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The SADX/SA1 Hacking Topic Now with more research and development!

#31 User is offline PicklePower 

Posted 15 August 2009 - 02:19 PM

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Remember those downloadable missions for the Dreamcast? There was a Christmas one where a tree showed up in Station Square, and others where signs would show up in levels and adventure fields. Something I've always been curious about finding is the trigger to activate those again. The Christmas tree model is still in SADX, and I don't see any reason why they would have bothered to remove those things.

#32 User is offline MainMemory 

Posted 15 August 2009 - 02:27 PM

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No I don't remember that, I never had a Dreamcast sad.png .
And it's kinda difficult to find an address that is always 0.
This post has been edited by MainMemory: 15 August 2009 - 02:31 PM

#33 User is offline Sik 

Posted 15 August 2009 - 02:30 PM

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QUOTE (PicklePower @ Aug 15 2009, 04:19 PM)
Remember those downloadable missions for the Dreamcast? There was a Christmas one where a tree showed up in Station Square, and others where signs would show up in levels and adventure fields. Something I've always been curious about finding is the trigger to activate those again. The Christmas tree model is still in SADX, and I don't see any reason why they would have bothered to remove those things.
Most likely because the service to download the missions wasn't available anymore? :P

EDIT: Morph tried the SuperSonic thing from this topic and he managed to get it... without screwing up the springs. Oops? :X
This post has been edited by Sik: 15 August 2009 - 02:31 PM

#34 User is offline PicklePower 

Posted 15 August 2009 - 02:32 PM

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It would also be interesting to find the value that controls things in a cutscene. Imagine being able to move or control the camera.

QUOTE (Sik @ Aug 15 2009, 02:30 PM)
QUOTE (PicklePower @ Aug 15 2009, 04:19 PM)
Remember those downloadable missions for the Dreamcast? There was a Christmas one where a tree showed up in Station Square, and others where signs would show up in levels and adventure fields. Something I've always been curious about finding is the trigger to activate those again. The Christmas tree model is still in SADX, and I don't see any reason why they would have bothered to remove those things.
Most likely because the service to download the missions wasn't available anymore? :P


Yeah, wishful thinking I guess. It wouldn't be beyond Sonic Team to be lazy and just leave it in, though.
This post has been edited by PicklePower: 15 August 2009 - 02:34 PM

#35 User is offline MainMemory 

Posted 15 August 2009 - 02:34 PM

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Only the downward springs get messed up (like the first one in Emerald Coast). The rest work fine.
Edit: what? you can already move the camera with my table (at least on the Y axis).
Edit edit: I now present to you, SonAmy.
This post has been edited by MainMemory: 15 August 2009 - 02:37 PM

#36 User is offline PicklePower 

Posted 15 August 2009 - 02:37 PM

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QUOTE (MainMemory @ Aug 15 2009, 02:34 PM)
Only the downward springs get messed up (like the first one in Emerald Coast). The rest work fine.
Edit: what? you can already move the camera with my table (at least on the Y axis).


Yeah, I'm messing with that now and just realized that. What does Camera Action do?

#37 User is offline MainMemory 

Posted 15 August 2009 - 02:41 PM

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the camera actions are:
0: Init
1: Refocus
2: Normal
3+: Stop
1 makes it jump to your character immediately, while 2 does the normal scrolling.
The video uploaded!

#38 User is offline Sik 

Posted 15 August 2009 - 02:43 PM

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QUOTE (MainMemory @ Aug 15 2009, 04:34 PM)
Only the downward springs get messed up (like the first one in Emerald Coast). The rest work fine.
He just tried that very same spring. Works OK. Although it seems that SuperSonic can't jump high enough to break the capsule at the end >_>

EDIT: he fixed the jump issue by setting the jump height to 3 v.png

QUOTE (MainMemory @ Aug 15 2009, 04:34 PM)
Edit edit: I now present to you, SonAmy.
1:07 onwards = psyduck.png

EDIT:
QUOTE (MainMemory @ Aug 15 2009, 04:41 PM)
Gay SuperSonic psyduck.png
This post has been edited by Sik: 15 August 2009 - 02:51 PM

#39 User is offline Glisp 

Posted 15 August 2009 - 02:45 PM

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I own the PC version but I seem to prefer the Gamecube version more. I wish there was some way to convert this and Polygon Jim's Sonic Heroes codes to the GC Action Replay format. (Especially Polygon Jim's since it pretty much turned a shitty Sonic game into a winner.) I'm going to try this on the PC version though. Thanks for finally figuring this out! =P

#40 User is offline saxman 

Posted 15 August 2009 - 02:54 PM

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QUOTE (Polygon Jim @ Aug 15 2009, 12:13 AM)
For the Super Sonic note, yes, but nothing special happened. And of course the animation change wouldn't do that, ths is a little more in depth than what I did, but still similar. Technically the texture thing could be fixed by editing the material structure of the model so it loaded a different pvr from the files.


Also, as Dude said, I also am impressed by your addresses. When I type I seem like a bit of an asshole is all.

Here's a tip on how not to sound assholish: don't say things like "bullshit" and "you're just a slightly less buggy version of what I did months ago." Think about what you're saying before you say it, that is, if you truly didn't mean to come off that way. The last thing we want is to discourage new findings. It doesn't matter who finds them or if people are praising more or less than what anyone thinks anyone deserves. In the end, it's the findings that get remembered, not the people. So try using words of encouragement, not downgrade his findings (or if you do, be very gentle about it.)

#41 User is offline Endri 

Posted 15 August 2009 - 02:57 PM

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What Sonic Heroes codes are these, found by PolygonJim?

QUOTE (MainMemory @ Aug 15 2009, 04:41 PM)
Did you use Cheat Engine to do this?

I didn't know CE had an "if/else" statement to change certain addresses values if certain conditions are met.

You forgot to make it change the currently playing music to 22, in order to load the SS boss fight music! :P

#42 User is offline MainMemory 

Posted 15 August 2009 - 03:00 PM

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No, no no. I just made it so you always turn into Super Sonic when you Jump and press the action button. I could also make him snowboard by the same method. A REAL Super Sonic transformation would take a lot more code changes.
Edit: but I did use Cheat Engine's assembler to edit the code in RAM. It was a one byte change.
This post has been edited by MainMemory: 15 August 2009 - 03:02 PM

#43 User is offline Dude 

Posted 15 August 2009 - 03:03 PM

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I've been messing with this too and I give you:
Sonic vs. sonic 2 player mode

#44 User is offline MainMemory 

Posted 15 August 2009 - 03:05 PM

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Cool, I need to show you Sonic the Terminator (aka Gamma w/ Sonic's model).
Edit: Is there any way to make this go faster? It takes forever to convert videos to MPEG and upload.
This post has been edited by MainMemory: 15 August 2009 - 03:13 PM

#45 User is offline Dude 

Posted 15 August 2009 - 03:15 PM

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QUOTE (MainMemory @ Aug 15 2009, 04:05 PM)
Cool, I need to show you Sonic the Terminator (aka Gamma w/ Sonic's model).
Edit: Is there any way to make this go faster? It takes forever to convert videos to MPEG and upload.


You can't use straight AVI files on youtube?

Personally I use movie maker to do a quick convert to wmv. It sucks I know but on youtube, quality doesn't matter that much and it takes a 200 mb file down to 2.5 mb

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