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Sonic Adventure 2 Hacking Now a general SA2 Hax thread

#1006 User is offline BlazeHedgehog 

Posted 18 April 2018 - 03:09 PM

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This will need a little more testing to make sure this is the case, but I think I figured out why TNC wasn't working:

Either this is on by default now or I turned it on at some point and didn't realize it, but in Steam's "in-game" settings, there's a check box for "Use Big Picture Overlay when using Steam Input controller from Desktop"

This makes some games boot up in kind of a pseudo-Big Picture mode in addition to messing with controller stuff. It was actually screwing up Sonic Mania for me bad enough that I couldn't play the game unless I closed DS4Windows. Seems like it messes with the controller's exclusive mode, among other things. Mr. MANGOMILK on Twitter pointed out the option to turn it off. Turning it off not only fixed Sonic Mania and let me keep using DS4Windows, but I'm playing TNC right now just fine.

We'll have to see how things hold up long-term, but I'm thinking maybe it was a controller conflict.

#1007 User is offline End User 

Posted 25 April 2018 - 02:04 AM

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Over the last few days, I toyed around with the idea of editing the character models found in the Dreamcast version. The first test I wanted to try out was to see if I could manually replace Super Sonic's shoes with the classic ones seen in SA2: The Trial. Super Sonic's model data is small enough for attempted changes to be applied quickly - once I got rid of regular Sonic's data and changed those pointers to match Super Sonic's, that is - which resulted in a period of trial and error with regards to what produced functioning results.

Currently, this is what the model looks like when inserted into the DC version (emulated, though I suspect it also works on real hardware.)
Spoiler


In-game, the shoes move around and animate as they should, though Sonic's legs are persistently broken. I'm at a loss for what to attempt next, as my knowledge of the model structure starts and stops with what was most likely already discovered several years back. This particular type of change could be applied to any model in the game, though depending on the size of the package and what parts of the model you would like to change, the process could take a while.

#1008 User is offline Jimmy Hedgehog 

Posted 27 June 2018 - 02:25 PM

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Posted this in the wrong thread earlier so asked it to be trashed, so here it is where it's supposed to be!

Just a general enquiry here, and I guess semi-request too I dunno, but how feasible/possible would it be to have a camera mod that focusses on a particular chao while in the garden? Been streaming SA2 and thought it'd be neat to kind of have "Chao Cam" while playing other games.

#1009 User is offline MainMemory 

Posted 08 July 2018 - 12:39 AM

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Looks like I've forgotten to post here lately, have a bunch of mods:

Sonic Over Shadow Model Swap

Shadow With Amy's Animations
Amy Over Shadow Model Swap
Also a new version of Amy/Metal Spin Dash.

#1010 User is offline Irixion 

Posted 10 July 2018 - 11:06 PM

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Good Job. Now do Eggman with Amy's animations and physics and Sonic with Eggman's animations.


In all seriousness, how does this work if they all have different skeletons? Or is there something that I'm missing?

#1011 User is offline MainMemory 

Posted 10 July 2018 - 11:14 PM

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Sonic, Shadow, Amy, Metal Sonic, Tails, Knuckles, Rouge, Tikal, Chaos 0, Super Sonic, and Super Shadow all share the same skeleton in SA2, therefore models and animations can be swapped between any of them, and in fact they share several animations from the PLCOMMTN.PRS (PLayer COMmon MoTioN) file.

#1012 User is offline MainMemory 

Posted 16 July 2018 - 06:09 PM

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Chaos With Rouge's Animations

Amy With Shadow's Animations
I've also fixed the issues with the Amy Over Shadow Model Swap

#1013 User is offline MainMemory 

Posted 01 August 2018 - 10:19 PM

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I ran a poll on Twitter about model swaps, and the winner was Amy Over Metal Sonic.

Second place ended up in a three-way tie, so I chose Knuckles Over Rouge.

After this, I'm probably done with model swaps for a while.

#1014 User is offline MainMemory 

Posted 05 August 2018 - 10:44 PM

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So here's something different, I managed to make SA2 display Super Sonic and Super Shadow in the 2P Battle menu by setting a couple of variables:

It's not much (the video basically shows the entire thing) but you can download it here: http://mm.reimuhakur.../SuperBattle.7z

Also, what I said in the previous post? Yeah, about that...

#1015 User is offline MainMemory 

Posted 09 August 2018 - 12:38 PM

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#1016 User is offline Dark Sonic 

Posted 09 August 2018 - 12:53 PM

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It begins.

SA1 levels would be kinda interesting in SA2. I like SA1 more but SA2 always felt a bit better to play. I hope this is developed further!
This post has been edited by Dark Sonic: 09 August 2018 - 01:03 PM

#1017 User is offline Irixion 

Posted 09 August 2018 - 05:23 PM

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So what's really the biggest hurdle? Sa1 has been cracked open. I mean, even Heroes is getting there pretty much. Why the lag with Sa2? The formats can't be that different :S

#1018 User is offline MainMemory 

Posted 09 August 2018 - 06:34 PM

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They can, and they are. The models in SA2 are mostly the Ninja Chunk format, which is a lot more difficult to work with than SADX's Ninja Basic, on top of that, we've recently learned the character models use a custom weighting extension for the models which we have no idea how to implement. And on top of THAT, several models (including most of the level models) are in a different format which was created specifically for SA2B as a sort of fusion between Ninja Chunk and Nintendo's BMD format, and we still have not been able to fully crack that format.

Plus, our tools have no way to import custom models with triangle strips, which is necessary for chunk models.

#1019 User is offline Caverns 4 

Posted 11 August 2018 - 12:50 PM

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A fusion between Ninja Chunk and BMD? How strange...
I take it that's only used on Battle-exclusive models, but it seems like a strange choice to go as far as to make a combined format like that. Maybe it was necessary for the GC? Couldn't be that, other games don't use BMD models.Does it help at all that the original BMD format has been cracked wide open? There's a readily available BMD viewer.. Somewhere.

The custom weighting thing doesn't really surprise me - if you're referring to the fact that stuff like Sonic, Knuckles, and Rouge have seemingly physics-based motion.


#1020 User is offline MainMemory 

Posted 11 August 2018 - 03:09 PM

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Even SA2B uses regular Ninja Chunk models, for characters and the Basic Test level. And no, it doesn't really help that the BMD format is known, that's how we figured out it was based on BMD way back when SA2 first came out on PC, and yet it's only recently that progress has been made in decoding it.

To my knowledge, the weighting has more to do with how the node positioning is applied to the vertices of the models, and the jiggle physics are an entirely separate system.

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