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Sonic Riders PC Hacking Info

Discussion in 'Engineering & Reverse Engineering' started by MainMemory, Mar 27, 2012.

  1. MainMemory

    MainMemory

    Kate the Wolf Tech Member
    4,735
    334
    63
    SonLVL
    Cheat Engine table, contains most of the same stuff as the memory editor and some extras.

    Code (Text):
    1. Sonic Riders Gear data (Size 1D0, starts 2569B0) (only read at race (re)start)
    2. 04 - Byte  - Type (Board, Skates, Bike, Eggman?)
    3. 05 - Byte  - Model/extra properties?
    4. 68 - 4Byte - Level 1 Air Limit
    5. 6C - 4Byte - Level 1 Air Consumption
    6. 70 - 4Byte - Level 1 Brake Air
    7. 74 - 4Byte - Level 1 Boost Air
    8. 78 - 4Byte - Level 1 Tornado Air
    9. 80 - Float - Level 1 Boost Speed
    10. 84 - 4Byte - Level 2 Air Limit
    11. 88 - 4Byte - Level 2 Air Consumption
    12. 8C - 4Byte - Level 2 Brake Air
    13. 90 - 4Byte - Level 2 Boost Air
    14. 94 - 4Byte - Level 2 Tornado Air
    15. 9C - Float - Level 2 Boost Speed
    16. A0 - 4Byte - Level 3 Air Limit
    17. A4 - 4Byte - Level 3 Air Consumption
    18. A8 - 4Byte - Level 3 Brake Air
    19. AC - 4Byte - Level 3 Boost Air
    20. B0 - 4Byte - Level 3 Tornado Air
    21. B8 - Float - Level 3 Boost Speed
    22. C8 - Float - Light trail size
    Code (Text):
    1. Sonic Riders Character data (Size 20, starts 1C2118)
    2. 00 - Byte - Type (Speed, Fly, Power)
    3. 01 - Byte - Type again?
    4. 03 - Char - Identifier (not sure what it does)
    5. 08 - Float - Unknown
    6. 0C - Float - Unknown
    7. everything else looks like bytes?
     
  2. Sewer56

    Sewer56

    Tech Member
    38
    24
    8
    United Kingdom
    [Reloaded] Mod Loader
    This is good game.
    It would appear that I possibly did with the port what Sonic Team, NOW Productions couldn't... (or just were too lazy to):

    [​IMG]

    Your laziness will not be forgiven.

    Just a reminder that this is the PC version, which "doesn't have 4 player support".
    I only need to now add analog support and support for accept/cancel buttons for players 3 & 4, start and other buttons are already functional.
    I've already hacked up the game to read [INPUT3] and [INPUT4] from Config.ini.

    PS. Don't mind the misaligned UI elements, that's just some experimental widescreen hax that hasn't been fixed up for 4 player action.

    Edit: Forgot to include this, here's your relevant info (SecuROM-less/NoCD/My/GameMasterPlc Widescreen Executable Targeted).

    Code (Text):
    1.  
    2. >> Current Player Input (P1...P3): 017E4588, 017E45B8, 17E45E8
    3. >> Enable/Disable Input Device (0 = Null, 1 = Keyboard, 2 = Controller) (P1..P3): 017BE140, 017BE144, 017BE148
    4. >> Player Loop Counter (CMP requires increase to 04):  513E6B
    5. >> Writes player input to memory: 513BE9
    6. >> Reads player input from devices (override EAX after call to send inputs, player # stored in EBP): 513BC5
    7. >> Enable P3/P4 inputs in config (Change to 04): 00512C00
    8. >> (Branch) Check if can add 3P, 4P (nop this): 0046237D
    9.  
    Just a small snippet of the important parts of the current patch set.
    As I've also almost entirely reversed the input struct, I might just instead tack on HeroesModLoader and have inputs replaced with a mod loader implementation (which would give extra goodies such as trigger drifting).<br class="Apple-interchange-newline">