem to offset the value in the Data field, but I don’t know their actual meanings. I still don’t know how animations loop, and if that’s even defined in the XNCP. I’d assume it’s in some of these fields, but I’m not sure. Maybe the game just keeps playing the animation and the XNCP doesn’t control that?
Anyway let’s look at the second keyframe then:

![](./assets/xncp_anims/image8.png)
![](./assets/anims/image8.png)

As we suspected, the **Frame** field is now set to 10, meaning this is referring to the last frame in the animation. The value in **Data** has increased, so this means that **this cast slides from left to right** in this animation!

Looking at the remaining **CastAnimationData** entries, we can see that none of them animate, since their **Flags** field is set to 0. So we can conclude that **Intro_Anim** makes the **position** cast slide from **left to right**, and since “position” controls the entire scene, every single cast from this scene slides from left to right in this animation!

![](./assets/xncp_anims/image6.png)
![](./assets/anims/image6.png)

Hope I explained XNCP animations well enough. Have fun!

*PS: there’s also AnimationData2List but...*

![](./assets/xncp_anims/image7.png)
![](./assets/anims/image7.png)
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---
description: Sonic GLvl tutorial for Sonic Generations
---
# How to use Sonic GLvl with Sonic Generations
!!! info
This guide uses the following tools:

- Sonic GLvl

These tools and more can be found in the [Level Editing tools page](/tools/hedgehog-engine/blueblur/levels)

!!! note
These video guides are old and still use Sonic GLvl 0.5.7. It's recommended you use the latest 0.9 version instead.
These video guides are old and are for Sonic GLvl 0.5.7. It's recommended you use the latest 0.9 version instead.
Even if 0.9 is a more recent version, the general way of working with it remains the same, hence why these videos are still relevant.

# How to use Sonic GLvl with Sonic Generations

**Part 1 (Getting Levels and Camera Controls)**
<iframe width="560" height="315" src="https://www.youtube.com/embed/e6olKDqFkR8" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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8 changes: 6 additions & 2 deletions docs/guides/index.md
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# Guides
---
title: Guides
---

This page is still a work in progress...
# :fontawesome-solid-book: Guides

This section contains guides that should hopefully teach you how to mod certain aspects of a couple of Sonic games. On the left you can see the games divided by the engine they use. In each engine, you can see common guides for every game using it, as well as more specific guides regarding a particular game.
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---
description: Sonic GLvl tutorial for Sonic '06
---
!!! info
This guide uses the following tools:

# How to use Sonic GLvl with Sonic '06
- [Sonic GLvl](https://github.com/DarioSamo/libgens-sonicglvl){ target="_blank"}
- [Sonic '06 Stage Editing Archive](https://github.com/Knuxfan24/Sonic-06-Stage-Editing-Archive){ target="_blank" }

!!! note
Due to a lack of an actual, dedicated level editor for Sonic '06, we (at the time of writing) use a hacked together solution that allows us to use Sonic GLvl as a stand in. This guide will explain how to set up GLvl for this purpose, with the assumption that the user understands basic usage of the program itself.


# How to use Sonic GLvl with Sonic '06

## Setting Up
Download your preferred version of Sonic GLvl 0.9 and extract the repository to any location. Then, open the database folder and delete the `objects` folder. Next, download the [Sonic '06 Stage Editing Archive](https://github.com/Knuxfan24/Sonic-06-Stage-Editing-Archive) and extract the `SonicGLvl/database` folder to your SonicGLvl location, choosing to merge/replace existing files.
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3 changes: 1 addition & 2 deletions docs/index.md
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Expand Up @@ -4,7 +4,6 @@ hide:
- toc
---

#
<div>
<img width="96" style="vertical-align: middle" src="/assets/favicon.png">
<h1 style="padding: 0 0 0 0.3em; display: inline; vertical-align: middle; font-weight: bold;">HedgeDocs</h1>
Expand All @@ -18,4 +17,4 @@ hide:

<a class="md-button md-button--primary" href="guides/" style="text-align: center; width: 10em">
Guides :fontawesome-solid-book:
</a>
</a>
54 changes: 35 additions & 19 deletions docs/stylesheets/extra.css
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--md-primary-fg-color: #014ae7;
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.md-typeset p {
font-size: 16px;
}
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font-size: .7rem;
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color: inherit;
opacity: 1;
border-bottom: 1px solid #D2D2D2;
padding-bottom: 1em;
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border-bottom: 1px solid #D2D2D2;
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background-color: #b71c1c;
border-radius: 20px;
padding: .3em;
}
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9 changes: 9 additions & 0 deletions docs/tools/hedgehog-engine/blueblur/files/ar.md
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---
description: AR/ARL tools for Sonic Generations
---
# AR/ARL Tools

## CompressAR
Tool to compress and decompress AR files for Sonic Generations, using 'makecab' and 'expand'.

[Download :fontawesome-solid-download:](https://github.com/PTKickass/CompressAR/releases){ .md-button .md-button--primary target="_blank"}
9 changes: 9 additions & 0 deletions docs/tools/hedgehog-engine/blueblur/files/gte.md
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---
description: GTE/GTM tools for Sonic Generations
---
# GTE/GTM Tools

## GlitterStudio
Editor application to open, modify, and resave GTE/GTM particle files for Sonic Generations.

[Download :fontawesome-solid-download:](https://github.com/crash5band/Glitter/releases){ .md-button .md-button--primary target="_blank"}
10 changes: 10 additions & 0 deletions docs/tools/hedgehog-engine/blueblur/files/xncp.md
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---
description: XNCP tools for Sonic Generations
---
# XNCP Tools

## 010 Editor
Allows editing various file formats, in particular the XNCP format through the use of a template.

[Download :fontawesome-solid-download:](https://www.sweetscape.com/010editor/){ .md-button .md-button--primary target="_blank"}
[XNCP Template :fontawesome-solid-external-link-alt:](https://github.com/tge-was-taken/010-Editor-Templates/blob/master/templates/sonic_xncp_yncp.bt){ .md-button .md-button--primary target="_blank"}
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---
description: Lighting tools for Sonic Generations
description: Lighting tools for the Hedgehog Engine
---
# Lighting Tools

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8 changes: 6 additions & 2 deletions docs/tools/index.md
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# Tools
---
title: Tools
---

This page is still a work in progress...
# :fontawesome-solid-cog: Tools

This section contains tools that allow you to mod certain aspects of a couple of Sonic games. On the left you can see the games divided by the engine they use. In each engine, you can see common tools for every game using it, as well as more specific tools regarding a particular game.
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60 changes: 37 additions & 23 deletions mkdocs.yml
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Expand Up @@ -6,29 +6,35 @@ nav:
- Home: index.md
- Tools:
- tools/index.md
- Sonic Generations:
- Lighting/GI: tools/blueblur/lighting.md
- File Formats: tools/blueblur/files.md
- Audio: tools/blueblur/audio.md
- Level Editing: tools/blueblur/levels.md
- Sonic The Hedgehog (2006):
- File Formats: tools/marathon/files.md
- Hedgehog Engine:
- Common:
- Lighting/GI: tools/hedgehog-engine/common/lighting.md
- Sonic Generations:
- File Formats:
- XNCP: tools/hedgehog-engine/blueblur/files/xncp.md
- GTE/GTM: tools/hedgehog-engine/blueblur/files/gte.md
- AR/ARL: tools/hedgehog-engine/blueblur/files/ar.md
- Audio: tools/hedgehog-engine/blueblur/audio.md
- Level Editing: tools/hedgehog-engine/blueblur/levels.md
- Other Engines:
- Sonic The Hedgehog (2006):
- File Formats: tools/others/marathon/files.md
- Guides:
- guides/index.md
- Sonic Generations:
- Lighting/GI:
- Example Guide: guides/blueblur/lighting/example.md
- File Formats:
- XNCP Animations: guides/blueblur/files/xncp_anims.md
- Audio:
- Example Guide: guides/blueblur/audio/example.md
- Level Editing:
- Sonic GLvl: guides/blueblur/levels/glvl.md
- Misc:
- Example Guide: guides/blueblur/misc/example.md
- Sonic The Hedgehog (2006):
- Level Editing:
- Sonic GLvl: guides/marathon/levels/glvl.md
- Hedgehog Engine:
- Common:
- Lighting/GI:
- Example Guide: guides/hedgehog-engine/common/lighting/example.md
- Sonic Generations:
- File Formats:
- XNCP:
- Animations: guides/hedgehog-engine/blueblur/files/xncp/anims.md
- Level Editing:
- Sonic GLvl: guides/hedgehog-engine/blueblur/levels/glvl.md
- Other Engines:
- Sonic The Hedgehog (2006):
- Level Editing:
- Sonic GLvl: guides/others/marathon/levels/glvl.md
markdown_extensions:
- abbr
- admonition
Expand Down Expand Up @@ -60,6 +66,9 @@ plugins:
type: timeago
exclude:
- index.md
- tools/*
- guides/index.md
exclude_tags: false
theme:
logo: assets/icon.svg
favicon: assets/favicon.png
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scheme: slate
toggle:
icon: material/brightness-4
name: Switch to light mode
name: Switch to AMOLED mode
- media: "(prefers-color-scheme: light)"
scheme: default
primary: blue
toggle:
icon: material/brightness-7
name: Switch to dark mode
name: Switch to dark mode
- media: "(prefers-color-scheme: dark)"
scheme: amoled
toggle:
icon: material/brightness-2
name: Switch to light mode

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