To be fair, the hunting stages are already structured to be more open, so there's no need to bypass collision to backtrack
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.
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...
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?).
Yeah, I'd have to disable the racing bit entirely and have his level objectives more or less the same as Sonic's. I'd also have to combine parts of Sonic and Tails' layouts, assuming you don't want to just use Sonic's layouts outright.
My thinking is that Tails' racing gimmick would be omitted entirely, and he would share the exact same objectives as Sonic. Plot-wise, it never really made sense to me anyway that he would "fail" if Sonic got the emerald before him, since they're both going after the emeralds together as a team. XD The only stage where it makes sense for Tails to absolutely have to reach the end before his opponent is in Speed Highway. Anyhoo, I'd place priority on Sonic's layouts except in places where jump panels are required to progress.
Just redownloaded the SA2 mod loader from the link in the first post. I'm seeing the codes.xml in the mods folder, but the exe doesn't have a codes tab.
The last updates to the SADX and SA2 mod loaders accidentally broke the file switching function, I have now corrected this error. Additionally, thanks to roxahris complaining in #retro, the SADX mod loader will now detect non-US EXEs, and refuse to run. Hacked US EXEs should still work though.
I'm having problems getting the SADX mod loader to work. It's constantly telling me access to the path is denied when trying to install the loader. Oddly the SA2 mod loader doesn't do this. Any possible reason why?
SADX is installed in Program Files, and is set so only Administrator accounts can modify its contents, while Steam sets its folder to be modifiable by anyone?
Ya I just moved the game to some other folder and it seems to work now. That's strange though as I should have administrative access since my account is set to administrator. Well, regardless hopefully it works now. Steam is also burried in Program files (Program files(x86) though) but it doesn't have the same issues.
Morph has finished designing a Configuration Editor for the SADX Mod Manager, so autorun.exe is now entirely unnecessary. You can find it in the button in the lower right corner of the main window. Controller editing is a possibility for the future, and the SA2 Mod Manager may get a similar treatment. Edit: Fixed config editor not writing 0 to the INI when it should.
Really wanted to try the SADX Loader, but it's telling me "Please insert the correct CD-ROM, select OK and restart application", even with the Disable CD Check enabled. Is it because I'm using the cheap European version?
If you're using a non-US version, the mod loader should warn you at startup and refuse to run, unless you neglected to install it...