radfordhound
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radfordhound.bsky.social
radfordhound
@radfordhound.bsky.social
He/Him. I'm a programmer, modder, weeb, dead YouTuber, and insane Sonic fan.
I hope so too, I want to listen to it again! I like parts of the Superstars OST as well, bridge island definitely being amongst the best tracks. This is an awesome remix! If memory serves, the version Jun played was closer to the original than this, except the lead was "Jun-styled" guitar
November 10, 2025 at 9:27 AM
They did! Jun played it on guitar with, as he described it, a bit of an "Adventure taste". There were less synths and such and it was a more natural sound. It sounded more like how I would have preferred the Superstars OST, to be honest. It was cool!
November 10, 2025 at 9:11 AM
The Cri utf/csb/acb/cpk/awb code is on the HedgeLib repo, and the mod loader code is on the HE1ML repo

All of it is in a very unfinished, as-is state. Building the HE1ML code mighe be a pain atm. It requires latest HedgeLib and libRad
October 28, 2025 at 9:12 AM
I committed the source code for everything I have so far before I left, so feel free to contribute yourself!
October 28, 2025 at 7:42 AM
Thanks man!! I've been thinking about it for so long now that it stopped feeling real. It's finally slowly hitting me, like, holy shit, this is actually happening. Never flown before so I'm nervous, but, really excited!
October 20, 2025 at 1:05 AM
Hey! According to Skyth, the game uses modern Havok container formats (2024 tagfiles), but with Havok 2010 classes. So, the plan is to write our own code to convert just the container formats from 2010 packfiles to 2024 tagfiles, leaving the actual data as-is. We shouldn't need Havok libs for that
October 20, 2025 at 12:59 AM
someone sent this to me 💀
October 20, 2025 at 12:45 AM
I'm going to commit all of the code I've written for it so far before I depart, in an unfinished state. I'll continue working on it after I get back.

If you want to work on it yourself in the meantime, feel free, but please keep in mind that I can't test any PRs until I get home
October 20, 2025 at 12:45 AM
Much of the year has been spent saving and planning for this, which is actually a large part of why the Gens 2024 mod loader progress has been slow - I had few hours off from work, and I had to plan this!

I wanted it out before I left, but my best wasn't fast enough, I'm sorry.
October 20, 2025 at 12:45 AM
tl;dr: The idea is for new mods to still just be in 2011 formats/layout unless 2024 formats are required for some reason.

So downgrading 2024 -> 2011 shouldn't be necessary in the first place.

The only reason you'd use 2024 files is if you want to do something that wouldn't work in 2011 anyway
August 6, 2025 at 7:38 AM
It's not going to be perfect, but the goal is just to make it as easy and clean as we realistically can.

To me, that means just having 2011 mods work, and having (most) new mods be made in the 2011 style, with the same existing tools, the same way they always have, so they work in both versions.
August 6, 2025 at 7:27 AM
All that to say, this is definitely something we've given thought to, and it's my hope and intention that through this design and the strategic order of mod loader/tooling releases, we'll end up with the Gens 2011 and Gens 2024 modding scenes being able to peacefully coexist, as much as possible.
August 6, 2025 at 7:27 AM
Ultimately, I believe Gens 2024 will be the more accessible version of the game in the longterm. The gen alpha kids will be playing that version.

So I think of Gens 2011 as the legacy version of the game - one that will be downloaded in the future primarily only to play (2011) code mods.
August 6, 2025 at 7:27 AM
Regarding code mods, there just isn't truthfully anything feasible that can be done to make all 2011 code mods compatible with 2024.

It's definitely a huge pain point, but I'm truly not sure what other possible options exist that we could explore there. If you have any ideas, please let me know!
August 6, 2025 at 7:27 AM
In fact, many gens tooling developers I spoke to actually said they don't even plan to make new versions of their tools which can create new 2024 files to begin with.

I would eventually like to release tools which can also do this, but it's not a priority.
August 6, 2025 at 7:27 AM
In general, we want to strongly encourage modders to create new mods with the 2011 formats and layout still - the same as gens modders have always done - unless their mod requires stuff that can only be supported by Gens 2024.

This way, new mods will be compatible with both Gens 2011 and Gens 2024.
August 6, 2025 at 7:27 AM
This design allows you to create, for example, custom level mods which work in both Gens 2011 and Gens 2024, but which have a different set xml that features additional hidden Chao objects that is only used when the mod is played in Gens 2024.
August 6, 2025 at 7:27 AM
In Gens 2024, the 2024 files take priority over 2011 files, so these files would be used:

- "generations/raw/Sonic.arl"
- "generations/Sound/SNG00_SYS.acb"
- "disk/bb3/SonicClassic.arl"

And these files will be ignored:

- "disk/bb3/Sonic.arl"
- "Sound/SNG00_SYS.csb"
August 6, 2025 at 7:27 AM
In Gens 2011, these files would be used:

- "disk/bb3/Sonic.arl"
- "disk/bb3/SonicClassic.arl"
- "Sound/SNG00_SYS.csb"

And these files will be ignored:

- "generations/raw/Sonic.arl"
- "generations/Sound/SNG00_SYS.acb"
August 6, 2025 at 7:27 AM
The way I plan for it to work currently is that the Gens 2024 mod loader will allow mods to have both 2011 files and 2024 files.

Anything under the "generations" subfolder will be treated as a 2024 file, and everything outside of it will be treated as a 2011 file.
August 6, 2025 at 7:27 AM