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Sonic Adventure 2 Hacking Now a general SA2 Hax thread

#676 User is offline Aquaslash 

Posted 03 June 2013 - 05:19 PM

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View PostMainMemory, on 03 June 2013 - 03:39 PM, said:

With the type of editing I was doing at the time, the menus were an "either-or" choice: either have the default SA2 background all the time, or have the SA2B backgrounds. It may be possible to combine SA2's default background with SA2B's character backgrounds with some more in-depth coding.

Sa2 actually had character BGs though. Let me see if I can find an image of one...

Posted Image

Best I could find without tracking down a DC emulator, they were something like that. Only Sonic, Tails, Knuckles, Eggman, and Rouge were released before the DC went belly up, but all of the themes are present on the disc.

#677 User is offline Glaber 

Posted 14 June 2013 - 12:33 AM

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here you go: http://steamcommunit...s/?id=152792291

There was also a christmas and Halloween theme too.
This post has been edited by Glaber: 14 June 2013 - 12:34 AM

#678 User is offline Jeffery Mewtamer 

Posted 14 June 2013 - 09:55 AM

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I know Chao are a very low priority for most interested in hacking the Adventure Games, but I have to wonder if anyone has figured out what causes "Bright" chao or how to restore shiny two-tones to their Gamecube appearance.

More information on Bright Chao can be found in the following thread from Chao Island(though most on the information is just raw observation with little in the way of looking at assets or code):
http://chao.hippotan...hp?f=32&t=41340

#679 User is offline Neo 

Posted 14 June 2013 - 11:05 AM

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Just from looking at the screenshots seems like something went wrong when writing the chao's color values and they were left as FFFFFF, which is pure white. Then the normal highlights are pasted on top of that.

I have to wonder if two-tone chao weren't originally a bug to begin with and this is just a worse outcome to the same problem.

#680 User is offline Jase 

Posted 14 June 2013 - 12:16 PM

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flarn2006 , your cheattable is awesome! It's so neatly laid out and hold so many useful addresses!.
I do wish to ask though, would it be cool to add all the same P1 addresses but for P2? I never could wrap my head around pointers and only ever made one pointer successfully with a lot of time and effort, and I'd find the 2P stuff very useful.

EDIT: Actually I'm having trouble with what I was going to do. Still, would be nice to have those addresses in general :eng101:
This post has been edited by Jase: 14 June 2013 - 02:08 PM

#681 User is offline flarn2006 

Posted 16 June 2013 - 04:58 AM

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View PostJase, on 14 June 2013 - 12:16 PM, said:

flarn2006 , your cheattable is awesome! It's so neatly laid out and hold so many useful addresses!.
I do wish to ask though, would it be cool to add all the same P1 addresses but for P2? I never could wrap my head around pointers and only ever made one pointer successfully with a lot of time and effort, and I'd find the 2P stuff very useful.

EDIT: Actually I'm having trouble with what I was going to do. Still, would be nice to have those addresses in general :eng101:


I tried but it didn't work for some reason. If you want to give it a try just use the same exact pointer settings only with 01DEA6E4 instead of 01DEA6E0. (I have that address committed to memory after typing it in so many times. :v:)

Thanks, btw! Did you try any of the other features?
This post has been edited by flarn2006: 16 June 2013 - 04:59 AM

#682 User is offline MainMemory 

Posted 25 July 2013 - 12:03 PM

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The character animation list is now on the wiki.

#683 User is offline flarn2006 

Posted 26 July 2013 - 05:09 PM

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If anyone is having trouble loading and saving object lists (in my cheat table), try using Cheat Engine 6.2. For some reason 6.3 broke that feature. When I figure out what changed I'll fix the script.

#684 User is offline MainMemory 

Posted 27 July 2013 - 09:38 PM

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Today I have taken the first step towards something I've wanted to do with SADX since before SA2PC was even announced. A system that should allow SA2 to load DLL files with custom code written in C++, rather than awkwardly appending ASM code to the exe itself, and requiring no modifications to the exe. I've created (with lots of help because I barely know C) a replacement Data_DLL.dll which forwards the data exports that SA2 expects in its DLL to a copy of the original dll, and is able to patch code and data in the exe at runtime.

I'm planning on having my dll scan a 'mods' folder for other dlls, which will define lists of addresses to insert jumps/calls to functions in the dll, addresses to patch with specific bytes, and perhaps the ability to override a piece of data from Data_DLL.dll if I can figure that out. All in all, this should make it just a little bit easier to write custom code for SA2.

I will try the same with SADX as well once I get SA2's fully functional.

#685 User is offline Dude 

Posted 28 July 2013 - 12:18 AM

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View PostMainMemory, on 27 July 2013 - 09:38 PM, said:

Today I have taken the first step towards something I've wanted to do with SADX since before SA2PC was even announced. A system that should allow SA2 to load DLL files with custom code written in C++, rather than awkwardly appending ASM code to the exe itself, and requiring no modifications to the exe. I've created (with lots of help because I barely know C) a replacement Data_DLL.dll which forwards the data exports that SA2 expects in its DLL to a copy of the original dll, and is able to patch code and data in the exe at runtime.

I'm planning on having my dll scan a 'mods' folder for other dlls, which will define lists of addresses to insert jumps/calls to functions in the dll, addresses to patch with specific bytes, and perhaps the ability to override a piece of data from Data_DLL.dll if I can figure that out. All in all, this should make it just a little bit easier to write custom code for SA2.

I will try the same with SADX as well once I get SA2's fully functional.


That is one of the coolest things I've heard in a long time. I can't wait to see what can be done with it.

#686 User is offline DustArma 

Posted 28 July 2013 - 05:41 PM

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Amazing news MainMemory, I want to see just how far this goes.

#687 User is offline flarn2006 

Posted 29 July 2013 - 12:06 AM

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View PostMainMemory, on 27 July 2013 - 09:38 PM, said:

Today I have taken the first step towards something I've wanted to do with SADX since before SA2PC was even announced. A system that should allow SA2 to load DLL files with custom code written in C++, rather than awkwardly appending ASM code to the exe itself, and requiring no modifications to the exe. I've created (with lots of help because I barely know C) a replacement Data_DLL.dll which forwards the data exports that SA2 expects in its DLL to a copy of the original dll, and is able to patch code and data in the exe at runtime.

I'm planning on having my dll scan a 'mods' folder for other dlls, which will define lists of addresses to insert jumps/calls to functions in the dll, addresses to patch with specific bytes, and perhaps the ability to override a piece of data from Data_DLL.dll if I can figure that out. All in all, this should make it just a little bit easier to write custom code for SA2.

I will try the same with SADX as well once I get SA2's fully functional.


Sounds awesome! Can't wait to hear more. Maybe I could use that to replace my injected ASM code (for object spawning and function calling from Cheat Engine) with something written in a higher-level language like C.

Also, speaking of the cheat table, I fixed the problem with Cheat Engine 6.3. As a side effect it actually requires Cheat Engine 6.3 now in order to work properly; if you don't have this version and don't want to download it yet, don't update the cheat table until you do.

(Has anyone even really used this feature? If so, go ahead and post the CSV if you want. Feel free to check out some of the samples included with the cheat table.)
This post has been edited by flarn2006: 29 July 2013 - 12:09 AM

#688 User is offline MainMemory 

Posted 03 August 2013 - 09:53 PM

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With the release of my SA2 Mod Loader comes a new version of my character select mod, this time in DLL form. There are a couple changes from the previous release:
  • New title card textures for the alternate characters, from Neo's Sonic Adventure 2: The New Challengers mod. Currently you have to manually copy the textures from the mod's folder into the resource\gd_PC\PRS folder. The mod loader now supports file redirection.
  • Fixes for Knuckles in Dry Lagoon and Cannon's Core 3's water, Rouge in Aquatic Mine and Cannon's Core 4's water, Tails in Sand Ocean and Egg Golem's quicksand, and Eggman in Hidden Base's quicksand, also from Neo.
  • Level Clear voice clips for alternate characters, from Neo.
  • Fix for Shadow in Cannon's Core 5, from Neo.
  • Fix for Knuckles with Dry Lagoon's turtle, from Neo.

I've also attempted to alleviate some of the problems with characters' missing animations (such as horizontal bars), but SA2 is dumb and only the hunting characters really work.

Here's some videos because why not:

http://youtu.be/fdc8uGelSkU
http://youtu.be/gcUHvr8HpwU

Edit: whoops I forgot to mention the buttons:
  • Left - Sonic
  • Right - Shadow
  • Down - Knuckles
  • Up - Rouge
  • R - Mech Tails
  • L - Mech Eggman
  • Y - Tails
  • X - Eggman
  • B - Alternate Character

These work for both P1 and P2, and P2's controller can change which character loads in boss battles as well. You can also hold Start on P2's controller to force P2 to load in 1P mode.
This post has been edited by MainMemory: 07 September 2013 - 12:17 AM

#689 User is offline Neo 

Posted 04 August 2013 - 12:37 AM

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Man, that's all kinds of mindblowing. Good job.

I'm honored you considered some of my stuff worth aping. (Even though a lot of it is done inline and in a pretty obtuse way. :v:) The fighting's over~

My guess is that you sorted out the animation stuff using those ID mapping tables you found a while back? I see you also have the emerald game loading based on the stage instead of the character. That one never made sense to me, you'd think they'd have the emerald radar show up on stages which actually have emeralds in them. But no, it always loads the emerald manager object whenever you play as Knuckles and his brethren, except then they have a bunch of branches to go ahead and ignore everything when the stage is Chao World, Cannon's Core, or any of their boss fights. Grumble grumble. I guess this is a remnant from how SA1 handled things, with several characters playing the same stage and the gametype being dictated by character.

Anyway, I might have a go at this when/if I make a new version of my mod. There are a few particularly glaring bugs that I wanted to fix even if I'm not adding any more content to it.

Also, if you're feeling frisky, you might wanna try and have a look at something. When Chaos Zero has the Iron Boots, he shoots off purple particle effects from his feet... even though his attack animation has been changed to a punching one. That one always bugged me but I never had the patience to go sort it out (or even find where it is in the first place).

#690 User is offline Titan 

Posted 24 August 2013 - 03:51 AM

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Slight bump, but now that I finally have a laptop capable of running SA2 at a decent speed I downloaded your New Challengers hack, Neo and wanted to say what a great job you did on that :)/> The easter egg is a nice touch too ;-)

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.

EDIT: Also, I downloaded the 'No upgrades' patches for Sonic and Shadow earlier in the topic (too bad you can still see them in the cutscenes, though =/), and was wondering if anyone had made ones for the other characters? Tails and Eggman its not so bad but would be cool to have ones for Knuckles and Rouge (ESPECIALLY Knuckles)
This post has been edited by Titan: 24 August 2013 - 03:54 AM

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