Sonic and Sega Retro Message Board: SADX/SA1 Hacking/Modding - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 186 Pages +
  • ◄ First
  • 184
  • 185
  • 186
    Locked
    Locked Forum

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

#2776 User is offline Strife 

Posted 04 November 2018 - 01:00 PM

  • Posts: 1860
  • Joined: 19-October 11
  • Gender:Male
  • Location:United States
  • Project:Freedom Planet 2
So it looks like Beta Windy Valley has now been fully restored based on additional data from the Autodemo. Compared to the old version of the restoration, the camera is much better, additional objects have been ported, and the textures look more like the early screenshots where the level is seen.

Combined with the Dreamcast Conversion mod (Windy Valley should be disabled via the Configuration menu before doing so), it feels like taking a trip back in time to the height of the Saturn era. Kudos to everyone who worked on it!

#2777 User is offline S0LV0 

Posted 07 November 2018 - 02:58 PM

  • Sonic Generations Helpdesk
  • Posts: 586
  • Joined: 16-August 12
  • Gender:Female
  • Location:Spagonia
  • Project:Abusing SMPS
I'm briefly logging in to heap praise on the Windy Valley release, because it blew me away. The spacious design and branching paths, especially in the third section, call back to the strengths of the classic games very well. Makes me wish the final game had been more designed this way, or even any other 3D game in the series. Anyway, great job with the restoration!

#2778 User is offline Saturnine Sable 

Posted 07 December 2018 - 12:41 AM

  • Nectar Hime
  • Posts: 44
  • Joined: 29-October 16
  • Gender:Female
  • Project:SEGA Carnival
Anyone have experience with SASave? Trying to edit some Metal Sonic times and it doesn't seem like they're sticking. As soon as I leave the tab, they reset back to the original value.
For reference, my save is NTSC-J GameCube.

#2779 User is offline MainMemory 

Posted 07 December 2018 - 02:50 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4235
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
It seems to work for me.

#2780 User is offline Saturnine Sable 

Posted 08 December 2018 - 07:41 AM

  • Nectar Hime
  • Posts: 44
  • Joined: 29-October 16
  • Gender:Female
  • Project:SEGA Carnival
I never got it working, but I ended up just hex editing what I needed to using the save format resources on the wiki :specialed:

More relevant - I decided to make credits images for ItsEasyActually's AutoDemo Windy Valley mod, based on PkR's HD GUI 2.

Spoiler


Download - It's fine by me if the people behind either mod want to use these for anything ^^
This post has been edited by Saturnine Sable: 08 December 2018 - 07:41 AM

#2781 User is offline PkR 

Posted 27 December 2018 - 01:27 AM

  • Posts: 178
  • Joined: 04-August 12
  • Gender:Male
  • Project:SADX Dreamcast Conversion, The Emeralds' Awakening
I'm working on an update for the HD GUI mod to add support for HD subtitles. It looks like this:
Spoiler

It supports all languages in the vanilla game except Japanese. You can also make your own font by editing the font texture and character width/offset data. In theory it's also possible to add Russian, Arabic etc. by replacing the second half of the texture with characters from the corresponding codepage.
The update supports ingame subtitles, the pause menu (redefine controls, exit confirmation prompt) and the character recap screen. Chao stuff, such as the text used in Black Market or Chao Race Entry, is not supported.

EDIT: The update has been released!
This post has been edited by PkR: 29 December 2018 - 01:50 AM

#2782 User is offline Jason 

Posted 29 December 2018 - 08:38 PM

  • *Results not lab tested.
  • Posts: 2092
  • Joined: 20-October 10
  • Gender:Male
  • Location:Columbus, OH
Cool stuff. Continually polishing this janky but significant game is appreciated.

I did notice that light shafts are missing from the Master Emerald being restored, and Knuckles witnessing Chaos 6's transformation with the Onion Skin mod installed. Is this just me, or is this known?

#2783 User is offline Morph 

Posted 30 December 2018 - 12:48 AM

  • AKA SonicFreak94.
  • Posts: 770
  • Joined: 01-August 08
  • Gender:Male
  • Location:Utah
  • Project:SA1/2 hax
  • Wiki edits:11
Known issue.

#2784 User is offline PkR 

Posted 30 December 2018 - 05:21 AM

  • Posts: 178
  • Joined: 04-August 12
  • Gender:Male
  • Project:SADX Dreamcast Conversion, The Emeralds' Awakening
Here's an alternative version of the Onion Blur mod that works around the issue.

To elaborate on SF94's comment: this issue is an unfortunate side effect of a wider-scale fix that was originally required to get Tails' tails blur working in the first place.

Before this fix was implemented, Tails' model had strange flickering, which we later found out was caused by rapidly changing lighting. SADX uses a queue system to render models that have transparent polygons. However, when a model is queued, the game disregards the light type the model was supposed to be using. As a result, if you queue any model with a specific light type (e.g. characters), it will have random parts that have the wrong light type. This is what was happening to Tails.

There are several ways to work around this: for example, using the API provided by the Lantern Engine mod, we can force all character models to use a specific light type, which we did for both SA1 and SADX models. However, that wouldn't fix Tails when the Lantern Engine mod isn't enabled, and it still doesn't address the overall problem with wrong light types assigned to queued models. So SF94 made a fix that actually stores the correct light type when a model is queued. This fix required some changes to the queue system in SADX, and those disappearing effects are caused by some specific effects in the game not accounting for those changes.

Now the light type problem shouldn't affect the game in any noticeable way if you're playing SADX with Lantern Engine and Dreamcast Conversion. Before SF94 found out what the issue with the queue system was, I went through the whole game multiple times and forced every model with "wrong" lighting to use the correct light type using SF94's Lantern API. I also submitted similar fixes for the Dreamcast Characters mod. So at the moment the presence of this fix is less critical than it was originally (again, assuming you play the game with DC mods).

Before SF94 developed the light type fix, I made a fork of his Onion Skin Blur mod and reworked the way Tails' tails were rendered to avoid flickering. The workaround is extremely primitive: it just renders Tails twice, first rendering his model without the tails (and thus without the queue), and then rendering the tails separately. It's very clunky but it works.

Since there hasn't been a fix for the missing effects for a while, and because the issue's been brought up a few times recently, after consulting with SF94 I decided to release my old fork of his mod as an alternative to the original mod. If the Onion Blur mod is updated to address the issue, this alternative mod will self-update to it. As a bonus, my version includes Knuckles' running blur. This one doesn't seem to work even in the Japanese version of SA1, so I took some liberties to make it look the way I think it works best.

#2785 User is offline Jason 

Posted 30 December 2018 - 11:26 PM

  • *Results not lab tested.
  • Posts: 2092
  • Joined: 20-October 10
  • Gender:Male
  • Location:Columbus, OH
Downloaded. Can't seem to get Knuckles' feet to blur. Everything else seems to work appropriately now, though. As for the text mod, only one thing doesn't have the upgrade: deleting save files.
Posted Image

#2786 User is offline PkR 

Posted 31 December 2018 - 05:24 AM

  • Posts: 178
  • Joined: 04-August 12
  • Gender:Male
  • Project:SADX Dreamcast Conversion, The Emeralds' Awakening
I guess I lazied out on Knuckles' running thing thinking it looked good enough :v: Please redownload using the same link, it should work the same way as Sonic's now.
I also figured out the "Deleted" text and updated the HD GUI mod to include it too.
Happy New Year!

EDIT: I may have spoken too soon about Knuckles. It looks like you have to be running really fast for the blur to kick in, but Knuckles almost never reaches the necessary speed. Looks like this is the case in all versions of the game, even Japanese SA1. I updated the mod again to make the blur trigger with the "slower" running animation.
This post has been edited by PkR: 31 December 2018 - 03:28 PM

#2787 User is offline MainMemory 

Posted 10 January 2019 - 04:42 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4235
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339

This is the initial stage of a mod that hijacks Sonic's code to render the SA2 model in its original format with its original animations. As you can see, it's got a few bugs to work out yet. I hope to have it finished by the end of the year.
This post has been edited by MainMemory: 10 January 2019 - 04:42 PM

#2788 User is offline SuperSnoopy 

Posted 11 January 2019 - 05:32 AM

  • I prefer Sonic Advance to Sonic 2
  • Posts: 360
  • Joined: 29-June 17
  • Gender:Male
  • Location:France
  • Project:Learning how to fucking draw
I don't want to sound greedy, but would it be possible to have the adventure 1 animations with the adventure 2 model, or are they just not compatible with each other ?
This post has been edited by SuperSnoopy: 11 January 2019 - 05:33 AM

#2789 User is offline MainMemory 

Posted 11 January 2019 - 11:12 AM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4235
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
They aren't compatible, but you could take the SA2 model, cut it into pieces, and import the pieces over the SA1 model.

  • 186 Pages +
  • ◄ First
  • 184
  • 185
  • 186
    Locked
    Locked Forum

13 User(s) are reading this topic
0 members, 13 guests, 0 anonymous users