Sonic Project Hero Windmill Isle Download

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Samantha Figueredo

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Aug 3, 2024, 11:16:06 AM8/3/24
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Sonic Project Hero is a fan-made 3D game from developer Hero that's based on the Unity Engine. A demo for it debuted in October 2019 and just last month other fans rebuilt an entire Sonic Unleashed level within it. It's all very Sonic Inception. Check out the video below.

YouTube user Beatz rebuilt the Windmill Isle map from Sonic Unleashed, complete with slow-rotating windmills, glittering oceans, and craggy isles. It's absolutely gorgeous, and a dream to watch play out, as the soothing music almost hypnotizes you as you watch Sonic spin and sprint.

The original game build, Sonic Project Hero, seeks to show off an understanding of momentum-based gameplay and platforming that the developers believe is missing in contemporary 3D Sonic games. There's no "boost" so it plays more like Sonic Adventure with lightning fast moments and "smooth mobility in every aspect with a Spin Dash, bounce, wall-jumps, Light Dash, and Homing Attack." The game has been well-reviewed by Sonic fans, and this level rebuild is a great addition to a great passion project. You can even play Sonic Project Hero as either Tails or Knuckles!

Sonic Project Hero's demo dropped for PC and Mac during the Sonic Amateur Games Expo with a single level - a massive, Sonic skatepark with loop-de-loops, rings, enemies, and more. Since then fans have enjoyed modding the Unity game, as you can see in the video above.

Alyssa Mercante is an editor and features writer at GamesRadar based out of Brooklyn, NY. Prior to entering the industry, she got her Masters's degree in Modern and Contemporary Literature at Newcastle University with a dissertation focusing on contemporary indie games. She spends most of her time playing competitive shooters and in-depth RPGs and was recently on a PAX Panel about the best bars in video games. In her spare time Alyssa rescues cats, practices her Italian, and plays soccer."}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Alyssa MercanteSocial Links NavigationAlyssa Mercante is an editor and features writer at GamesRadar based out of Brooklyn, NY. Prior to entering the industry, she got her Masters's degree in Modern and Contemporary Literature at Newcastle University with a dissertation focusing on contemporary indie games. She spends most of her time playing competitive shooters and in-depth RPGs and was recently on a PAX Panel about the best bars in video games. In her spare time Alyssa rescues cats, practices her Italian, and plays soccer.

It is hard in the real game, I mean Sonic Unleashed, you need to take some shortcuts, get as few impacts as possible, ignore all useless enemies, make chains and all, after all that you barely make it.

Sonic Unleashed is a tad harder to S-Rank compared to the likes of Sonic Colors and Sonic Generations (even then, Sonic Colors had some more demanding levels), but it was still fairly easy for the most part.

However, I think the Unleashed Mod is outright bullshit with handing out S-Ranks. I can blast through the likes of Windmill Isle, Savannah Citadel, and Rooftop Run whilst taking all the shortcuts that I know of (and trust me, I do know them) and still be so incredibly far off from getting the S-Rank it isn't even funny.

I really don't like the strict requirements in this mod, but at the end of the day it's no sweat off my back. It's a good challenge for speedrunners I suppose, but I'm not interested at all in that kind of game play style.

BUT by dicking around, i figured out that instead of having to download their music file pack that you copy-paste over the music before you wanna play and do the same with the original files afterward to revert it, you can actually BS a sound container and place the individual bits into it, then adjust pointers in the Stage.stg files in the individual stages.

i copied them somewhere else and renamed them both "RR" and dumped em back in the default Sound folder with the original tracks. then, in #euc200.ar. i changed the container pointer to "RR", since it's looking for Rooftop_Run_Generic anyway. saved it all and tried it out. now that i think about it, i should have named them "adabat" or "sea" or whatever the codename is for that level for the sake of clarity.

normal generations plays its original act 2 theme in rooftop run, and when playing unleashed project, adabat plays its own theme as well, without either conflicting and zero redirection issues. no hangs and no fuss. also means nobody really needs to name their mod music files the same thing as official containers, which means you can have all your music in one place without conflicts or hiccups or confusion.

actually, i suggest the next release or current release adapting this format, even future mods with soundboard edits. it'd clear this up form a functional standpoint, even if not everyone would have experienced issues like it in the first place. i did, and had been using the little song pack download as a fix, but i redid all of the stages in the mod like this. i was really surprised there wasn't some sort of archive error or something.the game likes to just sorta give up when things are wrong in some way. considering how simple this is, i'm gonna assume that i'm not the first person to do this, but i might be one of the few to bring it up as a wholesome alternative. the only downside really, is that i can't find any trace of what points to the SNG18_PAM, so anybody with experience making the custom PAM streams, hit me up with a pointer or something.

edit: since i've never been made a meber at retro, could somebody pass this along to dario or someone as a suggestion for if debugging craps out? even if only as a consideration? it'd eliminate the redirect issue by not actually having any sound redirection. a better way for prepacked audio, i think, outside of the PAM right now.

in theory, it should work for pretty much everything, not just renamed things, but things that have been packed custom, although i recommend using the same name entries and info, like when you add custom music into SNG22_ADD, since custom .csb seems annoying without a packer. keeping the cpk/csb matching namewise is also recommended, but i haven't checked if that actually means anything. you can name them whatever, though, just no spaces in the filename. i named one test "bacon" and another "not_bacon" originally. i suspect using a legit process and .csb packer could have any mod with a single file containing all the needed music without any need to touch anything, though it bars the freedom offered with the current redirection and does require more packing and more editing initially. plus, you really do lose some of the simplicity of "download, place in mods, GMI, save & play" by adding another step in there that involves moving things to the Sound folder.

but, that also means that for people, like me, who don't always enjoy the boost effect murdering our music, we might be able compile a copy of the SNG22_ADD and name it UNBOOST, filled with only the normal music in the 48k slots with the proper pointers (which would suck, given the length of the titles in there, but whatever). pretty sure that would work, and i'll give it a go later. you could likely have the unused tracks have a ssecond or two of silence as .aax as dummy files to fill out the rest for the sake of space. great for stages, though.

the only thing i have had a hiccup with is the PAM, so if someone knows where i can set the container, lemme know, even if it's a normal gens file i'll need to add to the mod to enable the new pointers, even if if i have to redo all of the individual parts. it's annoying me to hell and back, so it'd be great... unless the game searches all the cpks for the specific parts that just happen to be in that cpk, in which case i'd have to rename aaaaall of them and then change aaaall the smaller streams' names, in which case, hellz to the no, sir.

speaking of which, i totally forgot that the tutorial level used one of the extra songs still. i was startled to hear eggmanland music when i popped in a fresh file, due to me overwriting the unlockable WI music. changed it to the WI act 2 music though, so no biggie.

is it possible to place an invisible platform object inside the pillars in RR and have an invisible egg fighter (no shadow or anything) just sort of in there so that when the fliers hit it, they explode as intended? i figure that'd be a decent workaround, but they'd need to be 'drawn' before the fighters reach them anyway. it's be something to try if it hasn't already.

AND where exactly are the flags for the rails/rail speeders at the end of adabat so i can turn their shadows off? kinda distracting on the waterfalls. it's bad enough sonic casts a shadow a mile away, but it would be something a little more accurate, i guess. EDIT: nevermind, they're like that in the DLC.

it's fun, but a tad too strict, although some are a pain without real dedication. cool edge and savannah citadel are a breeze though. edit: and i just S'd rooftop run while super sick, so there's that, and i even made major mistakes like getting hit. AND THEN i did jungle joyride (3:54, woo, but i still couldn't get off that damn large rail before the end - did in a later run, though). it's starting to feel more like it's training you to be a pro sonic player. seriously, i discovered a lot of stuff doing these so far.

Hi people I'm new to all the modding on sonic generations, I've played the unleashed mod which is amazing, I wanted to get into doing mods for this game, but I don't know where to start, I wanted to import levels from sonic adventure 2 but reading a guide on sonic retro I just ended up confused and the 2 YouTube videos weren't helpful, is there someone here who can help me, also speaking of the unleashed project what's your favourite level from it? Mines empire city

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