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SADX/SA1 Hacking/Modding Now with more research and development!

#76 User is offline Endri 

Posted 16 August 2009 - 11:18 PM

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Hmm... You can toggle the shield on and off at will using the address pointer you found.

Also, sorry if I made it sound like it to you. I wasn't my intention. I was just trying to help. I put together something interesting, based on YOUR findings. Remeber, people prise the creation, not the creator.

I'll refrain from involving myself in this any further from now on. And by that I mean that, whatever I do, I'll keep to my own enjoyment.
This post has been edited by Endri: 16 August 2009 - 11:20 PM

#77 User is offline MainMemory 

Posted 16 August 2009 - 11:20 PM

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First, I'm talking about the visible shield, not the effect.
And second, It's okay. I said myself it's better than I could do. I can't hack this game on my own. So if you can do better than me, go ahead.

#78 User is offline Tweaker 

Posted 16 August 2009 - 11:31 PM

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QUOTE (Endri @ Aug 17 2009, 12:18 AM)
I'll refrain from involving myself in this any further from now on. And by that I mean that, whatever I do, I'll keep to my own enjoyment.

I don't see the point in that. This is a collaborative effort; as such, everybody plays a part in inevitably bringing a proper Super Sonic in SADX to fruition. There's no reason to be rash and withhold what you already started working on just because of a tiny misunderstanding.

All MainMemory was concerned about was the wording of your description not mentioning his initial findings, which is a fair complaint—he deserves recognition for his work, just as you do for your own. I don't see what's so unreasonable about that.

#79 User is offline MainMemory 

Posted 16 August 2009 - 11:42 PM

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What Tweaker said. I posted my cheat table here because I wanted people to build off it. So far, you, me and Polygon Jim are the only ones I see doing that.

#80 User is offline Endri 

Posted 16 August 2009 - 11:52 PM

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QUOTE (Tweaker @ Aug 17 2009, 01:31 AM)
QUOTE (Endri @ Aug 17 2009, 12:18 AM)
I'll refrain from involving myself in this any further from now on. And by that I mean that, whatever I do, I'll keep to my own enjoyment.

I don't see the point in that. This is a collaborative effort; as such, everybody plays a part in inevitably bringing a proper Super Sonic in SADX to fruition. There's no reason to be rash and withhold what you already started working on just because of a tiny misunderstanding.

All MainMemory was concerned about was the wording of your description not mentioning his initial findings, which is a fair complaint—he deserves recognition for his work, just as you do for your own. I don't see what's so unreasonable about that.
Must be a misunderstanding really, because, from his reply, I thought he didn't want any help at all.

Anyway, video description updated.

QUOTE
**************************************************
****************!!! IMPORTANT !!!****************
**************************************************
Creditis and huge thanks for MainMemory, member of the Sonic Retro forums, for inspiring me, and for finding and sharings his incredibly impressive address table from SADX:PC, whose without, a propper Super Sonic hacking wouldn't be able to be achieved. Hude thanks for Dude as well, since I know he's working hard to deliver a solution for the texture/model load.
Now, more reasonable :P

#81 User is offline MainMemory 

Posted 16 August 2009 - 11:55 PM

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Ugh. Why am I so bad at noticing Floats? Gravity isn't a Word at 03B0F0FE, it's a Float reading '-1' at 03B0F0FC!

#82 User is offline Endri 

Posted 17 August 2009 - 12:05 AM

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About the shield...

If you get a shield (a normal shield, didn't test the other) and modify the bite value for it's effect, you can toggle it on and off at will, but only if you had previously picked one in the that level before. I think that may be what got me confused. If you get hurt and lose this shield, however, you can't toggle it on anymore using the address table, unless you pick another in the game.

Damn!

#83 User is offline MainMemory 

Posted 17 August 2009 - 12:09 AM

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Just like the old games. The shield is probably a separate object... but then why can you change its size in your object data?

#84 User is offline Sik 

Posted 17 August 2009 - 12:15 AM

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QUOTE (MainMemory @ Aug 17 2009, 02:09 AM)
Just like the old games. The shield is probably a separate object... but then why can you change its size in your object data?
Maybe there is some kind of generic structure for model data?

#85 User is offline MainMemory 

Posted 17 August 2009 - 12:43 AM

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'Model Address' is better described as 'Animation Address'. Every 16 ($10) bytes is an animation starting with a pointer to an address in chrmodels.dll ($10000000). I copied the second pointer over the first and Sonic repeatedly played the 'Transition to surfer stance' animation when standing. Editing these addresses could give us better model swaps that don't freeze/glitch horribly.
Edit: I edited the SADX SCHG article to link to mine.
This post has been edited by MainMemory: 17 August 2009 - 01:04 AM

#86 User is offline Polygon Jim 

Posted 17 August 2009 - 01:15 AM

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So, something I just remembered about the Dreamcast version, and why it crashes at any attempt at turning into Super Sonic.

In SADX all character models are stored in CHRMODELS.DLL, which means the file is always loaded at all times. The Dreamcast version on the other hand has the main character models/objects in 1ST_READ.BIN while Super Sonic is in the file STG12.PRS, which is the Super Sonic level itself. That presents a bit of a problem.

#87 User is offline MainMemory 

Posted 17 August 2009 - 01:23 AM

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On the animation format, it seems that byte $4 is usually $49, and if byte $5 is $4, when the animation finishes it will change to the animation specified in byte $6. If byte $5 is $3, the animation will repeat.
Edit: Setting byte $B to $C0 or above makes you invisible.
Setting byte $5 to $2 makes the character stand straight up, not moving, with arms and legs pointed straight down.
Edit2: Disregard byte $B. $8 is transition speed Float, and $C is animation speed Float.
Edit3: I hit refresh and suddenly I'm a tech member!
This post has been edited by MainMemory: 17 August 2009 - 03:05 AM

#88 User is offline Graxer 

Posted 17 August 2009 - 03:39 AM

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It's amazing to see that SADX hacking is becoming even more awesome! With the addition of an aura, and possibly spin dashing this could be an amazing chance to really play Super Sonic in DX.

QUOTE (MainMemory @ Aug 16 2009, 01:45 AM)
I've decided to give you all my Incomplete Trainer.

Could you please stop using sharebee for your files, the particular ad I got when trying to use it gave me a virus. sad.png
This post has been edited by Graxer: 17 August 2009 - 03:42 AM

#89 User is offline MainMemory 

  Posted 17 August 2009 - 04:39 AM

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Edit2: Super Sonic can not spindash. He lacks a Spindash action.
Edit: Object Editor moved to first post.
This post has been edited by MainMemory: 19 August 2009 - 10:36 PM

#90 User is offline Endri 

Posted 17 August 2009 - 09:11 AM

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QUOTE (Polygon Jim @ Aug 17 2009, 03:15 AM)
So, something I just remembered about the Dreamcast version, and why it crashes at any attempt at turning into Super Sonic.

In SADX all character models are stored in CHRMODELS.DLL, which means the file is always loaded at all times. The Dreamcast version on the other hand has the main character models/objects in 1ST_READ.BIN while Super Sonic is in the file STG12.PRS, which is the Super Sonic level itself. That presents a bit of a problem.
I could almost picture a solution for this.

I'm gonna d/l the DC version to see what I could be done. The DC version is the one that interests me the most.

QUOTE (MainMemory @ Aug 17 2009, 03:23 AM)
Edit3: I hit refresh and suddenly I'm a tech member!

We kind of see that coming, now, didn't we? :P Yet, Polygon Jim and I aren't, though... u_u

QUOTE (MainMemory @ Aug 17 2009, 06:39 AM)
Okay. Here's an object editor I'm working on.
Edit: It only lets you edit the first object.
Edit2: Super Sonic can not spindash. He lacks a Spindash action.

First. The Object Editor returns a 0 variable for every field in the proggy.
Second. Oh... that's why, then. However it still returns 0 values even for the first object in the level data file.
Third. What do you mean? I can't understand...



Answering what you asked in the Youtube video:

QUOTE (sonicmike2)
How did you fix the jump panels? Super Sonic doesn't have actions for those.

QUOTE (sonicmike2)
That's not what I meant. In the video description he says he fixed the jump panels. I don't see how that's possible, because in my video, he just falls through the jump panel.


There are two approaches.

What I did was, instead of chaging Sonic's action to switch to Super Sonic, I made Sonic load the Super Sonic animations, while still been Sonic (Actions 70 and under), adding '133' to Sonic's animation if the Super Sonic bitflag is checked. So he remains with Sonic's actions. Moreso, I made Sonic use the Super Sonic actions, instead of trying to make the opposit, which would require more time and effort. So, technically, yes, Super Sonic could spindash and roll like Sonic. But I just made Sonic use SS's actions for the sake of looking authentic.

The other approach involves modifing the collision interactivety with the object, but the approach mentioned before is less time consuming, and delivers a better result, since you don't have to heavily interfer with the codding. Besides, you would need to literally disassembly the main "sonic.exe", though most of the variables would be almost impossible to figure out.
This post has been edited by Endri: 17 August 2009 - 09:47 AM

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