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Sonic Adventure 2 Hacking Now a general SA2 Hax thread

#691 User is offline Neo 

Posted 24 August 2013 - 12:00 PM

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View PostTitan, on 24 August 2013 - 03:51 AM, said:

One thing I did notice, and its only minor, that if you're playing as one of the alternate characters and try looking at one of the ancient shrines before you get the Mystic Melody, is that they will still talk in the default character's voice (I.e. when playing as Dark Chao Walker you still hear Eggman saying 'Its just a piece of junk') - as I said, only minor and don't know how easy it would be to find a solution but thought I'd point it out.

I've been found :flunked:

Yeah, that's a known issue in the current release. I've wanted to get out a new version to fix that, along with a different bug that can actually crash the game, but haven't gotten around to. Thanks for the feedback, though, glad you've enjoyed it. :)

#692 User is offline MainMemory 

Posted 08 September 2013 - 05:23 PM

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The "No Battle" mod, now for the mod loader. Functionally identical to the original without needing to replace your exe.

#693 User is offline Titan 

Posted 09 September 2013 - 02:36 AM

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By the way, anyone made progress on 'No upgrades' patches for characters besides Sonic and Shadow? Would be cool to have as swapping character models with their alternate costumes only seems to work if they haven't already got their upgrades - plus Knuckles looks downright ridiculous with all of his upgrades on =/

#694 User is offline MainMemory 

Posted 09 September 2013 - 01:01 PM

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You mean something like this?

#695 User is offline MainMemory 

Posted 09 September 2013 - 06:38 PM

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Posted Image
I figured out how to get Rouge to work with Dreamcast models. There are four model sets available on my SA2 Mods page.

#696 User is offline Titan 

Posted 10 September 2013 - 12:17 AM

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Woop, awesome work MM! :-D

#697 User is offline MainMemory 

Posted 10 September 2013 - 12:24 AM

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Whoops I neglected to fully test Tails and Eggman: in all of the DC model ports except the regular character model one, the Bazooka/Large Cannon caused the game to crash when pressing B. I have updated the three affected mods with a new DLL that includes the same fix that's used for the Chao Walkers in 1P mode.

#698 User is offline Dark Sonic 

Posted 10 September 2013 - 08:28 AM

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Does the Dreamcast model version include the trail version of Sonic without the soap shoes?

#699 User is offline MainMemory 

Posted 10 September 2013 - 08:59 AM

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No, it's just his model from the Dreamcast version. The trial model uses different model indexes than the final, and I'm not sure exactly how they should be reordered to work in SA2PC.

#700 User is offline Morph 

Posted 10 September 2013 - 06:32 PM

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Here's some mods I've put together for MainMemory's mod loader. Extract to your mods folder.



And now for some brief descriptions and screenshots.

Better Buttons replaces those boring looking gui buttons on menus (A/B/X/Y etc) with the buttons from Sonic Generations. Here's what it looks like:
Posted Image

It's not perfect, but it works. Supports all languages. It also applies to the action window thing ingame (the thing in the top right telling you to do things constantly).

Stache Fix™ is a texture replacement that applies to Sonic, Shadow, super forms, and costumes. It removes Sonic's "mustache" and Shadow's creepy smile thing, as well as replaces most of their textures with the Dreamcast counterparts which are higher quality (visible on Sonic's shoe). Here's some images ("Before" on the left, "After" on the right):

Edit: Oh, looks like they're a little big. Here's some links instead.
Before - After
Here's a before and after of Shadow as well.

Edit again: Also, this doesn't apply to cutscenes or the 2P menu. Fixing it in all the cutscenes would be terrible since they all have totally self-contained assets for some reason. I'll fix it in the 2P menu eventually.

And last but not least, No LoD disables the Level of Detail models for Sonic and Shadow. They're used in 2player (the low-poly models) and singleplayer when the camera zooms out too far. Just go here and you can see the difference.
(trolley car not included)
This post has been edited by Morph: 10 September 2013 - 09:49 PM

#701 User is offline MainMemory 

Posted 11 September 2013 - 12:16 AM

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I've updated the three Dreamcast costume set mods (not the regular DC models) with a proper fix for Knuckles, Mech Eggman, and Mech Tails so that they check whether an upgrade model actually exists before trying to display it.
The affected upgrades were:
  • Knuckles' Sunglasses
  • Knuckles' Air Necklace
  • Eggman's Laser Blaster
  • Eggman's Large Cannon
  • Tails' Laser Blaster
  • Tails' Bazooka


You no longer need to use the "Disable Upgrade Models" mod with those costume sets. But you can if you want to.
This post has been edited by MainMemory: 11 September 2013 - 12:16 AM

#702 User is offline MainMemory 

Posted 11 September 2013 - 03:32 PM

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Presenting the SA2 Holiday Mod. With this mod enabled, you will be given special costumes on September 9th (Dreamcast release), October 31st (Halloween), and December 25th (Christmas). There's also a version that enables the costumes for any day in those months.

Edit: fixed Shadow.
This post has been edited by MainMemory: 11 September 2013 - 04:25 PM

#703 User is offline flarn2006 

Posted 11 September 2013 - 06:38 PM

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New feature in the cheat table that I've been wanting to add for a while: object lists can be exported to SET files. I have also created a SET file merging tool to merge these with the original SET files. In layman's terms, this means that now you can spawn objects, and make them permanent, so they're there every time you play the level. Not sure how many people will use this, but it's certainly something I've wanted.

To use it, just click the Save to File button in the spawned object list window, and select it under "Save as type".
This post has been edited by flarn2006: 11 September 2013 - 06:40 PM

#704 User is offline Dark Sonic 

Posted 11 September 2013 - 06:46 PM

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View Postflarn2006, on 11 September 2013 - 06:38 PM, said:

New feature in the cheat table that I've been wanting to add for a while: object lists can be exported to SET files. I have also created a SET file merging tool to merge these with the original SET files. In layman's terms, this means that now you can spawn objects, and make them permanent, so they're there every time you play the level. Not sure how many people will use this, but it's certainly something I've wanted.

To use it, just click the Save to File button in the spawned object list window, and select it under "Save as type".

Can you use this to also delete objects? I want to alter some of the Sonic and Shadow level layouts to be beaten as Knuckles properly (Basically I either need to add some springs or I need to delete some somersault things)

#705 User is offline MainMemory 

Posted 11 September 2013 - 08:21 PM

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The tool only merges the objects that exist, if you want to delete objects you'll have to use SETedit.

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