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> The SADX Hacking Topic, Super Sonic!!! Now with 50% more ASM!
 Polygon Jim
post Nov 1 2009, 01:51 PM
Post #751




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QUOTE(Graxer @ Nov 1 2009, 01:49 PM) *
QUOTE(MainMemory @ Oct 30 2009, 03:14 AM) *
Trainer update!
No way? No way!

Also includes sadxtest.exe, which you should use if you encounter any problems with the trainer. Run it from an open console window, select all the text that appears in the window, copy it and put it here. You should have sonic.exe running when you do this.

Oh, EU/no-cd is the default, because I'm the only one with the US version. :P

Great trainer. The "Super Sonic" function crashes the game for me though.

It would also be good if the start points of some level segments weren't messed up by using the wrong characters in some levels. That may not me fixable though.



You need to play Final Chaos first, before you turn it on.
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 Graxer
post Nov 1 2009, 02:27 PM
Post #752




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QUOTE(Polygon Jim @ Nov 1 2009, 07:51 PM) *
QUOTE(Graxer @ Nov 1 2009, 01:49 PM) *
Great trainer. The "Super Sonic" function crashes the game for me though.

It would also be good if the start points of some level segments weren't messed up by using the wrong characters in some levels. That may not me fixable though.



You need to play Final Chaos first, before you turn it on.

Thanks! That works now. I didn't realise that Super Sonic ran so fast!
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 MainMemory
post Nov 1 2009, 02:33 PM
Post #753


No way! I can't believe this!

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QUOTE(Graxer @ Nov 1 2009, 12:49 PM) *
Great trainer! The "Super Sonic" function crashes the game for me though.

I'm going to have to put a warning box there, maybe then people will stop telling me it crashes.

QUOTE(Graxer @ Nov 1 2009, 12:49 PM) *
It would also be good if the start points of some level segments weren't messed up by using the wrong characters in some levels. That may not be fixable though.

You can sort of fix this by opening the Position Editor and selecting "Teleport to first position in list". Before you do that, you have to save the starting position for the level.
I'm going to add a box to change the internal character ID, which will fix this and the Adventure Fields, but will change the character's physics slightly.

Edit: In case you don't understand,


This post has been edited by MainMemory: Nov 1 2009, 02:48 PM
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 MainMemory
post Nov 1 2009, 05:03 PM
Post #754


No way! I can't believe this!

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Trainer Update!
No new picture.

New Features:
Asks for confirmation (once per run) before activating Super Sonic
Second character field, for Adventure Fields and start points (doesn't change who you are)
Metal Sonic checkbox
2 Debug checkboxes, 1 with warning not to leave it on when switching levels (once per run)
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 MainMemory
post Nov 1 2009, 10:45 PM
Post #755


No way! I can't believe this!

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Demo of things you can do with SADXTweaker.
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 Morph
post Nov 1 2009, 11:27 PM
Post #756


AKA SonicFreak94.

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Old info is old.



Even though I changed the animations of my EXE to my liking manually with Cheat engine and Hex workshop, that thing is really useful. Makes things that would usually take 15 minutes take 2 seconds. Good job =D
(Also, I know it was posted a while ago, I just got around to trying it is all)
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 MainMemory
post Nov 2 2009, 01:40 PM
Post #757


No way! I can't believe this!

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Release 2 of SADXTweaker is now available.

New Stuff:
Moar Ackshuns fore Sawnik
More Animations for Sonic
Most of Super Sonic's Actions and Animations
The Physics Editor window, it does nothing!
New "Save" item in File menu
New "Run" item in File menu, allowing you to test more quickly

If you have any questions, comments, concerns, or suggestions, please tell me.
If you know any addresses that I don't have, please tell me.
If you know any values for Actions/Animations for other characters, please tell me.
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 MainMemory
post Nov 2 2009, 11:18 PM
Post #758


No way! I can't believe this!

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It's been a few hours, so SADXTweaker Release 3 is available.

New Features:
Tails is now available for Actions and Animations
Knuckles is now available for Animations
Code Switch window implemented
SADXTweaker now remembers the EXE version you select

The code switch window looks like this:

When you check something, it disables the relevant code. When you uncheck something, it reapplies the code from a clean sonic.exe file.
Obviously, this means you have to tell it where to find one. You can do this and check whether you have done this under Settings, Choose Clean File. It will be checked if you have already found one, but you can do it again if you want to. If you try to open the Code Switch before finding a clean EXE, it will ask you to find one, and it will not open until you do.
The clean EXE must be the same version as the one you are editing!
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 Dude
post Nov 2 2009, 11:22 PM
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http://x-hax.cultnet.net

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Nifty! Keep it coming with the program updates... I'll have an SA hacking update of my own to post soon.
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 MainMemory
post Nov 2 2009, 11:32 PM
Post #760


No way! I can't believe this!

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I would like to take this opportunity to say thanks.
Thanks to Dude for listing most of Sonic's animations.
Thanks to Polygon Jim for something resembling a list of Knuckles' animations.
Thanks to Ch1pper for adding a ton of voice files to the list on the wiki.
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 MainMemory
post Nov 3 2009, 12:18 PM
Post #761


No way! I can't believe this!

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Some strings I found:

in sonic.exe:
3DDAD8 (3DDAC8 in EU) - \SADXPC\sonic\src\texture.c
3E53BF (3E53CF in EU) - \SADXPC\sonic\src\eventdraw.c
3E5407 (3E5417 in EU) - \SADXPC\sonic\src\eventdraw.c
3E5445 (3E5455 in EU) - \SADXPC\sonic\src\eventdraw.c
3E6F40 (3E6F50 in EU) - \SADXPC\sonic\src\enemy.c
440EE0 - Microsoft Visual C++ Runtime Library
48FE1C (48FE3C in EU) - d:\SADXPC\sonic\Release\sonic.pdb

in chrmodels.dll:
5480 - Microsoft Visual C++ Runtime Library
5B64 - d:\Program Files\Microsoft Visual Studio .NET\Projects\SADXPC\sonic\projects\chrmodels\Release\chrmodels.pdb
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 MainMemory
post Nov 3 2009, 03:14 PM
Post #762


No way! I can't believe this!

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I fixed Metal Sonic. smile.png
I also forgot that his model only loads when his flag is set, so don't use the "Always use Metal Sonic's model" option in SADXTweaker's Code Switch. It will be removed in the next version.
I was thinking I could add other things to SADXTweaker, like maybe a fog editor? Of course, I would have to find the addresses first.

Also, how exactly does model loading work? What does it do? The models are technically always in RAM, but why do they only work after they've been "activated"? Is the PC version the only one that keeps models loaded once they have been loaded?

This post has been edited by MainMemory: Nov 3 2009, 03:14 PM
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 Aquaslash
post Nov 3 2009, 03:24 PM
Post #763


You can't begin to comprehend my awesome. Ha ha ha.

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Nice. I've had mine hardcoded ever since you gave me the location to fix it. The standing has never bothered me though. Only recently where his stance is definitely the hovering one have I really thought about it.
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 MainMemory
post Nov 3 2009, 03:54 PM
Post #764


No way! I can't believe this!

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Here's something that might be useful, a list of file types in the .\system directory:
CODE
*.PVR - Texture
*.PVM - Texture Group
*.DLL - Models
SET[MI]{level}[{act}]{char}.BIN - Object layout
CAM[MI]{level}[{act}]{char}.BIN - Camera stuff
{level}_MES[_{char}]_{lang}.BIN - NPC Text
CHAODX_MESSAGE_{type}_{lang}.BIN - Chao Garden message
MSGAL{type}_{lang}.BIN - Chao Garden message
PRMMI{level}{act}{char}.BIN - ??? (Mission?)
*.MPG - Movie
PRS.PRS - Compressed batch file used to compress other PRS files
*.PRS - Compressed Game Gear Game
{level}_PATH_{something}.BIN - ???
AL_*.PVP - Chao???
AL_*.GVP - Chao???
E101R_GC.NB & EROBO_GC.NB - Models

Stuff in square brackets is optional, stuff in curly brackets is variable, * means anything.

Also, the contents of PRS.PRS decompressed:
CODE
press -r g-sonic.gg g-sonic.prs
press -r labylin.gg labylin.prs
press -r mbmachin.gg mbmachin.prs
press -r prs.bat prs.prs
press -r s-drift2.gg s-drift2.prs
press -r s-tail2.gg s-tail2.prs
press -r skypat.gg skypat.prs
press -r sonic-ch.gg sonic-ch.prs
press -r sonic.gg sonic.prs
press -r sonic2.gg sonic2.prs
press -r sonicdri.gg sonicdri.prs
press -r sonictai.gg sonictai.prs
press -r sonic_tt.gg sonic_tt.prs
press -r spinball.gg spinball.prs
press -r tailsadv.gg tailsadv.prs


This post has been edited by MainMemory: Nov 3 2009, 09:22 PM
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 evilhamwizard
post Nov 3 2009, 08:48 PM
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I was about to ask one of these days, but I guess it's the perfect time to ask.

Just what in the world are those .NB files? They're in every release of Sonic Adventure and they're the only ones with that file format.
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