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Sonic Adventure DX: Fixed Edition 1.0.0, mod loader! 4/29/2015

#1 User is offline Morph 

  Posted 18 May 2011 - 08:42 PM

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Sonic Adventure DX: Fixed Edition is a bug fix/minor enhancement suite for the original release of SADX PC. This version has been remade from scratch for use with the SADX Mod Loader. It has most of the old changes, new changes, and better implementations of old changes.
Or if you prefer, Sonic Adventure Deluxe Edition Director's Cut Fixed Edition Mod Edition Version 1.0.0

This time around, I'm being a little more strict about my changes. Allow me to describe my thought process here:

For item layouts (SET), I've decided it's best to avoid removing objects outright. They were likely placed there for a reason, so at most they should be adjusted if they've become problematic. This mostly applies to invisible collision objects and other such things.

Enhancements are a general no-go. This is fixed edition after all, not enhanced edition. Take my stance on textures, for example: unless the texture to hypothetically be replaced with a high resolution alternative has an equivalent version elsewhere in the game (or in other versions of the game), it's going to stay exactly the way it is. As for other enhancements, I'll consider them if they're present in other versions of the game. Case in point: mipmaps. The game looks atrocious without them, even with 16xAF that I play every game with. This is also my justification for enabling texture filtering on the GUI.

As such, item capsules are now rotatable! You might be thinking, "but none of those reasons cover this", and you're right. Normally I wouldn't include an enhancement like this, but I didn't just do it on a whim. Many stages already have proper rotation values for capsules on slopes (although some had totally wonky values resulting in sideways or upside-down capsules) - this is the sort of thing I would consider hidden or disabled functionality, so "restoring" this feature seemed perfectly reasonable. It may have never been part of the ingame engine, but it functions perfectly fine. This feature is also present in SA2, and it could open up some possibilities for level design - I'm all for encouraging level development for SADX!

Another example of restored functionality would be a change I made to an object in Red Mountain (Red Mountain again? Coincidence?). Knuckles's version of the stage has little grass objects strewn throughout. They have a very aggressive clipping distance, but they're there. They even animate when close enough. Sonic has a TON of these placed throughout his stage, but they won't display unless you're playing as Knuckles, so I simply disabled that check for Knuckles, and now Sonic's stage has a bit more scenery. You can see some comparison shots below.

Feature overview:
  • Modular!
  • Texture filtering for the GUI
  • Mipmapped textures [separate download, recommended]
  • Looping ADX BGM [optional]
  • Item capsules are now rotatable
  • Item layout fixes
  • Stage geometry fixes


Planned:
  • Texture quality improvements. The PC version has the worst texture fidelity of all versions of Sonic Adventure.


Known regressions:
  • Casinopolis spawn point hasn't been ported.
  • Some mesh changes haven't been ported (e.g model fix in Casinopolis; material and vcolor mishaps)
  • Station Square sidewalk texture inconsistency fixes haven't been ported - better implementation planned.
  • "Modernized" capsule icons (speed shoes etc) have deliberately not been ported.
  • Fixed random ring capsule icon fixes have not been ported - code-based implementation planned (which is the only real way to fix it).


Requirements:


Download:


Changes:


Installation:
  • Install the SADX Mod Loader. Instructions are available on the wiki page linked above.
  • Extract the mods linked above to the root of the "mods" folder - you should see a folder called "SADXFE" at the very least.
  • Run the mod manager and enable the Fixed Edition mods. Make sure the mipmaps mod is above the Fixed Edition mods in the list.


NOTE: If you have any other mods that modify stages, item layouts, textures, music, or sounds, it is recommended you place those after the SADX:FE mod components (with the exception of the mipmaps mod). SADX:FE has the potential to modify a wide range of data in the game, and if it's loaded after other mods, it will likely nullify their changes.

Comparisons:
In the following examples, the left is the original, and the right is Fixed Edition.

Texture Filtering
Posted ImagePosted Image
More comparisons can be found here.


Masks
Posted Image
The Dreamcast has higher quality textures and better masks, so I used it as a reference to create new ones from scratch for Fixed Edition.

Mipmaps
Posted ImagePosted Image
Notice how distant textures are smooth instead of pixelated. This is what mipmapping does.

Restored Functionality
Rotatable Capsules
Posted ImagePosted Image

Hidden Scenery
Posted ImagePosted Image


You can also see all of the old screenshots in this terribly named directory. Most of them are still applicable, but not all (e.g capsule icons).
This post has been edited by Morph: 30 July 2015 - 06:43 PM

#2 User is offline Lanzer 

Posted 18 May 2011 - 09:12 PM

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Wow, neat. thanks much for this! some of those things bugged me as well.

#3 User is offline JcFerggy 

Posted 18 May 2011 - 09:25 PM

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Just a quick question, but do you have any screens comparing the visual changes that you have made? I don't want to install the game again to check.

#4 User is offline Dude 

Posted 18 May 2011 - 09:45 PM

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Did you fix the mis-rotated rock piece in emerald coast part 1 - you know, that giant rock tower that goes up to the lighthouse? One of the branches to that tower is mis-aligned. It's a simple fix really but most people don't notice it.

#5 User is offline Morph 

Posted 18 May 2011 - 09:54 PM

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QUOTE (JcFerggy @ May 18 2011, 07:25 PM)
Just a quick question, but do you have any screens comparing the visual changes that you have made? I don't want to install the game again to check.


Left = before, right = after


And this one makes it obvious which one is my fixed one:


QUOTE (Dude @ May 18 2011, 07:45 PM)
Did you fix the mis-rotated rock piece in emerald coast part 1 - you know, that giant rock tower that goes up to the lighthouse? One of the branches to that tower is mis-aligned. It's a simple fix really but most people don't notice it.


I don't think I did. I'll take a look.
Edit: OK, I see what you mean. I remember seeing this before actually; I totally forgot about it. I'll go try to fix it now.
This post has been edited by Morph: 19 May 2011 - 01:01 AM

#6 User is offline Morph 

Posted 19 May 2011 - 02:08 AM

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Sorry for the double post, but I just fixed what Dude mentioned. If you already downloaded the previous version for SADX PC 2004, simply download this patch: http://sf94.reimuhakurei.net/SA/DX/FE/SADXFE%20B1%20Patch.7z
EDIT: Oh look, the permissions for this link here were f'd. Fixed; you can actually download it now.
The SADX PC 2010 version remains unchanged, since we haven't hax'd into that one enough to modify level models in it.

I aligned it the best I could, and I think I got it just right so you can't see through it. (as seen >here<, you could see through it originally. And teamviewer was running, so it stole my aero =P)
This post has been edited by Morph: 19 May 2011 - 05:05 PM

#7 User is offline Mr Lange 

Posted 19 May 2011 - 08:23 PM

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I'm loving this idea and the project. I bet this could get really elaborate. In fact, let me know when you fix the cutscene animations so they don't horrifically suck, I may have to send you money.
Actually joking aside, if that's something that can be worked on, please let me know, I'd love to do the animation.

#8 User is offline Dude 

Posted 19 May 2011 - 08:46 PM

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QUOTE (Mr Lange @ May 19 2011, 09:23 PM)
I'm loving this idea and the project. I bet this could get really elaborate. In fact, let me know when you fix the cutscene animations so they don't horrifically suck, I may have to send you money.
Actually joking aside, if that's something that can be worked on, please let me know, I'd love to do the animation.


It's possible, yes. I don't see it being very easy though. The mouth movements are all vertex animations, and the locations of each morph target are well known.

Also, might I suggest making all of the buildings in speed highway solid? In fact, making alot of the background models solid would make the game alot more believable.

#9 User is offline Morph 

Posted 19 May 2011 - 09:40 PM

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QUOTE (Mr Lange @ May 19 2011, 06:23 PM)
I'm loving this idea and the project. I bet this could get really elaborate. In fact, let me know when you fix the cutscene animations so they don't horrifically suck, I may have to send you money.
Actually joking aside, if that's something that can be worked on, please let me know, I'd love to do the animation.


As Dude said, it is possible to do, but it'll most likely be pretty hard to pull off.

QUOTE (Dude @ May 19 2011, 06:46 PM)
Also, might I suggest making all of the buildings in speed highway solid? In fact, making alot of the background models solid would make the game alot more believable.


Hm... I may do that.

By the way, it turns out that the fixed random ring capsule icon things don't work 100% the same in SADX PC 2010, so I may make a separate version of them specifically for it at some point.

#10 User is offline Dark Sonic 

Posted 20 May 2011 - 12:00 AM

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Well even beyond mouth movements, is it possible to make it so the characters don't run in place in like half the cutscenes? That always looked cheesy to me. This project is a great idea though, unleash this games full potential by fixing all the crap in it.

#11 User is offline Hendricks 266 

Posted 20 May 2011 - 09:30 AM

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How about the bug where you can hear the player hit the floor at the beginning of each cutscene? It's a nostalgic bug, but still a bug.

#12 User is offline E-122-Psi 

Posted 20 May 2011 - 09:46 AM

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Or adding in some of the sounds or special effects missing from the original game (a few unused sounds such as Tails retro flying sound is in the games memory too) or maybe add the tracks intended to play in certain areas (eg. Calm After The Storm on the crash landed variant of the Egg Carrier, the Hedgehog Hammer theme not activated in the Adventure Field version) don't know how possible it is to implement them but they'd make a nice touch.
This post has been edited by E-122-Psi: 20 May 2011 - 09:48 AM

#13 User is offline MainMemory 

Posted 20 May 2011 - 11:23 AM

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QUOTE (Dark Sonic @ May 20 2011, 12:00 AM)
Well even beyond mouth movements, is it possible to make it so the characters don't run in place in like half the cutscenes? That always looked cheesy to me. This project is a great idea though, unleash this games full potential by fixing all the crap in it.

I don't know how the cutscene script works, but it's probably hardcoded, which makes it difficult (not impossible) to edit.

QUOTE (E-122-Psi @ May 20 2011, 09:46 AM)
Or adding in some of the sounds or special effects missing from the original game (a few unused sounds such as Tails retro flying sound is in the games memory too) or maybe add the tracks intended to play in certain areas (eg. Calm After The Storm on the crash landed variant of the Egg Carrier, the Hedgehog Hammer theme not activated in the Adventure Field version) don't know how possible it is to implement them but they'd make a nice touch.

The first seems simple enough, find the place where it says to play the music, and add code to check for the character and the "Egg Carrier sunk" event flag, except that we only know where that is for Sonic right now. The second I'm not so sure about, it's probably simple, but I don't know.
Of course, this requires coding in x86 asm.

#14 User is offline E-122-Psi 

Posted 20 May 2011 - 07:18 PM

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QUOTE (MainMemory @ May 20 2011, 11:23 AM)
QUOTE (E-122-Psi @ May 20 2011, 09:46 AM)
Or adding in some of the sounds or special effects missing from the original game (a few unused sounds such as Tails retro flying sound is in the games memory too) or maybe add the tracks intended to play in certain areas (eg. Calm After The Storm on the crash landed variant of the Egg Carrier, the Hedgehog Hammer theme not activated in the Adventure Field version) don't know how possible it is to implement them but they'd make a nice touch.

The first seems simple enough, find the place where it says to play the music, and add code to check for the character and the "Egg Carrier sunk" event flag, except that we only know where that is for Sonic right now. The second I'm not so sure about, it's probably simple, but I don't know.
Of course, this requires coding in x86 asm.


Shame it's not Gamma, he's about the only one who really needs it for his Adventure mode.

Is there a flag that activates for when the Hedgehog Hammer game activates after Amy stands on it? If there is a way round it there may be a convinience in that the Egg Carrier music resets straight after the minigame is over (suggesting it was meant to be put in the Adventure mode variant at some point).

#15 User is offline Mr Lange 

Posted 20 May 2011 - 10:57 PM

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QUOTE (Morph @ May 20 2011, 03:40 AM)
QUOTE (Mr Lange @ May 19 2011, 06:23 PM)
I'm loving this idea and the project. I bet this could get really elaborate. In fact, let me know when you fix the cutscene animations so they don't horrifically suck, I may have to send you money.
Actually joking aside, if that's something that can be worked on, please let me know, I'd love to do the animation.


As Dude said, it is possible to do, but it'll most likely be pretty hard to pull off.

I'd enjoy helping make that possible. Contact me if you decide to work more on it.

Also someone suggested improving sound effects. That too is a department I'd like to help with.

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