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Sonic Adventure DX: Fixed Edition 1.0.0, mod loader! 4/29/2015

#31 User is offline Morph 

Posted 23 May 2011 - 08:57 PM

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QUOTE (TheBalishChannel @ May 23 2011, 01:18 PM)
One thing I suppose you could fix is that one line Tails has where he's like, "Good thing you're okay-" It sounds as if SEGA cut off a bit of dialogue. The only problem is if the full voice clip isn't in the game's data anymore. sad.png


Well, there's not too much I can do about that unless I have the "full" clip, or if I have another clip of Tails saying "OK" that would be better sounding in that situation.

Also, I've updated the to-do list a bit. While playing SADX on my GameCube with my little siblings, there were a few things I noticed, so I quickly wrote them down (excluding the Emerald Coast one):

CODE
    Fix water issues just after the start of Emerald Coast part 2 (hopefully)
    Fix a collision issue with a spring in the tornado of Windy Valley on the bridge (if I even can)
    Fix the random ring capsule in the 3rd part of Windy Valley on the island thingy to not be in the floor
    Fix spawn point in Casinopolis for Sonic to not be in the floor (which I noticed before, but forgot about)


I did end up making those buildings solid in Speed Highway as Dude suggested, but I'll release that with the next bunch of fixes/update release.

#32 User is offline Morph 

Posted 09 June 2011 - 10:43 PM

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Double post for update! Here's what's changed:

CODE
    Fixed spawn point in Casinopolis for Sonic to not be in the floor (special thanks to MainMemory for help on this)
    Fixed the random ring capsule in the 3rd part of Windy Valley on the island thingy to not be in the floor (for Sonic and Tails)
    Fixed some ottotto objects (they cancel out the spindash and sometimes movement in general) in Emerald Coast 2 just before the second checkpoint (and by some I mean a lot)
    Fixed a spring a bit in the third part of Speed Highway (for Sonic and Knuckles)
    Fixed a few barriers in Speed Highway for Sonic and Tails
    Fixed Tails' and Sonic's spawnpoint in Speed Highway act 1 so you actually start ON THE GROUND as opposed to floating above it
    Fixed a collision issue near a lightning shield on the island thingie in Windy Valley 3 as Sonic
    Fixed YET ANOTHER Rhino Tank in Windy Valley for both Sonic and Tails


Yeah, I found another failing Rhino Tank:

... which as you can see, is now fixed. It's not the most practical place for a rhino tank. But hey, it's fixed, so that makes it cool right?

No patch this time, just a full update. Downloads:
Download for SADX PC 2004
Download for SADX PC 2010 (Dreamcast Collection edition)

#33 User is offline Dude 

Posted 10 June 2011 - 01:42 PM

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You know what else you could do? You could fix the platforms inside of the tornado that have no bottoms - in the dreamcast version the bottoms are there so you could use those models as source material. There are also a ton of places that could use UVW fixing

#34 User is offline Morph 

Posted 10 June 2011 - 04:32 PM

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Wow, I never noticed that before. That looks pretty bad. I'll get right on it.

#35 User is offline Clutch 

Posted 10 June 2011 - 05:18 PM

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Not much I can offer help on, but best of luck to you guys on this. I love the concept.

#36 User is offline Morph 

Posted 10 June 2011 - 09:11 PM

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QUOTE (Clutch @ Jun 10 2011, 03:18 PM)
Not much I can offer help on, but best of luck to you guys on this. I love the concept.


Thanks.

QUOTE (Dude @ Jun 10 2011, 11:42 AM)
You know what else you could do? You could fix the platforms inside of the tornado that have no bottoms - in the dreamcast version the bottoms are there so you could use those models as source material. There are also a ton of places that could use UVW fixing


Done! And although you in particular already know, I'll explain how it ended up getting fixed anyway:

It would seem that Windy Valley part 2 (inside the tornado) was simply "missing" two textures that the Dreamcast version has, and SADX PC has... in different sections of the level. After decompressing the PVM, I found that the textures were there, just that they were a solid color and were marked with the alpha tag ingame. (in other words, see-through)
So I copied the textures over, fixed the flag, and the problem was solved. I wonder how it even happened in the first place, but oh well.

Here are some images for comparison:

It's obvious which one is the fixed one.

And here's a patch for the last update I released:
Download for SADX PC 2004
Download for SADX PC 2010

There isn't one for the 2010 version, because just the PVM won't help. It requires some modifying done to the flags of the level geometry, and I don't really have the knowledge myself to be able to find out where that is in the newer executable.

#37 User is offline Mykonos 

Posted 18 June 2011 - 03:40 PM

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I'm not sure if this counts, but I haven't seen it suggested yet so I'll just throw it out there. Consider it adding onto the following:

QUOTE
or maybe add the tracks intended to play in certain areas (eg. Calm After The Storm on the crash landed variant of the Egg Carrier, the Hedgehog Hammer theme not activated in the Adventure Field version) don't know how possible it is to implement them but they'd make a nice touch.


I'm almost certain Leading Lights was meant to play in Sonic's Lost World from the mirror portion onwards. It plays in Knuckles stage (which takes place after the mirror portion), and the track name is "Leading Lights", I mean, come on. v.png

I realize it hasn't been fully figured out how to do this, but just wanted to address it.

#38 User is offline Hendricks 266 

Posted 18 June 2011 - 04:16 PM

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QUOTE (Mykonos @ Jun 18 2011, 03:40 PM)
I'm almost certain Leading Lights was meant to play in Sonic's Lost World from the mirror portion onwards. It plays in Knuckles stage (which takes place after the mirror portion), and the track name is "Leading Lights", I mean, come on. v.png

I realize it hasn't been fully figured out how to do this, but just wanted to address it.

Leading Lights does play in the very last section of Sonic's Lost World, with a capsule, "leading lights" on either side of the path to the capsule, the mural/mosaic of Perfect Chaos, and nothing else. I don't think it would be possible to add a music change in the middle of a section like that, and I don't know if it's even possible to break them up.

#39 User is offline Mykonos 

Posted 18 June 2011 - 05:36 PM

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QUOTE (Hendricks 266 @ Jun 18 2011, 05:16 PM)
QUOTE (Mykonos @ Jun 18 2011, 03:40 PM)
I'm almost certain Leading Lights was meant to play in Sonic's Lost World from the mirror portion onwards. It plays in Knuckles stage (which takes place after the mirror portion), and the track name is "Leading Lights", I mean, come on. v.png

I realize it hasn't been fully figured out how to do this, but just wanted to address it.

Leading Lights does play in the very last section of Sonic's Lost World, with a capsule, "leading lights" on either side of the path to the capsule, the mural/mosaic of Perfect Chaos, and nothing else.


I knew it played there, but forgot all about the lights on the side of the path. Hmm. Well, there goes that.

#40 User is online MainMemory 

Posted 18 June 2011 - 05:46 PM

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QUOTE (Hendricks 266 @ Jun 18 2011, 04:16 PM)
I don't think it would be possible to add a music change in the middle of a section like that, and I don't know if it's even possible to break them up.

It would be easier to copy an existing "area trigger" type object (like the scene changer used in adventure fields) to change the music than it would be to create a new level segment.

#41 User is offline muteKi 

Posted 20 June 2011 - 06:03 PM

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Would there be any way to fix that bit near the start of Lost World 2, where the dark room is? The background transition occurs just a little bit too late and IIRC the darkness isn't a strong enough effect compared to the DC version.

#42 User is offline Morph 

Posted 08 August 2011 - 04:21 AM

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I thought I'd release a small update since there hasn't been much going on with this lately.

Quote

Forced Z-buffer to be 24bit as opposed to 16bit (thanks to Dude and FraGag!) (http://forums.sonicr...ndpost&p=594916)
Fixed many collision inconsistencies in Red Mountain (Feet through the floor, no shadow).
Fixed a few objects that were too high or too far into the ground in Red Mountain.
Fixed a few ring alignment issues in Ice Cap 1 and 2 for Sonic. (subject to further change)
Fixed a few springs, a checkpoint, and a capsule for Tails in Sky Deck 1 and 3. (1 for both Sonic and Tails, 3 for just Sonic.)
Fixed 3 dash panels in Sky Deck 2 for Sonic (They had a speed of 2, which means they were essentially useless and made you just come to a stop)


Full package:
Download for SADX PC 2004
Download for SADX PC 2010

Patch to upgrade 6/10/2010 version:
Download for SADX PC 2004
Download for SADX PC 2010

If there are any issues with the changes I made, or anything else you spot that you think should be fixed, let me know!

View PostmuteKi, on 20 June 2011 - 06:03 PM, said:

Would there be any way to fix that bit near the start of Lost World 2, where the dark room is? The background transition occurs just a little bit too late and IIRC the darkness isn't a strong enough effect compared to the DC version.


A bit late to respond, but I'm not sure. I'll have to look into it (and by look into it, I mean go ask MainMemory how to do it, lol).

#43 User is offline PimpUigi 

Posted 08 August 2011 - 05:31 AM

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Does this fix the analog issues of controllers?
Is there any plan to use the Dreamcast textures for the characters instead of the high gloss textures?

#44 User is offline Graxer 

Posted 08 August 2011 - 05:45 AM

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For trying the patch my Steam copy, I replaced the files in the "system" folder with the new ones in the 2010 patch. However, when I ran the game most of the changes I expected hadn't happemed. For instance panel 4 in the Windy Valley tornado still allows you to see through the platform, and the water in Emerald Coast still shows the original texture from the PC copy. Also, there seems to be an unusual new bug in the menu in that the currently highlighted selection doesn't show the text.

I would also like to say that the analogue controller issue would be good to see fixed in the 2010 version. The 360 version allows analogue movement with the control pad, but the PC 2010 version, which is meant to be the same, only allows for movement in 8 directions despite using a 360 controller.
This post has been edited by Graxer: 08 August 2011 - 05:52 AM

#45 User is offline Morph 

Posted 08 August 2011 - 05:52 AM

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View PostPimpUigi, on 08 August 2011 - 05:31 AM, said:

Does this fix the analog issues of controllers?
Is there any plan to use the Dreamcast textures for the characters instead of the high gloss textures?


There's a link to MainMemory's patcher on the main page for the controller issue, although I admit that doesn't fix the issue, just makes controllers with this issue at least usable in SADX.
As for the textures, the textures have little to do with it. In fact, Sonic's textures (at least the blue parts) are almost all solid colors aside from some basic shading specifically for the bottom of his spines. It's more of a lighting thing, from my understanding.


View PostGraxer, on 08 August 2011 - 05:45 AM, said:

For trying the patch my Steam copy, I replaced the files in the "system" folder with the new ones in the 2010 patch. However, when I ran the game most of the changes I expected hadn't happemed. For instance panel 4 in the Windy Valley tornado still allows you to see through the platform, and the water in Emerald Coast still shows the original texture from the PC copy. Also, there seems to be an unusual new bug in the menu in that the currently highlighted selection doesn't show the text.

I would also like to say that the analogue controller issue would be good to see fixed in the 2010 version. The 360 version allows analogue movement with the control pad, but the PC version, which is meant to be the same, only allows for movement in 8 directions despite using a 360 controller.


Make sure to download the full package 2010 version if you didn't have a previous version of SADX:FE already. And the see-through platform issue in Windy Valley can't be fixed yet in SADX PC 2010—or rather, it can, providing we figure out where the new addresses for all the level models and things are (and once SADXLVL is compatible with it, because I'd really have little-to-no idea how to fix it via hex editor). And the text highlight issue is an interesting one... Not sure what's causing it, I'll take a look.

Edit, re: analog issue @ Graxer:
That's interesting, I never noticed myself (most likely because I've only played the demo version on the 360 once or twice, though). Not sure how to go about fixing it, however...
This post has been edited by Morph: 08 August 2011 - 05:55 AM

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