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SA2/SADX Mod Loader I am the best at names

#31 User is offline Dark Sonic 

Posted 12 December 2013 - 11:40 AM

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View PostMainMemory, on 12 December 2013 - 11:26 AM, said:

Something I'm working on:
Posted Image

Fantastic stuff right there. Also I'm not sure how difficult this would be but how hard would it be to make a mod that disables the music but not the sound effects?

#32 User is offline MainMemory 

Posted 12 December 2013 - 12:30 PM

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Should be extremely easy, just have to write a retn instruction to the start of the PlayMusic function. A single byte edit that could be done with a code even.

#33 User is offline Dark Sonic 

Posted 12 December 2013 - 12:47 PM

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View PostMainMemory, on 12 December 2013 - 12:30 PM, said:

Should be extremely easy, just have to write a retn instruction to the start of the PlayMusic function. A single byte edit that could be done with a code even.

Ah, excellent then. With the music gone I can either play another song in the background or watch a show on another monitor.
This post has been edited by Dark Sonic: 12 December 2013 - 12:47 PM

#34 User is online Strife 

Posted 12 December 2013 - 01:44 PM

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Good stuff!

I'd love to see a mod that converts all of Tails' stages into Sonic's version by changing his starting maps and locations accordingly for each stage. Is that something that's possible through the mod loader or would the .exe itself have to be altered?

#35 User is offline MainMemory 

Posted 12 December 2013 - 01:56 PM

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1. Um, what? I'm not following. 2. Anything that can be done by editing the exe can be done (usually better) with the mod loader.
This post has been edited by MainMemory: 12 December 2013 - 01:57 PM

#36 User is offline Dark Sonic 

Posted 12 December 2013 - 02:14 PM

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Idk how feasible this idea is but I think it'd be a great idea if it could be implemented in conjunction with the A to moon jump/float code (I assume that's how it works). A code along the lines of "Hold D-pad down to disable all collision" would be a great code for other characters to navigate levels they aren't supposed to play. For example, there are many somersault gates in Sonic and Shadow's levels that can't be passed by Knuckles or Tails or what have you, so being able to float through them would at least allow you to get past (sometimes there are invisible walls above the door, so climbing isn't possible. City Escape is a huge offender of this).

#37 User is offline Neo 

Posted 12 December 2013 - 02:22 PM

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MainMemory: I think he's talking about SADX, and making it so Tails plays through an entire stage instead of just the usual racing segment.
This post has been edited by Neo: 12 December 2013 - 02:23 PM

#38 User is online Strife 

Posted 12 December 2013 - 03:21 PM

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View PostNeo, on 12 December 2013 - 02:22 PM, said:

MainMemory: I think he's talking about SADX, and making it so Tails plays through an entire stage instead of just the usual racing segment.


^ This. Assuming you were confused about my post instead of Dark Sonic's.

#39 User is offline MainMemory 

Posted 12 December 2013 - 03:37 PM

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View PostDark Sonic, on 12 December 2013 - 02:14 PM, said:

Idk how feasible this idea is but I think it'd be a great idea if it could be implemented in conjunction with the A to moon jump/float code (I assume that's how it works). A code along the lines of "Hold D-pad down to disable all collision" would be a great code for other characters to navigate levels they aren't supposed to play. For example, there are many somersault gates in Sonic and Shadow's levels that can't be passed by Knuckles or Tails or what have you, so being able to float through them would at least allow you to get past (sometimes there are invisible walls above the door, so climbing isn't possible. City Escape is a huge offender of this).

The problem with that is that I don't know how collision works. What I could do is add a code to enable free movement (probably with an Fn key on the keyboard), but then that doesn't work for hunting characters...

View PostStrife, on 12 December 2013 - 03:21 PM, said:

View PostNeo, on 12 December 2013 - 02:22 PM, said:

MainMemory: I think he's talking about SADX, and making it so Tails plays through an entire stage instead of just the usual racing segment.


^ This. Assuming you were confused about my post instead of Dark Sonic's.

I suppose it could be possible. I'll look into it.

#40 User is offline Dark Sonic 

Posted 12 December 2013 - 04:52 PM

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View PostMainMemory, on 12 December 2013 - 03:37 PM, said:

View PostDark Sonic, on 12 December 2013 - 02:14 PM, said:

Idk how feasible this idea is but I think it'd be a great idea if it could be implemented in conjunction with the A to moon jump/float code (I assume that's how it works). A code along the lines of "Hold D-pad down to disable all collision" would be a great code for other characters to navigate levels they aren't supposed to play. For example, there are many somersault gates in Sonic and Shadow's levels that can't be passed by Knuckles or Tails or what have you, so being able to float through them would at least allow you to get past (sometimes there are invisible walls above the door, so climbing isn't possible. City Escape is a huge offender of this).

The problem with that is that I don't know how collision works. What I could do is add a code to enable free movement (probably with an Fn key on the keyboard), but then that doesn't work for hunting characters...

So there's a free movement function that only works for shooting and speed characters but not hunting characters?

Sega you were just all over the place with this game weren't you.

#41 User is offline muteKi 

Posted 12 December 2013 - 07:41 PM

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To be fair, the hunting stages are already structured to be more open, so there's no need to bypass collision to backtrack
This post has been edited by muteKi: 12 December 2013 - 07:41 PM

#42 User is offline Dark Sonic 

Posted 12 December 2013 - 07:59 PM

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View PostmuteKi, on 12 December 2013 - 07:41 PM, said:

To be fair, the hunting stages are already structured to be more open, so there's no need to bypass collision to backtrack

True but you would think a debugging function like that would be universal right?

#43 User is offline MainMemory 

Posted 12 December 2013 - 11:12 PM

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The updated SA2 mod loader and manager with code support are available.
There's no GUI for editing codes yet because I have no idea how that would work. If you want to edit codes, you'll have to look at mods\Codes.xml.

No SADX yet, because I can't just look at Flarn2006's cheat table to find code that runs every frame.

#44 User is online Strife 

Posted 13 December 2013 - 01:13 PM

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View PostMainMemory, on 12 December 2013 - 03:37 PM, said:

I suppose it could be possible. I'll look into it.


Awesome! Thanks. :D

As far as I can tell, the only places that Tails can't complete without hacking are those that require the use of jump panels - the tornado section of Windy Valley and the cave section of Ice Cap to be specific. Maybe I can add springs to those layouts somehow where necessary...

#45 User is offline E-122-Psi 

Posted 13 December 2013 - 01:40 PM

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A problem with Tails playing whole levels is that they are usually split up into two or three sections that load separately. It might be hard making some sort of track where Sonic should be a level you Tails isn't in (eg. if you enter the slots in Casinopolis, how will it know which part of the sewers Sonic is still in?).
This post has been edited by E-122-Psi: 13 December 2013 - 01:42 PM

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