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SADX/SA1 Hacking/Modding Now with more research and development!

#2176 User is online MainMemory 

Posted 11 June 2015 - 01:04 PM

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View Postchaoscollector, on 11 June 2015 - 01:00 PM, said:

Posted Image
Shows up like this!

And Just gave it a try with PVMEditsharp, sure enough all edited textures came up transparent, which I'm assuming means the PVM tool was buggy right? This is a PVM from years ago I'm using so it wouldn't surprise me if that's the case!

It really could be either one that's buggy. If the PVM shows up ingame, though, then we can assume that Puyo Tools is the buggy one. You may want to contact Yoshi 15 or file an issue on GitHub, including an example of a PVM that doesn't work.

If you still have the old tools, you might be able to extract the textures and then import them into a new PVM with PVMEditSharp.
This post has been edited by MainMemory: 11 June 2015 - 01:06 PM

#2177 User is offline chaoscollector 

Posted 11 June 2015 - 01:28 PM

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View PostMainMemory, on 11 June 2015 - 01:04 PM, said:

It really could be either one that's buggy. If the PVM shows up ingame, though, then we can assume that Puyo Tools is the buggy one. You may want to contact Yoshi 15 or file an issue on GitHub, including an example of a PVM that doesn't work.

If you still have the old tools, you might be able to extract the textures and then import them into a new PVM with PVMEditSharp.


Unfortunately I don't still have the old tools! I think I'll try making a new PVM when I've got the time using PVMEditSharp (I'm not too bothered about keeping this old one) and see if that displays okay in SADXLVL2, thanks for your help!

EDIT: Does anybody happen to know if I can export a single object using SADXLVL2? I've only figured out how to export an entire level so far, I'm trying to get the boat from casinopolis exported as a .obj file?
This post has been edited by chaoscollector: 13 June 2015 - 02:52 PM

#2178 User is online Strife 

Posted 13 June 2015 - 07:46 PM

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I'm having trouble getting Sonic's version of Speed Highway to work with Tails. I took the following files:

CAM0400S.BIN, CAM0401S.BIN, CAM0402S.BIN, CAMMI0402S.BIN, PRMMI0400S.BIN, PRMMI0401S.BIN, PRMMI0402S.BIN, SET0400S.BIN, SET0402S.BIN

And replaced the S at the end of the filenames with M. This successfully loads Sonic's object and camera data, but the helicopters that normally appear for him are missing and the transition to the second area doesn't work. (When Tails reaches the building where this normally takes place, it's a dead end.) Is there something I missed?

Notably, doing this same trick for the other stages that Tails plays through has been successful; By borrowing Sonic's layout files and modifying the .exe to have him start in the first Act, he can play through his first four stages exactly as Sonic would.

#2179 User is offline Dude 

Posted 13 June 2015 - 07:49 PM

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No, the level transition triggers aren't part of the object layout (usually). They're hard-coded. If you go through the disassembly though, you could look at the speed highway code and patch that.

#2180 User is online Strife 

Posted 13 June 2015 - 08:35 PM

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Ah, I thought that might be the case. If I get bored someday, maybe I can try to figure out where it says that the trigger only exists for Sonic and make it render for all characters instead.

#2181 User is offline pablodrago 

Posted 13 June 2015 - 09:12 PM

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@Strife: There is an object in the adventure fields called "SCENE_CHANGE" or something like that, if you port this object into the speed highway, is posible to load the next part of the level.
This object is a blue box, just set the X,Y,Z values for the size of the box and the Z rotation is the level to load.
I don't remember if this object trigger the animation when the character begins to run down the buiding.


View Postchaoscollector, on 11 June 2015 - 01:00 PM, said:

*image*
Shows up like this!

And Just gave it a try with PVMEditsharp, sure enough all edited textures came up transparent, which I'm assuming means the PVM tool was buggy right? This is a PVM from years ago I'm using so it wouldn't surprise me if that's the case!

Try to open the material editor and change all 255 values to 254, that usually helps.

#2182 User is offline Jeffery Mewtamer 

Posted 14 June 2015 - 11:37 AM

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@Strife: Does such a hack work with(or at least make less buggy) the stages Tails can't normally access but can be glitched into? Does such a trick work with any of the other characters? It's probably a pipedream, but a hack that allowed Tails, Knuckles, and perhaps even Amy and Gamma to play through the entirety of Sonic's levels would be awesome and this sounds like a good first step towards making that a reality.

#2183 User is online Strife 

Posted 14 June 2015 - 12:34 PM

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These are the results of my tests, based purely on renaming Sonic's object and set files so that they're loaded for Tails:

Emerald Coast: The timer never appears and reaching the second area throws you back to the Adventure Fields - likely because the second area is used in one of his cutscenes. (Other characters have neither of these problems.)
Twinkle Park: The bumper car track works fine, but when the second area is reached, Tails freezes when he falls into the roller coaster and said coaster never moves, forcing you to quit.
Red Mountain: Throws you back to the Adventure Fields immediately - likely because Red Mountain was used in one of Tails' cutscenes. Other characters don't have this problem.
Lost World: Works great.
Final Egg: Works great.

#2184 User is offline crystallize 

Posted 27 June 2015 - 07:02 AM

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How does a chase camera work in this engine?
This post has been edited by crystallize: 27 June 2015 - 07:02 AM

#2185 User is offline Dude 

Posted 27 June 2015 - 09:17 AM

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From what I've been able to figure out so far, if Sonic is facing away from the camera, it will slowly rotate until it is directly behind him, targetting a point in front of him. If Sonic is facing the camera, it will slow it's turning rate, eventually coming to a stop if he runs straight at it. Once he stops, it will resume trying to get behind him again.

#2186 User is offline crystallize 

Posted 18 July 2015 - 01:43 PM

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View PostDude, on 27 June 2015 - 09:17 AM, said:

From what I've been able to figure out so far, if Sonic is facing away from the camera, it will slowly rotate until it is directly behind him, targetting a point in front of him. If Sonic is facing the camera, it will slow it's turning rate, eventually coming to a stop if he runs straight at it. Once he stops, it will resume trying to get behind him again.

No, I mean, camera stops to wait for Sonic to go through a loop, and camera behaviour depends on gameplay type (normal, plane, fishing) and even a gimmick (icicle, cart, avalanche, shark). How does it work? Are there some trigger brushes and different camera logic for that?
This post has been edited by crystallize: 18 July 2015 - 01:44 PM

#2187 User is offline Dude 

Posted 18 July 2015 - 10:01 PM

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View Postcrystallize, on 18 July 2015 - 01:43 PM, said:

View PostDude, on 27 June 2015 - 09:17 AM, said:

From what I've been able to figure out so far, if Sonic is facing away from the camera, it will slowly rotate until it is directly behind him, targetting a point in front of him. If Sonic is facing the camera, it will slow it's turning rate, eventually coming to a stop if he runs straight at it. Once he stops, it will resume trying to get behind him again.

No, I mean, camera stops to wait for Sonic to go through a loop, and camera behaviour depends on gameplay type (normal, plane, fishing) and even a gimmick (icicle, cart, avalanche, shark). How does it work? Are there some trigger brushes and different camera logic for that?


Oh. That's more than just the chase cam, that's the entire game's camera system.

There are trigger brushes, yes. You can turn them on in sadxlvl2 by using the view menu and clicking the 'camera' checkbox. The camera system is only about 75% known, and there are some editor features that are in-development. The trigger brushes are all stored in bin files in the system folder, they use the same naming convention as the SET files, except the prefix is CAM instead. Most of the triggers are rectangular boxes with 3 scale values and 2 rotation values. There is an option for uniform scale, which allows one (or maybe more) scale values to be used as a different kind of variable. That particular option hasn't been added to the editor yet, since I'm only kind of sure how it works. I'm still in the process of reverse engineering what all the flags mean.

If you want to see my current (sloppy, stream-of-consciousness stuff) notes on the format: http://pastebin.com/atf3HRv1

#2188 User is offline Morph 

Posted 23 July 2015 - 09:58 PM

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Fixed FOV in widescreen!

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