Sonic and Sega Retro Message Board: SA2/SADX Mod Loader - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 14 Pages +
  • 1
  • 2
  • 3
  • 4
  • Last ►
    Locked
    Locked Forum

SA2/SADX Mod Loader I am the best at names

#16 User is offline Irixion 

Posted 19 August 2013 - 10:28 PM

  • Posts: 1469
  • Joined: 30-December 04
  • Gender:Male
  • Location:Ontario, Canada
  • Project:Life
  • Wiki edits:152
Would it be possible to get his animations in from Sa2? :V That's one thing that always bothered me, he pretty much copies Sonic's for everything. It just felt like a cheap reskin instead of an actual extra character in DX.

#17 User is offline MainMemory 

Posted 19 August 2013 - 10:53 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
I... guess? I have no idea how SA2 Metal Sonic's "skeleton" maps to SA1 Sonic though.

#18 User is offline Dude 

Posted 19 August 2013 - 10:57 PM

  • 3ds MAX Help Desk
  • Posts: 3095
  • Joined: 11-September 04
  • Gender:Male
  • Location:Southbridge, MA
  • Project:Sonic Adventure Generations
  • Wiki edits:43

View PostIrixion, on 19 August 2013 - 10:28 PM, said:

Would it be possible to get his animations in from Sa2? :V That's one thing that always bothered me, he pretty much copies Sonic's for everything. It just felt like a cheap reskin instead of an actual extra character in DX.

Not possible, the two games use totally different animation systems.

#19 User is offline MainMemory 

Posted 19 August 2013 - 11:46 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
...what? The animation format is identical, it's the standard NINJA animation format.

#20 User is offline Dude 

Posted 20 August 2013 - 03:57 PM

  • 3ds MAX Help Desk
  • Posts: 3095
  • Joined: 11-September 04
  • Gender:Male
  • Location:Southbridge, MA
  • Project:Sonic Adventure Generations
  • Wiki edits:43
Clarification: It's technically the same 'system', but sa2 is a superset of sa1.

Then again it's like that for nearly the entire game, not just the animation system.

#21 User is offline MainMemory 

Posted 30 August 2013 - 03:59 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
SA Tools now has a Struct Converter program which loads a data ini generated by the split tool and allows you to export various data as a mod loader compatible C file.
Currently some types of lists won't get entries in the pointers array because when I was still editing the exe directly I had the brilliant idea to update the list header that was already there, rather than appending a new list header to the end of the exe and changing the pointer, which doesn't work very well with this setup.
Additionally SAMDL and SALVL can now export C data files themselves.

The SADXModLoader.h and SA2ModLoader.h files were also updated because I was missing a few structs and enums.

Edit: Fixed some bugs.
This post has been edited by MainMemory: 30 August 2013 - 08:06 PM

#22 User is offline MainMemory 

Posted 10 September 2013 - 12:25 AM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
SA2 Mod Loader update: now it should ACTUALLY BE ABLE TO REPLACE MUSIC. Also I removed a redundant variable and allowed it to detect paths that use / instead of \.

#23 User is offline Hendricks 266 

Posted 22 September 2013 - 01:46 AM

  • Posts: 356
  • Joined: 01-June 05
  • Gender:Male
  • Location:United States
  • Wiki edits:58
The mod loaders work great! I especially like the "install" feature.

I have a hopefully small request. For the SADX Mod Manager, would it be possible to add support for the custom resolution 1440x1080? I ask because the full 16:9 1920x1080 cuts off the top and bottom of the FOV, and 1440x1080 is the 4:3 resolution that uses the entire y-axis of a 1080p monitor.

Thank you for all the work you've put into the games.
This post has been edited by Hendricks 266: 22 September 2013 - 01:47 AM

#24 User is offline MainMemory 

Posted 22 September 2013 - 09:59 AM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
The SADX mod loader doesn't support specific resolutions, it merely allows you to specify a resolution, which is passed directly to SADX. If the resolution you want doesn't work, there's really nothing I can do about it because I have no clue how SADX's renderer works.

#25 User is offline Caverns 4 

Posted 30 September 2013 - 01:09 PM

  • Posts: 321
  • Joined: 07-December 12
  • Gender:Male
  • Project:Sanik Quest: Journey To The Right
Okay, I have a question about this.

You remember how I was interested in tweaking the character physics before?

Would it be possible to make it a mod pack rather than something built into an EXE? I like the idea of having them be togglable rather than using several EXE's.

#26 User is offline MainMemory 

Posted 30 September 2013 - 01:21 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
I do not remember, but either way modifying the characters' physics is relatively simple in a mod.

#27 User is offline MainMemory 

Posted 28 October 2013 - 05:22 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
I've updated both mod loaders with some new features accessible from mod.ini files:
  • An EXEFile entry can be used to specify an alternative executable file (must be in the same folder as the original exe). The mod manager will run the specified exe instead of the default one when "Save and Play" is clicked, and the mod loader dll will show a warning if you use the wrong exe.
  • An IgnoreFiles section. In this section, you may list one file per line, and any accesses to files appearing in this section will be redirected to "nullfile".
  • A ReplaceFiles section. In this section, you may list a file name, an equals sign, and the name of the file you want to be read instead of the first file. For example, system\\sounddata\\bgm\\wma\\title.wma=system\\sounddata\\bgm\\wma\\sonic.wma will cause "It Doesn't Matter" to play on the main menu.
  • A SwapFiles section. This section behaves similarly to ReplaceFiles, except that the replacement happens both ways. So if you put the previous example in this section, it would also cause Sonic's credits to play the main menu song.


A couple reminders about INIs:
Section header names are enclosed in square brackets (for example, [ReplaceFiles]).
My INI parser uses backslashes (\) for escape sequences. \n is a newline, \r is a carriage return, \\ is a backslash, and any other character following a backslash will be interpreted as a literal character. So if you want to put an = in a key or value, you must type \=.

#28 User is offline MainMemory 

Posted 07 December 2013 - 01:25 AM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
The mod loaders and managers are now on Sonic Retro's GitHub.

#29 User is offline MainMemory 

Posted 07 December 2013 - 05:11 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
I've uploaded a new version of the mod loaders that scan the mod folders for file replacements once on startup rather than every time a file is read. Should improve performance a little. Also the Init function in the ModInfo struct now has a const char *path parameter, which contains the mod's folder path.

I was going to try to add save file redirection like CPKREDIR, but I don't see a way to make that happen without completely rewriting the save file code.

#30 User is offline MainMemory 

Posted 12 December 2013 - 11:26 AM

  • Every day's the same old thing... Same place, different day...
  • Posts: 3708
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
Something I'm working on:
Posted Image

  • 14 Pages +
  • 1
  • 2
  • 3
  • 4
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users