Yeah, then you'd be all set. http://x-hax.cultnet.net/Docs/MorphResearch.txt <- this page has the info you need. Or at least, some of it.
Two questions. 1: I already have the GameCube disc of Sonic Adventure DX, and have beaten it. However, my little brother deleted my save file. I downloaded a copy of the game to my computer, figuring if I was going to have to redo everything, I might as well try it with things like graphical mods put in it. For instance, I would love to try that graphical mod that improves all the textures for Emerald Coast and uses the Sonic model from Sonic Unleashed/Sonic Colors, I just don't know where to find it. Anyways, what mods would you recommend and how would I set them up? 2: This question is more on the hacking side of it. Are the attacks for all the characters coded the same way? For example, you only fight the Egg Hornet as Sonic/Tails. If I were to make it so Amy were to fight the thing, would it still register damage from her hammer? I know there's no possible way I would be able to put together custom bosses for the game, but I figured I could rearrange the existing boss fights so you fight them with different characters. Could you imagine trying to fight the Egg Viper as Amy, or even better, as Big? (I know that it would be next to impossible since the fight relys on Sonic's Homing Attack to reach the boss, but it's just an example.)
As far as attacks go, I believe the only restriction is that Gamma's bosses can't be hit by jumping/rolling.
Okay, I imported the Colours Spinner over the SADX Spinner. The main body is okay, but despite importing both the body and the blades, in-game, the Spinner's blades remain the same. Is there another model for the Spinner's blades inside the executeable?
The Spinner object draws the ATTACHes of the body and blades separately rather than drawing the model normally. You have to change the pointers at AFD36 and AFF1D to point to the RAM address of the new ATTACH (take the ATTACH Address from the Advanced Info window).
It would appear that the Chao system between the 2004 SADX PC release, and the 2010 SADX PC/360/PS3 release has been tampered with. As stated on Chao Island: I decided to take a look myself, and that seems to be the case. I went into the 2004 SADX PC, and modified the Chao. One Chao is a shiny two-tone Chao, the other is a shiny mono-tone Chao. Not only can these not be obtained normally in the 2010 SADX, but they also seemingly no longer exist in a normal functioning form. Here are some comparison images: Monotone 2004 - Monotone 2010 Twotone 2004 - Twotone 2010 tl;dr SADX PC 2010 has nothing going for it except 360 controller support and ADX music and stuff, confirmed.
The hackers back at chao island would most likely fix the coding on the steam edition of the game. I highly doubt for DLC for SADX: DreamCast Collection, especially the fact that it's shit compared to the earlier port of the same game. Though, unfortunate for me, I have no choice but buy the steam edition since the orignal 2004 port is sold out.
Just remember if you get that version and want to hack it, you'll have to replace the EXE with the cracked US EXE.
Just purchase one at Ebay, waiting for the shipment. If was unsatified about it, I'll send it back for a full refund.
SADXPCTools update: Includes LevelExtractor Fixed support for SA2B models Rewrote SA1MDL format to add support for morph list and struct label list (old files can still be loaded) Rewrote SA1LVL format to add list of labels for structs (old files can still be loaded) Changed animations from XML to SAANIM binary format Removed INI model/level support Character models are now saved as .sa1lvl files Added option to SAMDL for opening SA2/SA2B's MDL files, allowing you to choose a model from the list Background objects in SADXLVL2 (skybox etc) are now toggled by an item in the View menu Added all the material flags, and using some of them to control rendering
I tested this and the previous release, and I have the same errors, the first one is when I try to split the chrmodels.dll, when I use the "splitchrmodels.bat" it crash in Big: 12541C => ../Objects/Big/Model.sa1mdl and the second is in SADXlvl2 when I load a level it also crash, the saved log said this: all this is in a clean sadx, with the original and also a cracked US EXE
Another SADXPCTools update: Added support for loading GVM files in SAMDL Fixed loading of SA2 levels As it turns out, the reason my previous attempts at loading SA2 levels had no collision is because SA2 stores solid models in SA1 format. I don't know why this didn't crash before, but now SA2 levels should load with collision, so it should be easy to import SA2 levels into SADXPC.