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Nov 3 2009, 08:59 PM
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#766
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No way! I can't believe this!
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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. I don't know, but they both start with the string "NJB" and a byte value of 04. I'm much more interested in the PRMMI files, because they could (I hope) hold the rest of the Mission data that the SET files don't have. If they do, once we crack the format we would be able to create new missions, maybe even for Super Sonic (Last Story). This post has been edited by MainMemory: Nov 3 2009, 09:06 PM |
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Nov 3 2009, 09:11 PM
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#767
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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. I don't know, but they both start with the string "NJB" and a byte value of 04. I'm much more interested in the PRMMI files, because they could (I hope) hold the rest of the Mission data that the SET files don't have. If they do, once we crack the format we would be able to create new missions, maybe even for Super Sonic (Last Story). .NB are 3d models, Ninja format. |
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Nov 3 2009, 09:27 PM
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#768
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No way! I can't believe this!
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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. I don't know, but they both start with the string "NJB" and a byte value of 04. .NB are 3d models, Ninja format. OK, but why are these two separate when everything else is in a DLL or sonic.exe? Weird. Also, PRMMI files DO contain Mission data for objects. I'm still working on it, but it looks like a 0x20 byte header that always seems to start with 00 00 30 56, followed by 0xC bytes for each object in the SETMI file, starting with Byte MissionNumber (0=Mission 1). |
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Nov 3 2009, 09:36 PM
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#769
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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. I don't know, but they both start with the string "NJB" and a byte value of 04. .NB are 3d models, Ninja format. OK, but why are these two separate when everything else is in a DLL or sonic.exe? Weird. Also, PRMMI files DO contain Mission data for objects. I'm still working on it, but it looks like a 0x20 byte header that always seems to start with 00 00 30 56, followed by 0xC bytes for each object in the SETMI file, starting with Byte MissionNumber (0=Mission 1). I would say they were implemented really early, and they were too lazy to change them. .NB(usually .NJ, but there are a few variations.) is the Dreamcast devkit format. |
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Nov 3 2009, 09:40 PM
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#770
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You can't begin to comprehend my awesome. Ha ha ha.
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Didn't Endri do custom missions for his Super Sonic hack?
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Nov 3 2009, 09:45 PM
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#771
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No way! I can't believe this!
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Didn't Endri do custom missions for his Super Sonic hack? That's different. Those are the Emblem Missions (Level C, B, and A). These are the Mission Mode missions. What I have so far: CODE 0 - Mission Number - 1, 255=0 1 - Appear (0=Before Mission, 1=During Mission, 5=During Timer?) 2 - List (0=Level, 1=Mission) 8 - Texture (Flag and Board only) Type seems to make it use a completely different object list. What's a flag with Type=1 becomes a timer switch with Type=0. Edit: Okay, Type is List, and tells which object list to use. This post has been edited by MainMemory: Nov 7 2009, 04:07 PM |
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Nov 3 2009, 10:00 PM
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#772
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Mega Man X-Style Zero > Mega Man Zero-Style Zero
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I fixed Metal Sonic. 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. That is epic, I always wanted a fixed Metal Sonic model for SADX, since the way Metal Sonic stands is really broken, and it annoys me. Nice work, can't wait to see more SADX hacks from you soon. |
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Nov 3 2009, 10:23 PM
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#773
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No way! I can't believe this!
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That is epic, I always wanted a fixed Metal Sonic model for SADX, since the way Metal Sonic stands is really broken, and it annoys me. Nice work, can't wait to see more SADX hacks from you soon. I didn't change his model, just disabled the code that makes him stand like he's on a slope all the time. Also, Twinkle Park's Cart Mission file consists of the header followed by this sequence repeated: CODE 30 01 01 00 01 1F 00 00 00 00 00 00 30 01 01 00 01 1F 00 00 02 00 00 00 Also, I have confirmed that you can create an entirely new object layout for Emerald Coast in the Last Story by making a file called SET0100L.BIN This post has been edited by MainMemory: Nov 3 2009, 10:27 PM |
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Nov 6 2009, 02:38 PM
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#774
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No way! I can't believe this!
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Hey guys! SADXTweaker R4 is out! Now with more working Physics Editor!
As I do with all TextBoxes that hold numerical data, you can press Up or Down to increase or decrease the value, and the background color will turn salmon if you have entered an invalid value. All of the values are floating point values, except for Hang time and the one with the huge negative number. You can't use decimals in those two. Water Multiplication is multiplied with your Ground Acceleration and Gravity when you are in or under water. If you set it to 1, water will have no effect on them. Also, if you happen to figure out exactly what any of those values with a question mark do, please tell me. -------------------------------------- You may know already that to get the European address for any US address, you simply add $50. This works for code. The main physics block, you may also know, is at the same address in both versions. The text seems to be at mostly the same addresses as well. However, the "Water Multiplication" value is -$10 from the US version, and the "Free Movement Speed" is +$8 from the US. There are a lot of things moved, added, removed, and changed between the two. This post has been edited by MainMemory: Nov 7 2009, 03:22 PM |
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Nov 7 2009, 03:22 PM
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#775
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No way! I can't believe this!
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More objects, this time not characters:
Invincicility: CODE 00441F44 - 68 b0 a5 4b 00 - push 004ba5b0 00441F49 - 6a 02 - push 02 00441F4B - 6a 02 - push 02 00441F4D - e8 0e 99 fc ff - call 0040b860 Magnetic Barrier: CODE 00441E64 - 68 50 a5 4b 00 - push 004ba550 00441E69 - 6a 02 - push 02 00441E6B - 6a 02 - push 02 00441E6D - e8 ee 99 fc ff - call 0040b860 Making the Magnetic Barrier use the Invincibility object results in the object disappearing after the normal time, but you keep the effect of the barrier. Making the Invincibility use the Magnetic Barrier object results in the object failing to appear, but you're invincible forever. This means that the timer is handled by the Invincibility object, not the Character object. Also, 0040b860 seems to be a general "Load Object" routine. I have no idea what the two other parameters mean though. Also, I registered at x-hax lol wut. This post has been edited by MainMemory: Nov 7 2009, 03:27 PM |
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Nov 7 2009, 03:53 PM
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#776
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http://x-hax.cultnet.net
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I haven't actually announced it aside from telling a few friends, but I'm working on a program that takes an ASC model from 3dsmax and ports the modifications to a sonic.exe for you. it should simplify the level editing process to just moving things in a 3d program.
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Nov 7 2009, 05:53 PM
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#777
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No way! I can't believe this!
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Metal Sonic's After Images (running at top speed):
CODE 00495BF8 - 68 50 5a 49 00 - push 00495a50 00495BFD - 6a 03 - push 03 00495BFF - 6a 02 - push 02 00495C01 - e8 5a 5c f7 ff - call 0040b860 Normal Barrier: CODE 00441ED4 - 68 80 a5 4b 00 - push 004ba580 00441ED9 - 6a 02 - push 02 00441EDB - 6a 02 - push 02 00441EDD - e8 7e 99 fc ff - call 0040b860 Edit: I changed the Magnetic Barrier to use Tails' loading code, and when I hit it, I turned into Tails and teleported to the restart point. Then the game crashed when I beat the level. This post has been edited by MainMemory: Nov 7 2009, 06:09 PM |
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Nov 8 2009, 07:48 AM
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#778
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Random Avatar. Now with more Psy.
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I haven't actually announced it aside from telling a few friends, but I'm working on a program that takes an ASC model from 3dsmax and ports the modifications to a sonic.exe for you. it should simplify the level editing process to just moving things in a 3d program. *want* This could prove to be one of the most useful programs for editing SADX. Edit: It appears I've double posted, mind merging the one below? This post has been edited by PsychoSk8r: Nov 8 2009, 12:18 PM |
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Nov 8 2009, 12:17 PM
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#779
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Random Avatar. Now with more Psy.
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Okay, after hours of trying to force SADX to run at 1920x1080, I've failed. =P
I was wondering if either of you guys would be able to figure it out, since you're so good with the game. |
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Nov 8 2009, 12:22 PM
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#780
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No way! I can't believe this!
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Okay, after hours of trying to force SADX to run at 1920x1080, I've failed. =P I was wondering if either of you guys would be able to figure it out, since you're so good with the game. I don't know. I just want it to run at 1024x768 instead of... whatever weird resolution it uses in windowed mode. Edit: I had some success with modifying the window's properties while the game was running, I even managed to maximize and minimize it. The real problem is knowing how big the window should be in order for the display to have the correct resolution. If we wanted to modify the window's size in sonic.exe, it would probably help to know what creating a window in ASM looks like. This post has been edited by MainMemory: Nov 8 2009, 01:12 PM |
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Lo-Fi Version | Time is now: 22nd November 2009 - 03:37 AM |