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

#2596 User is offline PkR 

Posted 04 September 2017 - 04:57 PM

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Quote

Tried this one with the Steam version and most of the FMVs (apart from the Sonic Team logo and intro) got converted to 240p, they appear in the upper left cornet, no matter what FMV fill mode I choose. Copied the original FMVs from the 2004 release and all was fine though.

Sorry about that, it was a codec error on my part. My FMV conversion script didn't force the output resolution to 640x480, which SADX 2004 apparently requires, so the videos stayed in whatever resolution they originally came in. Anyway this issue was fixed a couple weeks ago, so you were probably using an old version or something.

#2597 User is offline MainMemory 

Posted 04 September 2017 - 06:31 PM

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View PostTadashi, on 04 September 2017 - 03:59 PM, said:

Also, has anyone tried to do something about the mouth animations? The lipsync was only done for the Japanese VOs and looks rather weird when playing in English. I suppose we could write a script that sets correction animations depending on the voice clip pitch, kinda how it's done in TES games for example. If there's enough understanding of the cutscene animations format.

We know basically nothing at all about how cutscene animations work.

#2598 User is offline azureinferno 

Posted 06 September 2017 - 05:36 PM

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View PostTadashi, on 04 September 2017 - 03:59 PM, said:

Also, has anyone tried to do something about the mouth animations? The lipsync was only done for the Japanese VOs and looks rather weird when playing in English. I suppose we could write a script that sets correction animations depending on the voice clip pitch, kinda how it's done in TES games for example. If there's enough understanding of the cutscene animations format.


Those wild messes of animations were supposed to sync with the Japanese audio? I'm a little skeptical about it, but I think I want to look up some videos of the game's cutscenes while the Japanese audio is being used and see if that makes them look any degree closer to not being unintentionally hilarious. Were the mouth movements the same in DX? It's been a while since I saw them, but the ones on the Dreamcast version don't seem to be anywhere as erratic as I remember DX's being, not that it's much of an achievement.

#2599 User is offline Shaddy the guy 

Posted 07 September 2017 - 01:10 PM

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The DX ones actually sync up with the Japanese better, IIRC. The DC mouths don't sync up with anything.

As much as I'd love to see a cutscene reanimation project or something of the like, I'm not sure it'd be worth it with the way characters animate. I sometimes wonder if the devs were phoning it in there, or if they literally were so limited in the cutscenes that they just did what sort-of worked with what they had.

#2600 User is offline Dark Sonic 

Posted 07 September 2017 - 01:12 PM

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I mean I'd just like the characters to not run in place after they're done talking.

Makes me wonder if it would have been more worthwhile to put more effort into less cutscenes than to making alternate cutscenes of the same event (After Chaos 4, After E-102 v. Sonic, etc).

#2601 User is offline MissingNoGuy 

Posted 12 September 2017 - 04:58 PM

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Are dude's scripts outdated or am I doing something wrong? Every time I export from 3DS Max (specifically max 2016) I get this error when importing a nodetable.

Posted Image

Not sure if this is the right place to ask, but it's got me stumped and was working yesterday.

EDIT: Seemed to fix it. Reverted to an older version of 3DS Max.
This post has been edited by MissingNoGuy: 12 September 2017 - 09:19 PM

#2602 User is offline PkR 

Posted 19 September 2017 - 11:05 AM

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Spoiler

Hey, so I finally managed to rip model data from SA1 DLCs. Turns out it's just a PRS compressed binary at the end of the decrypted VMS file. After you decompress it, you can look it through for NJS_OBJECTs and open them in SAMDL with the key of CCA4000.

Here's a rip of SA1 DLC content with binaries, models, textures and sounds/music, which has the decrypted DLCs and a script to rip data from them. Includes an ancient PVRViewer tool that can actually open those VQ-encoded textures. Sound data is in the original DSF format (foobar2000/winamp with plugins can play that), here's a separate archive of that data converted to WAV. The WAV music files have proper cue points for looping. Also check out Hidekazu Yukawa (Mr. SEGA)'s ridiculous "yuss" voice clip.

Old guide on how to rip models, textures and other data from SA1 DLCs:
Spoiler


I'm really excited that we can finally rip this stuff and possibly recreate the DLCs as SADX mods. I hope the more experienced SADX hackers chime in and write automatic tools to make ripping this stuff easier.

EDIT: I managed to rip the Christmas 98 binary too:
Spoiler

This post has been edited by PkR: 20 September 2017 - 12:42 PM

#2603 User is offline sonicblur 

Posted 19 September 2017 - 08:23 PM

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View PostPkR, on 19 September 2017 - 11:05 AM, said:

First you need to decrypt the VMS file. sonicblur wrote a tool to decrypt them, I hope he doesn't mind me rehosting it here.

I don't mind, but there's no danger of my original link dying in the near future.
http://forums.sonicr...ndpost&p=853636
Pretty much everything I've uploaded since 2003 has remained at the same URLs since then, and I have multiple backups of everything for those times when shit happens and I have to start fresh for some reason or another.

Congrats on documenting some of this stuff. I was hoping the decryptor would result in someone with lots of time to try and do something with the downloads, since the SA1 downloads were one of my favorite things about the DC version that hasn't been explored to it's full potential. I still wish that someday we could make our own, like people did with PSO download quests.

#2604 User is offline PkR 

Posted 20 September 2017 - 01:48 AM

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  • Project:SADX Dreamcast Conversion, The Emeralds' Awakening
Samba GP DLC recreated in SADX.
Spoiler

  • Works with or without Dreamcast mods
  • Adds posters around Station Square advertising the extra track that show messages when you touch them
  • Adds a Samba GP gate behind the Twinkle Park entrance like in the original DLC
  • When racing the extra course as Sonic, the music changes to "Super Sonic Racing" like in the original
  • Other characters have the regular Twinkle Circuit music, but their Twinkle Circuit courses are replaced with unused DLC tracks if you go through the Samba GP gate
  • You can still play the original Twinkle Circuit by using the regular entrance

Known minor issues: 1) Hint messages fade out a bit too fast; 2) When you beat the Samba GP course and the continue screen shows up, it may go to the main menu if you pick "Quit". But if you pick "Continue" and exit through the pause menu, you'll be back in Station Square.

If anyone is planning to recreate more DLCs, I'd suggest naming the DLLs like the original DLC downloads (e.g. SONICADV_001 or SONICADV_510). I've implemented a check in this mod that detects if such DLLs are loaded and disables the code for compatibility. I intend to use this check in the future to avoid compatibility issues when several DLCs are loaded at the same time.

EDIT: Interesting coincidence. The server with the mods went down minutes after I made this post. Here's an alternative download link.
This post has been edited by PkR: 20 September 2017 - 02:21 AM

#2605 User is offline Jmtshaw 

Posted 20 September 2017 - 08:40 AM

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Well that's great. If you've got "Thing that may or may not say something after being touched" down you shouldn't have too much trouble with about 90% of the DLCs.

Are there any plans on making English versions of the Japanese-only packs? My girlfriend translated them all a while ago if that's the case.

#2606 User is offline PkR 

Posted 20 September 2017 - 08:50 AM

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Quote

Are there any plans on making English versions of the Japanese-only packs? My girlfriend translated them all a while ago if that's the case.

I'm actually a part-time translator, but thanks for the offer :v:
I want to do some of the fun ones like Christmas and Halloween, the competitive ones are more tedious and I'm not sure whether I would implement them as missions (which is likely gonna be a pain) or make them work independently without the timer, like the Samba GP mod.
I'm currently running a poll to see what DLCs people are interested in, so you can vote if you want to see something in particular.

#2607 User is offline azureinferno 

Posted 20 September 2017 - 11:20 AM

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View Postsonicblur, on 19 September 2017 - 08:23 PM, said:

Congrats on documenting some of this stuff. I was hoping the decryptor would result in someone with lots of time to try and do something with the downloads, since the SA1 downloads were one of my favorite things about the DC version that hasn't been explored to it's full potential. I still wish that someday we could make our own, like people did with PSO download quests.


That definitely sounds like it would be cool if someone figured out how to pull it off. How many blocks did the PSO custom quests usually take up - did people manage to figure out how to add new models into the game? The page for SA1DC DLC on the main wiki shows that most of the DLC files took up 20-25% of the space on a regular VMU, and the first Christmas one takes up nearly 45% of the usual 200 block limit.

#2608 User is offline Diablohead 

Posted 20 September 2017 - 01:58 PM

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That's great, I always felt bummed out about not being able to play the dlc tracks because I never kept the downloaded vmu files back in the day (even though I have like 11 vmu's)

#2609 User is offline azureinferno 

Posted 21 September 2017 - 01:37 PM

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If anybody is wondering - yes, it IS possible to kill a Chaos Chao in SA1DC by allowing its HP to reach zero. As if it wasn't already easy enough to kill Chao in this game.

I've heard that the original Chao A-Life system used in SA1DC differs immensely from the future versions, but this stuff is all so weird. It doesn't look like the glitch that allows you to reuse animals or Chaos Drives works in the Dreamcast version, as a Chao's interactions with animals and fruit are all based on contact and can even do so while sleeping (which immediately awakens them). Big and Gamma appear to be generally incapable of giving Chao fruit and animals unless they are in the middle of placing them down due to their size - I don't think they have this problem in SADX, much like Eggman in SA2/SA2B.

While I haven't seen it work with animals yet, it's possible to stockpile a truckload of coconuts within minutes and force feed a Chao all of them one by one simply by pushing one into the other because of these factors. If a Chao is in contact with a fruit, it appears it will immediately attempt to consume it. You can pretty much bypass the whole four fruits equals immediate sleep thing easily this way, especially if you can keep pushing more fruit into the Chao. Take a newborn, stick a dozen or so of these things into it and it'll evolve almost instantaneously. A Chao that gets hit by a falling coconut will often eat its assailant upon impact, which should alleviate the HP loss it takes.

The Mystic Ruins and Egg Carrier gardens are absolute messes in the Dreamcast version. In the former, Chao frequently spawn in places where they're either unreachable or seemingly stuck within the area's geometry and it's even easier to kill yourself on this version than it is on SADX. You can throw Chao off the edge, but they won't despawn like fruit or animals. In the latter, the positioning of the entrance teleporter and the platform it rests on combined with the way animals behave will cause them to run into the nearby sea or underneath the platform within seconds, leaving most of them unable to be given to Chao as they very quickly bypass the rather small player confines and swim much further away. Going underneath the platform causes your character to completely spaz out, and at the very least Big frequently starts looping into his landing animation and becomes fun to control when he gets near most of the decorations on the sand.

The more I experience the SA1DC Chao Gardens, the more it occurs to me that SADX seems like it uses some unholy combination of the SA1 and SA2 Chao systems and animations. Petting isn't present in SA1DC (all three action buttons pick up/put down Chao while Y won't execute attacks), which might explain why petting a Chao in SADX does next to nothing most of the time. Reminds me why I don't get why they didn't try to redo the game's animation issue-riddled cutscenes for DX and try do what they did for SA2's cutscenes. Then again, it's not like they rectified the NPCs' arbitrary models and polygons either.

The game doesn't appear to attempt to load Chao Adventure onto a VMU if something like Chao Editor is already loaded onto it, but does end up loading the Chao onto the .VMS file. Maybe that's just because of a VMU minigame limit, but I want to try load another minigame onto a VMU and then see what happens if a Chao is then deposited into it - if it'll work provided there's enough space, if the resultant .VMS is Chao Adventure's, and if so which minigame takes priority on the VMU's minigame icon (which I can't test as I don't have a physical Dreamcast and VMU). It's easy enough to load the .VMS files onto a VMU .BIN with VMU Explorer, but the emulation is something else. Dream Explorer apparently tends to act iffy with NullDC, I have no clue on how to run the computer version of SoftVMS, and ElysianVMU currently isn't capable of saving onto .VMS files.

#2610 User is offline PkR 

Posted 21 September 2017 - 10:52 PM

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  • Project:SADX Dreamcast Conversion, The Emeralds' Awakening
Y2K DLC recreated in SADX
Spoiler

Please enable only one DLC mod at a time, otherwise they won't load.
The rings are in the same locations as in the Dreamcast game. I've recreated all ring positions/rotations manually, so it isn't 100% accurate to the original, but still very close.
I used this video as a reference, so the mod contains all rings shown in the video + one more in Sonic's Final Egg 1 which the author seems to have missed.
Rings spawn in all Action Stages except Speed Highway 1 (Sonic), Casino 1 (Sonic) and pinball stages, Lost World 3, Ice Cap 2 and Final Egg 3 (Gamma). There are also no rings in minigames, boss battles and Adventure Fields except Station Square (main area only). Windy Valley 1 and Red Mountain 2 have unique ring placements for Sonic and Gamma's versions of the stage. Same for Lost World 2 as Sonic/Knuckles and Final Egg 1 as Sonic/Amy. Let me know if you find any rings in the original game that aren't in the mod.
Have fun!

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