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Sonic Riders PC Hacking Info so it's not just sitting on my hard drive being useless

#1 User is offline MainMemory 

  Posted 27 March 2012 - 11:54 AM

  • Every day's the same old thing... Same place, different day...
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Cheat Engine table, contains most of the same stuff as the memory editor and some extras.

Sonic Riders Gear data (Size 1D0, starts 2569B0) (only read at race (re)start)
04 - Byte  - Type (Board, Skates, Bike, Eggman?)
05 - Byte  - Model/extra properties?
68 - 4Byte - Level 1 Air Limit
6C - 4Byte - Level 1 Air Consumption
70 - 4Byte - Level 1 Brake Air
74 - 4Byte - Level 1 Boost Air
78 - 4Byte - Level 1 Tornado Air
80 - Float - Level 1 Boost Speed
84 - 4Byte - Level 2 Air Limit
88 - 4Byte - Level 2 Air Consumption
8C - 4Byte - Level 2 Brake Air
90 - 4Byte - Level 2 Boost Air
94 - 4Byte - Level 2 Tornado Air
9C - Float - Level 2 Boost Speed
A0 - 4Byte - Level 3 Air Limit
A4 - 4Byte - Level 3 Air Consumption
A8 - 4Byte - Level 3 Brake Air
AC - 4Byte - Level 3 Boost Air
B0 - 4Byte - Level 3 Tornado Air
B8 - Float - Level 3 Boost Speed
C8 - Float - Light trail size

Sonic Riders Character data (Size 20, starts 1C2118)
00 - Byte - Type (Speed, Fly, Power)
01 - Byte - Type again?
03 - Char - Identifier (not sure what it does)
08 - Float - Unknown
0C - Float - Unknown
everything else looks like bytes?

This post has been edited by MainMemory: 27 March 2012 - 11:54 AM

#2 User is offline sewer56lol 

Posted 27 December 2017 - 02:10 AM

  • I eat Sonic Heroes for breakfast.
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  • Location:United Kingdom
  • Project:[Reloaded] Mod Loader
This is good game.
It would appear that I possibly did with the port what Sonic Team, NOW Productions couldn't... (or just were too lazy to):

Posted Image

Your laziness will not be forgiven.

Just a reminder that this is the PC version, which "doesn't have 4 player support".
I only need to now add analog support and support for accept/cancel buttons for players 3 & 4, start and other buttons are already functional.
I've already hacked up the game to read [INPUT3] and [INPUT4] from Config.ini.

PS. Don't mind the misaligned UI elements, that's just some experimental widescreen hax that hasn't been fixed up for 4 player action.

Edit: Forgot to include this, here's your relevant info (SecuROM-less/NoCD/My/GameMasterPlc Widescreen Executable Targeted).

>> Current Player Input (P1...P3): 017E4588, 017E45B8, 17E45E8
>> Enable/Disable Input Device (0 = Null, 1 = Keyboard, 2 = Controller) (P1..P3): 017BE140, 017BE144, 017BE148
>> Player Loop Counter (CMP requires increase to 04):  513E6B 
>> Writes player input to memory: 513BE9
>> Reads player input from devices (override EAX after call to send inputs, player # stored in EBP): 513BC5
>> Enable P3/P4 inputs in config (Change to 04): 00512C00 
>> (Branch) Check if can add 3P, 4P (nop this): 0046237D



Just a small snippet of the important parts of the current patch set.
As I've also almost entirely reversed the input struct, I might just instead tack on HeroesModLoader and have inputs replaced with a mod loader implementation (which would give extra goodies such as trigger drifting).<br class="Apple-interchange-newline">
This post has been edited by sewer56lol: 27 December 2017 - 02:52 AM

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