The SADX/SA1 Hacking Topic Now with more research and development!
#1877
Posted 16 April 2012 - 05:19 PM
MainMemory, on 15 April 2012 - 09:35 PM, said:
.....I'm referring to both the Model and the Textures. I'm still stumped why there isn't a SINGLE Chao Model RIPPED FROM THE GARDEN.
#1878
Posted 16 April 2012 - 07:01 PM
Dr. Mecha: I have no idea where the Chao model(s?) are or how they're stored aside from the Egg Chao and Omochao. It is highly likely that there is one basic model (perhaps with no vertex data at all) and it dynamically replaces or generates the vertex data based on the Chao in question. The workings of the Chao Garden are basically one big mystery to me.
#1879
Posted 17 April 2012 - 01:58 PM
MainMemory, on 16 April 2012 - 07:01 PM, said:
Thanks. I've thought about fixing certain levels so they're playable with all the appropriate characters, now I know it can be done.
#1880
Posted 18 April 2012 - 12:19 PM
MainMemory, on 16 April 2012 - 07:01 PM, said:
Dr. Mecha: I have no idea where the Chao model(s?) are or how they're stored aside from the Egg Chao and Omochao. It is highly likely that there is one basic model (perhaps with no vertex data at all) and it dynamically replaces or generates the vertex data based on the Chao in question. The workings of the Chao Garden are basically one big mystery to me.
Actually there are several chao models based on what they become as an adult. So yeah, you could extract the models DIRECTLY from the .exe itself since that is where the chao data is stored; but like you said, it might be stored as a model format different from the rest of the models in the game.
#1881
Posted 18 April 2012 - 12:22 PM
Dr. Mecha, on 18 April 2012 - 12:19 PM, said:
MainMemory, on 16 April 2012 - 07:01 PM, said:
Actually there are several chao models based on what they become as an adult. So yeah, you could extract the models DIRECTLY from the .exe itself since that is where the chao data is stored; but like you said, it might be stored as a model format different from the rest of the models in the game.
Actually, I already had found some models and forgot momentarily:
MainMemory, on 30 October 2011 - 03:40 PM, said:
Fruit models: 2FC05A0-2FC0628
Cocoon models: 3200890-32008A0
Headgear models: 32008A4-32008E4
Item models: 32008E8-3200924
Body models: 3200930-32009A0
Jewel models: 32A8DD8-32A8E54
And the normal fruit model is in SADX format at 3206D00.
However, I have not been able to locate their heads, arms or legs. Their code is so different to the rest of the game it's hard to figure out what anything is doing.
#1882
Posted 23 April 2012 - 01:53 AM
Turbohog, on 15 April 2012 - 04:02 PM, said:
http://www.mediafire...abtgynxwpb2p2m7
Note that it's also quite possible for us to make our own MLT files too, using kingshriek's python scripts.
I might have done something wrong, but every .mlt converted to dsf gave me the same ~38 sound effects, the same as COMMON_BANK00.dat on SADX PC.
I compared the results of the two, and it appears to me at least that the Dreamcast sound effects are of higher quality, and the ring loss sound is a higher pitch in the PC version than the original Dreamcast version! (That explained why it always sounded wrong to me on PC.)
#1883
Posted 26 April 2012 - 01:46 PM
On the other hand, Sonic Adventure 2 Battle has more mlt files besides the cutscenes and E_TEST. Hopefully we'll be able to extract those soon enough.
Thats interesting abou quality and the ring loss pitch though. I'll probably check that myself later today and if it's true, I'll go ahead and upload an SADX sound bank with the original dreamcast effects for giggles.
#1884
Posted 26 April 2012 - 02:10 PM
#1885
Posted 28 April 2012 - 12:25 AM
#1886
Posted 28 April 2012 - 01:18 AM
#1887
Posted 28 April 2012 - 11:32 PM

Get SASave from its wiki page.
#1888
Posted 01 May 2012 - 07:43 PM
Quote
-2005530516 (D3DERR_INVALIDCALL)
at Microsoft.DirectX.Direct3D.Device.BeginScene()
at SonicRetro.SAModel.SADXLVL2.MainForm.DrawLevel() in C:\RetroSVN\Programs\SAModel\SADXLVL2\MainForm.cs:line 528
at SonicRetro.SAModel.SADXLVL2.MainForm.backgroundWorker1_RunWorkerCompleted(Object sender, RunWorkerCompletedEventArgs e) in C:\RetroSVN\Programs\SAModel\SADXLVL2\MainForm.cs:line 441
at System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted(RunWorkerCompletedEventArgs e)
at System.ComponentModel.BackgroundWorker.AsyncOperationCompleted(Object arg)
I also went and put every SA2 level through the Level Extractor. They were all successful, except for stg07, stg11, stg13, stg17, stg18, and stg42. Maybe my rip of SA2 is bad, but I think the addresses for these might be wrong.
As usual, thanks for all the great work MainMemory!
#1889
Posted 01 May 2012 - 11:30 PM
#1890
Posted 01 May 2012 - 11:52 PM
