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Sonic Adventure 2 Hacking Now a general SA2 Hax thread

#961 User is offline MainMemory 

Posted 03 December 2017 - 08:55 AM

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I've published an update to the SA2 Physics Swap Mod adding options for Sonic Heroes physics, thanks to sewer56lol. It turns out Heroes uses the same structure as SADX and SA2, so perhaps they didn't throw out as much of the Adventure engine as people previously thought.
This post has been edited by MainMemory: 03 December 2017 - 06:50 PM

#962 User is offline Irixion 

Posted 04 December 2017 - 01:28 PM

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Does this mean that it's potentially possible to put SA/2 physics in heroes? :V

#963 User is offline Dark Sonic 

Posted 04 December 2017 - 01:30 PM

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View PostIrixion, on 04 December 2017 - 01:28 PM, said:

Does this mean that it's potentially possible to put SA/2 physics in heroes? :V

Yup. Look up the Heroes mod loader that came out during the hacking contest. There's the ability to do exactly that.

#964 User is offline MainMemory 

Posted 04 December 2017 - 04:32 PM

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Of course, it won't make Heroes feel exactly like SA1/SA2, there are many other factors than just the values in this structure.

#965 User is offline roachdaripper 

Posted 14 December 2017 - 02:35 AM

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View PostMainMemory, on 04 December 2017 - 04:32 PM, said:

there are many other factors than just the values in this structure.


So it doesn't fix rail grinding?

Dammit.

#966 User is online Shaddy the guy 

Posted 14 December 2017 - 04:51 AM

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I was just hoping it'd fix the whole "shoot forward upon landing if you hold a direction even slightly" bit. That's the worst.

#967 User is offline End User 

Posted 30 December 2017 - 01:51 AM

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What should have taken a few days to clean up was delayed to now. I apologize for the long wait.

Here is a revision of the DC Characters mod for SA2 PC that was released some time ago. Most of the characters that had weird texture errors (or caused game crashes) in the cutscenes have been fixed to display the correct ones, no matter what. Trial Sonic and most of the multiplayer characters are also included, with some exceptions. There were some complications in the matter, which I'll list here:

Rouge:
Her DC model for the wings loads up fine when viewed in the SAMDL program, but when viewed in-game, they're a garbled mess that vaguely resemble wings. For now, the wing model will remain untouched from the Battle version until a solution is found.

Eggman:
There's a transparency issue regarding Eggman's model in both the Egg Walker and his Chao World variant which causes parts of his jacket and mustache to disappear when viewed from most camera angles. For now, those models are not included, but an optional mod that replaces the Egg Walker with the Big the Cat variant is included in the mod pack.
(Sorry, JoeTE. I didn't see that you already converted Big to the Battle format before this point!)

Chaos Zero:
No matter what, rebuilding the model file for Chaos 0 crashes the game during his multiplayer intro, even if you don't alter any of the files. He's also not included, of course.

As a little bonus, I was also able to port Big onto Dark Chao Walker, which is also included in the mod pack. It's still very much a work-in-progress, as I'm not exactly sure of how to edit the animation files for SA2B. BuildMTN works for the Dreamcast version, but the edited animation packages crash SA2B.

The Supers Over Hedgehogs mod package - now shortened to just "Super Hedgehogs" - has also been updated, and you can download it here. Don't use the old Dropbox link, as I forgot the password for it like a dolt it's a somewhat outdated build. For brevity's sake, it now only includes files that are compatible with the PC version, which is the go-to version for most people that play the game these days. The Dreamcast and GameCube versions can be made available once again upon request.

Aside from that, everything should work fine. Credit goes to MainMemory for the SA Tools modding package.

Spoiler

This post has been edited by End User: 10 January 2018 - 02:13 AM

#968 User is offline MainMemory 

Posted 10 January 2018 - 03:24 PM

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Finally, the mod you've all been waiting for: Sonic Adventure 2: Omochao Edition!

Info/Download
And if for some reason you want less Omochao, there's a new cheat code in the mod loader for that.

#969 User is online Shaddy the guy 

Posted 10 January 2018 - 11:20 PM

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Well I don't know why anyone else bothers modding when you end up creating the best ones out of all of them


Shadow in a dress when

#970 User is offline MainMemory 

Posted 11 January 2018 - 12:05 AM

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First off, thank you. Secondly, as soon as someone figures out how to work with SA2 models.

#971 User is offline MainMemory 

Posted 15 January 2018 - 02:51 PM

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I finally fixed the SA2 Character Select mod so it doesn't crash in Route 101/Route 280 or Sonic vs. Shadow 1. https://gamebanana.com/gamefiles/6301

#972 User is offline MainMemory 

Posted 18 January 2018 - 03:26 PM

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I've added a new editor for SA2's message files to SA Tools:
Posted Image
It supports DC/GC/PC files, can export to a text file, and has a search feature.


I've also released a minor update to the Omochao mod.

#973 User is offline Exant 

Posted 30 January 2018 - 10:07 AM

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Does anyone know if there's a SetChunkTextureIndexB equivalent in SA2?

#974 User is offline MainMemory 

Posted 30 January 2018 - 11:43 AM

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There doesn't appear to be. Instead, the game seems to call the same function twice in a row in the Chao code.

#975 User is offline Exant 

Posted 30 January 2018 - 02:02 PM

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Yep, which seems to cause the bright chao glitch. I tried to do the same thing in SADX (calling indexA twice) and I was able to replicate it. Now if I could figure out what those other 2 arguments are for (it seems to set those to a dword which never gets referred to anywhere, so it seems useless a bit)

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