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Sonic R Hacking Because somebody should.

#61 User is offline MainMemory 

Posted 07 December 2009 - 08:59 AM

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I fixed the crashing error by changing the code.

The fact that it doesn't respond to input unless it's running with IDA seems to be entirely separate.

#62 User is offline Aquaslash 

Posted 07 December 2009 - 01:54 PM

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On a slightly off topic note. If anyone manages to get an exporter working for the character models, do post them please, regardless of the low poly count.

#63 User is offline Lostgame 

Posted 07 December 2009 - 03:48 PM

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QUOTE (Aquaslash @ Dec 7 2009, 01:54 PM)
On a slightly off topic note. If anyone manages to get an exporter working for the character models, do post them please, regardless of the low poly count.


This. This, this this this. PLEASE. I've been trying for *years*.

#64 User is offline Azookara 

Posted 07 December 2009 - 03:52 PM

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QUOTE (Lostgame @ Dec 7 2009, 02:48 PM)
QUOTE (Aquaslash @ Dec 7 2009, 01:54 PM)
On a slightly off topic note. If anyone manages to get an exporter working for the character models, do post them please, regardless of the low poly count.


This. This, this this this. PLEASE. I've been trying for *years*.


Thirded (sp?). I've always wanted the Sonic R/S3DSaturnSS/Jam/protoSA1 models sooooo bad, because there the only models I've ever seen in all of history that captured the charm of classic Sonic 100% no matter how blocky they look. Give the models and I'll love you forever plzkthx~ <3
This post has been edited by Azukara: 07 December 2009 - 03:53 PM

#65 User is offline Skyler 

Posted 08 December 2009 - 02:36 AM

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MainMemory, you never cease to amaze me. thumbsup.png

#66 User is offline MainMemory 

Posted 08 December 2009 - 02:49 AM

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QUOTE (Moonshadow Caz @ Dec 8 2009, 01:36 AM)
MainMemory, you never cease to amaze me. thumbsup.png

Thanks?

All I really did with this game is some redundant research, posted something from a YouTube video, and wrote two little programs.

#67 User is offline KingDedede16 

Posted 08 December 2009 - 09:39 PM

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It WOULD be pretty cool if this Sonic R hacking could actually enable some sort of adventure game, not racing. That'd probably be really difficult, though. :P

#68 User is offline Magickoopa24 

Posted 10 December 2009 - 09:01 PM

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Hmm, this looks interesting. I've seen SMK being hacked, but this seems cooler as it is in 3D. Can't wait to see more hacking pictures!

#69 User is offline Skeledroid 

Posted 11 December 2009 - 10:47 PM

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QUOTE (KingDedede16 @ Dec 8 2009, 08:39 PM)
It WOULD be pretty cool if this Sonic R hacking could actually enable some sort of adventure game, not racing. That'd probably be really difficult, though. :P

I've always wanted to see the Sonic R engine used for an actual Sonic game. Maybe one of these adventurous hackers could use the newly released Sonic Xtreme textures and stuff... wink.png

#70 User is offline MainMemory 

Posted 13 December 2009 - 10:47 AM

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Hey saxman, if you read this, could you explain the .ter files a bit more? The info you gave me isn't very understandable.

#71 User is offline TapamN 

Posted 23 December 2009 - 04:05 PM

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QUOTE (MainMemory @ Dec 2 2009, 12:00 PM)
SRMapEd is done!

Unlike my previous editors, this one pulls the graphics from the proper files instead of having png files with it. You can also 'paint' in this one, rather than clicking 50 times. Requires .NET Framework 2.5 or greater.

And, as proof that it works:

Heh. I actually made a floor editor like that about three or four years ago, written in VB6. It even read in the graphics the same way. The biggest difference was that you had a palette of tiles on the right rather than using a spinbox, and a menu bar for selecting the MAP/PLY files and saving.

#72 User is offline Rorschach 

Posted 31 January 2010 - 12:39 PM

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Any more improvements on the Map Editor?

#73 User is offline MainMemory 

Posted 31 January 2010 - 03:07 PM

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Fine, have your tile list.
http://x-hax.cultnet.net/MainMemory/SRMapEd.7z

#74 User is offline MainMemory 

Posted 08 February 2010 - 01:40 PM

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Well, now it seems like Sonic R doesn't want to respond to inputs even when I run it from IDA. And I still can't get it to run in a window.
It looks like I won't be doing much with this unless someone can figure out how to fix the control problem.

EDIT: okay, looks like IDA 5.5 is not working. It still works with 5.1.

Anyway, in case I haven't already said these, the RAM addresses I have found so far are:
CODE
008FB8EC    4 Bytes    Course
008FD50C    4 Bytes    Rings P1
008FD538    4 Bytes    Speed P1
008FD588    4 Bytes    Distance from ground P1
008FD5E6    4 Bytes    Character P1
008FD6D4    4 Bytes    Character model P1

This post has been edited by MainMemory: 08 February 2010 - 01:51 PM

#75 User is offline Polygon Jim 

Posted 08 February 2010 - 06:20 PM

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Here's the ones I found.


CODE
8FD5E6 - Player 1 character
8FD6D4 - Player 1 model
8FD50C - Player 1 rings

8FDD02 - Player 2 character
8FDDF0 - Player 2 model
8FDC28 - Player 2 rings

8FE41E - Player 3 character
8FE50C - Player 3 model
8FE344 - Player 3 rings

8FEB3A - Player 4 character
8FEC28 - Player 4 model
8FEA60 - Player 4 rings

8FF256 - Player 5 character
8FF344 - Player 5 model
8FF17C - Player 5 rings


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