Edit: < This message has been nuked. > I've made a small donation recently of a hexdump, I'll say this much. The results will be witnessed later.
http://youtu.be/JIrvJYdDAtU I've published an update to the SADX Physics Swap Mod adding options for Sonic Heroes physics, thanks to sewer56lol. It turns out Heroes uses the same structure as SADX and SA2, so perhaps they didn't throw out as much of the Adventure engine as people previously thought.
I've gone ahead and released my mechanic tweak hack for SADX here. It enables classic style jumping, rolling (to a degree), enemy bouncing, water running, and probably some other things I've since forgotten about. It also specifically removes all dash panels in order to emphasize the spindash. Bouncing: http://www.youtube.com/watch?v=97gYEfNPwwU Rolling: http://www.youtube.com/watch?v=KxY-dKH2OS4 Figured I might as well just release it already since I've been sitting on it for so many years. We've got automatic mod updates anyway. :v: In unrelated news, I've been working on this because MainMemory really wants it.
That's pretty neat. Badnik bouncing is cool, but is that what's messing with the midair control? I swear Sonic's acceleration is faster during a jump, was that intentional? Also I feel like a config file for this would be really good, because the lack of dash panels and a spindash I can use while running makes some things borderline unplayable.
Yes. Adjusted based on the classic physics guide proportionally to SADX's original physics values. I don't see a config happening any time in the near future seeing how long I've been sitting on this project with no changes. I might get around to it if perhaps somebody shows interest in developing a hack around certain features. Re: spindash/dash panels though: have you tried stopping and charging a spin when you need to go fast :specialed:
Something slightly non-standard here - PkR commented over on Twitter that it'd be nice to see a higher-resolution recreation of the original DC Sonic Adventure's VMU icon, so I've taken up the challenge and had a go at recreating it. The version I've got now - while not quite perfect - is a pretty good match for the original when scaled down to 32x32 (specifically, I've been using Photoshop's Linear Scale mode for testing this), and is probably about as accurate as I can realistically get it. If anyone's interested in using it for anything, you can grab it here. Special thanks to PkR for feedback to help improve accuracy, and for hosting the file for distribution! = )
Alright, was worth a shot. I just think all-or-nothing isn't the right way to handle it, when it really breaks the flow to have a slope you can't make but no way to speed up while you're already moving. Even the 2D series now has the drop dash for that. I wasn't really talking about not having enough speed to make jumps or anything, though. I meant stuff like the EC Whale and the jump after the second Sky Deck checkpoint. Though in retrospect, I guess that's more due to the camera positioning.
OMG I love this. I tried doing something with the wallpaper version, but quickly gave up when I realized how different the shapes were. Good to know someone far more qualified was on the case!
To be honest I had actually forgotten I did the dash panel thing before I published it. I was trying to test some slope related things and they got in the way so I just killed them. That said, I actually had fun with the whale. If you start off with a spin to gain speed (jump to cancel it later) and time your turns right, you can make it through the whole thing. Bringing back dash panels is not out of the question though, because like I said: totally forgot before publishing, so it became a feature. :v:
Now all that's left is replace all of the character models, NPCs with knuckles and his animations, and change every dialogue spoken during levels to "Oh No."
Sonic Adventure Christmas 99 DLC recreated in SADX As always, enable only one DLC mod at a time. This one only works in Adventure Mode. I'm sure everyone will attempt to beat the story with this enabled, let me just say that it's accurate to the original game in that it won't work. The trees may block the NPCs or the ID card needed to enter Speed Highway. So it's better to play this after completing the story. Also there's a little secret regarding the songs that play when you touch the trees. There are two NiGHTS music tracks in the game (not counting the one that is listed but doesn't exist), one goes unused in the original game, but judging by leftover data in the decrypted VMS file it looks like it was also meant to be used in this DLC at some point, so I added that song too. See if you can find out how to trigger it!
I was watching a livestream of Sonic Adventure last weekend, and the streamer was having a hard time navigating the Mystic Ruins jungle during a certain portion of Knuckles' story (you know the one). So, I decided to make a mod that removes all the trees. Spoiler I think Dude has already done something like this, but this one is for the mod loader
Unlike the other DLC mods, this one won't work unless you have the Dreamcast Station Square mod enabled...
It works independently of Dreamcast mods. If it doesn't show up, you likely have another DLC mod enabled at the same time. Spoiler
That's weird. I know I tried it yesterday and it had no effect unless I had the DC SS mod enabled, but now I tried again and it works either way. I didn't even disable any other mods or change the mod order between yesterday and today o_O Anyway, fantastic work as always. Edit: Oh, just realized what the cause was. The DLC mods don't work in Mission mode. How come?
Yeah, that was one of the few areas where DX expanded the gameplay. Anyways. PkR, would it be possible to make the DLC work in Mission Mode as well, or at least the ones that add holiday decorations to the fields (and Twinkle Park)? I think it's ironic that they don't work in that mode, as that's where I feel players would the have most chances to see them. I mean, the DLC doesn't don't work very well during the story since it causes issues with the object placement, and there's little reason to roam the fields in Adventure Mode after beating the characters' stories (other than when searching for uncollected field emblems and raising Chao), given that the stages and sub games are easily accessible from the Trial menu. But the missions can only be completed by visiting the adventure fields, and they make you roam all over said fields. Plus it would be neat to be able to change the scenery (by swapping the current DLC mod) whenever you feel like it while doing missions to keep it from getting monotonous.
Oh, just noticed that PkR updated the DLC mods to work in Mission Mode over the last days. Thanks! Can you do the same about the Time of Day mod? :v: