Sonic Adventure DX (Preview) Discussion
#286
Posted 17 December 2008 - 08:02 PM
#287
Posted 17 December 2008 - 09:25 PM

Also as a side note, you may see files with an underscore either in the extension or in the filename. These appear to be alternate/different versions of those files. There are about 50 more where these came from, so if you want them just ask.
PS: Should help you A TON, but I also included some debug output trash someone left on the review disk for the file Set0500S. It's the .lst file in the root of the 7z. Just open it up in your favorite word processor and get stuff like this:
//Name:Set0500S //No.0 ID : 79 rotx: 0 y: 0 z: 0 xpos: -3808.640 y : 1082.810 z : -2058.510 xscl: 0.000 y : 0.020 z : 0.000 //No.1 ID : 0 rotx: 73 y: 53742 z: 146 xpos: -3649.520 y : 1144.690 z : -2322.090 xscl: 2.300 y : 0.200 z : 1.800 //No.2 ID : 28 rotx: 0 y: 28293 z: 0 xpos: -3907.990 y : 1179.310 z : -1983.950 xscl: 1.890 y : 1.780 z : 0.000
I also have a favor to ask one of you who can translate something in Japanese to English from a .txt file. There's some stuff at the top of this document that I can't seem to get that might be interesting. Take a look.
#288
Posted 17 December 2008 - 09:30 PM
evilhamwizard, on Dec 17 2008, 08:25 PM, said:
By no means am I a translator, but compare that to this:
C:\empty>dir Volume in drive C is ACER Volume Serial Number is DC59-C4A2 Directory of C:\empty 12/17/2008 08:29 PM <DIR> . 12/17/2008 08:29 PM <DIR> .. 0 File(s) 0 bytes 2 Dir(s) 4,076,011,008 bytes free
#289
Posted 17 December 2008 - 09:53 PM

Also as a side note, you may see files with an underscore either in the extension or in the filename. These appear to be alternate/different versions of those files. There are about 50 more where these came from, so if you want them just ask.
PS: Should help you A TON, but I also included some debug output trash someone left on the review disk for the file Set0500S. It's the .lst file in the root of the 7z. Just open it up in your favorite word processor and get stuff like this:
//Name:Set0500S //No.0 ID : 79 rotx: 0 y: 0 z: 0 xpos: -3808.640 y : 1082.810 z : -2058.510 xscl: 0.000 y : 0.020 z : 0.000 //No.1 ID : 0 rotx: 73 y: 53742 z: 146 xpos: -3649.520 y : 1144.690 z : -2322.090 xscl: 2.300 y : 0.200 z : 1.800 //No.2 ID : 28 rotx: 0 y: 28293 z: 0 xpos: -3907.990 y : 1179.310 z : -1983.950 xscl: 1.890 y : 1.780 z : 0.000
I also have a favor to ask one of you who can translate something in Japanese to English from a .txt file. There's some stuff at the top of this document that I can't seem to get that might be interesting. Take a look.
[/quote]
You sir... have just recieved over 9000 awesome points. I know a girl who can translate, I'll have her look at it.
EDIT: Could you do me a favor, and go into the light editor again, and cycle through the lights and take a screenshot of the numbers it gives you for each light - also a total of the lights in said stage would help, alot of the formats in this game have headers that say how big they are. I'm trying to do a file comparison between .rel files but HW is being gay atm.
Thanks for all your help so far... I have to remember to have lizzie look at that file you sent me, but by the looks of it, its just a compile output.
#290
Posted 22 December 2008 - 05:45 PM
Also, would it be possible to edit a level with this game, then take the edited BIN's and put them into SADX PC, where you'd have much more interesting levels and easier modding?
There must be some way to rip the editor and place it in the game.....hex editing?
#291
Posted 22 December 2008 - 06:38 PM
Gabbit, on Dec 22 2008, 05:45 PM, said:
Also, would it be possible to edit a level with this game, then take the edited BIN's and put them into SADX PC, where you'd have much more interesting levels and easier modding?
There must be some way to rip the editor and place it in the game.....hex editing?
If you could find debugassistant.exe and sega's method of connecting the gc to your computer, then yes. But we don't have those tools. Its easier just to edit the pc version of the game.
Also, I think I may have found some of the lighting data for the preview version. If I uploaded a file, could anyone try running it on their gc?
#292
Posted 22 December 2008 - 11:51 PM
debugassistant.exe eh? Sounds interesting, would this be a converter or an actual debugger?
#293
Posted 23 December 2008 - 01:51 AM
Gabbit, on Dec 22 2008, 11:51 PM, said:
debugassistant.exe eh? Sounds interesting, would this be a converter or an actual debugger?
You can use cheat engine to get coordinates from levels in the pc version, and copy-paste them into hex workshop. I've actually made tutorials on the subject that come along with images but the image links are long since broken... and the tutorial only applied to placing rings specifically and had no special instructions on object useage.
Also, by the looks of it, debugassistant.exe is just a program that takes input from the game and saves it to the pc. It probably didn't do any actual debugging, as the debug mode itself takes care of most of that.
#294
Posted 23 December 2008 - 02:25 AM
Dude, on Dec 23 2008, 11:51 AM, said:
GrandMasterJimmy made a tutorial which seems somewhat similar, it can be found at SCHG How-to:Edit Sonic Adventure levels.
#295
Posted 23 December 2008 - 03:41 AM
shobiz, on Dec 23 2008, 08:25 PM, said:
Dude, on Dec 23 2008, 11:51 AM, said:
GrandMasterJimmy made a tutorial which seems somewhat similar, it can be found at SCHG How-to:Edit Sonic Adventure levels.
Yes, I have read such tutorials (when the pics where actually there), but to me, this seems a bit too complicated and time-consuming. There are a lot of steps (or at least a lot of things you gotta do) just to get one item...and, me being the idealistic visionary that I am, this would be rather hard to edit an entire level/story :P
All I need to know is this: Could one use this prototype to develop their own levels without the need of time-consuming hex editing and then use the edited levels in SADX PC? (Of course, PC version would be easier to modify.)
#296
Posted 23 December 2008 - 06:17 PM
Gabbit, on Dec 23 2008, 02:41 AM, said:
No.
Theoretically if you used a debugger like GCNrd, or the USB Gecko (if that works with backups) you could place a bunch of shit in a level and make a RAM dump, get the placement data from RAM, but you still woudn't be able to use it directly without first converting it from Big Endian to Little Endian.
#297
Posted 23 December 2008 - 06:42 PM
Plus even if it saved them, the game is so buggy, and crashes so much it would take way more time to do.
Anyway, it doesn't take that much time to do, sit down and try it sometime.
Or use this tool to help you.
#298
Posted 23 December 2008 - 09:35 PM
Thanks for that upload, Jim, although I have a feeling hex editing is easier (all those numbers and letters.....gives me the creeps).
Thanks to all for the info!
#299
Posted 23 December 2008 - 10:02 PM
In that program, there's an add item button, you click it, then you can change it's type, rotation, position, ect. Very simple to use.
And the reason SADX doesn't have anything fancy, is it never needed too. Remember, the layouts are from SA1 on the DC, they already had them built, why would they need a level designer built in.
#300
Posted 23 December 2008 - 10:27 PM
I'll give that program a try...I assume you can use it during the game, then save afterwards?

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