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My Information
- Member Title:
- AKA SonicFreak94.
- Age:
- 20 years old
- Birthday:
- July 29, 1994
- Gender:
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Male
- Location:
- Utah
Contact Information
- E-mail:
- Private
- MSN:
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[email protected]
- Website:
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http://sf94.reimuhakurei.net/
- Skype:
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sonicfreak94
Previous Fields
- Project:
- SA2 netplay & hax, SADX:FE
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- us
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Topics I've Started
-
SADX PC '04 XInput
01 January 2015 - 02:51 AM
Happy new year!
This is sort of just a place holder thing to make playing the game less annoying. Soon, I'd like to have proper DInput and XInput support simultaneously. As it stands now, this requires an XInput controller, and will not work with anything else. Funnily enough though, after the update to SADX on Steam, this implementation is better than theirs since you can actually use your d-pad! That, and I don't just full blast both rumble motors every time something happens. =P
Requirements:
- Windows XP or newer
- An XInput compatible controller (e.g Microsoft Xbox 360 controller, DualShock 4 with DS4Windows)
- MSVC++ 2013 redist (make sure to download vcredist_x86.exe specifically)
- DirectX End-User Runtime
- SADX Mod Loader v3.3 or newer
What it does:
- Configurable deadzones per stick
- Fixes right analog stick (first person camera bug)
- Rumble
- Extended buttons - LB is Dreamcast C, RB is Z, and Back is D.
What it doesn't:
- ...have keyboard, mouse, or DirectInput controller support.
- Configurable controls.
Configuration:
To configure deadzones and the like, create a text file called "xinput.ini" in the mod's folder (as in, mods/xinput-mod, where xinput-mod.dll is). As for the contents, here's an example of my deadzones I use for my DualShock 4.
[Controller 1] DeadzoneL = 4096 DeadzoneR = 4096 TriggerThreshold = -1
The deadzone can be anywhere from 0 to 32767 (which is the maximum value of the analog axis provided by XInput). A value of -1 means that it will use the default XInput deadzone.
You can also enable or disable radial input using the following parameters. By default, it's enabled for the left stick and disabled for the right stick.
NormalizeL = (0/1, 1 by default) NormalizeR = (0/1, 0 by default)
And for reference, these are the default XInput deadzones.
- 7849 for the left stick
- 8689 for the right stick
- 30 for the triggers
To change the controller you're configuring for, simply change the number after "Controller" in the first example (e.g [Controller 1] -> [Controller 2]). You can configure up to 4 controllers because xinput.
Download:
p.s xinput sucks, signed gerbilsoft-senpai - Windows XP or newer
-
Sonic Adventure 2: Battle Network
18 August 2013 - 04:23 PM

Sonic Adventure 2: Battle Network is a netplay mod for Sonic Adventure 2 PC which is still very much in early development, and not a Sonic/Mega Man Battle Network crossover, unfortunately.
Originally a stand-alone program, SA2:BN now utilizes the SA2 Mod Loader to check for changed player and input values and synchronizes them with another instance of SA2 over the internet. It also now uses an oh so very slightly modified version of the SFML networking library.
I just changed a line or two towork around an issue with MSVC 2013make my life easier
(signed char -> char).
It is currently in very early stages (it would probably classify as a prototype or proof-of-concept), but so far supports Action Race and Shooting. Treasure Hunting will work if you don't mind emeralds being completely desynced. Anything I didn't mention probably isn't supported either (kart race for example).
I owe a huge thanks to MainMemory for helping me out with a lot of things (such as enabling me to run multiple instances of SA2).
On the same token, let me be clear here. MainMemory did all of the reverse engineering. Without his work, this would not have been possible simply because I wouldn't even know where to start with a disassembly and the like. Not to mention the executable had encrypted data which would make it crash if you tried to attach Cheat Engine's debugger... which MainMemory also cracked. The closest thing I got to reverse engineering was finding the input structure of which MainMemory has already documented for SADX (it's pretty much the same).
And with that, I also have to thank everyone who worked on the cheat table, Sonickidnextgen who wrote the (original) socket library and helped me be less derp at programming (It's still a mess. I'LL CLEAN IT UP LATER I SWEAR!), and everyone who helped me test it. Couldn't have done it without you guys!
Media:
These are old screenshots.
Local testing
Splitscreen toggle
Requirements:
- Windows XP or newer.
- SA2 Mod Loader
- Visual C++ Redistributable for Visual Studio 2013 x86
(Make absolutely sure you download the 32-bit (x86) version regardless of whether or not you have a 64-bit operating system, as this is a 32-bit dll.) - An up and down stream of at least 16KB/sec is recommended. Haven't tested it recently though, so don't take my word for it.
Download:
Installation:
- Extract the SA2 Mod Loader to your SA2 folder, launch the Mod Manager, and click "Install loader"
- Extract the SA2 Battle Network archive to the "mods" folder.
- Re-open the Mod Manager if you closed it, or just click refresh if it was still open.
- Find "SA2 Battle Network" and enable it (by ticking the checkbox to the left)
- Check the "Console" checkbox at the bottom - this is absolutely required for netplay to function without the game freezing.
- If you have MainMemory's Character Select mod, disable it if you want spawn points in multiplayer to function correctly.
Usage:
- If you know how to run a program with command-line arguments, just scroll down to see the arguments.
- In Steam, right click on Sonic Adventure 2, and click "Properties", click the "Local Files" tab, and click "Browse Local Files..."
- Create a shortcut to sonic2app.exe and place it wherever you like
- Right click the shortcut and click Properties.
- In the "Target" box, at the end of the text, add a space followed by the arguments you want (e.g: "sonic2app.exe" -h 27015). Details below.
You must use that shortcut to launch the game in order for it to work. But I know what you're thinking. "Steam has launch options! Can't I just use that?" - but the answer is no. SA2 on Steam will always start the launcher first, so the command line arguments will go to the launcher and not the game.
Note: If you're trying to host and you don't use something like Evolve or Hamachi, you must forward ports on your router for both UDP and TCP protocols (for now). I won't go into detail on how to do this as there are many online resources that give detailed instructions already.
Command line arguments:
- --host (or -h) [port] - Hosts a server on the specified port. When in doubt, use 27015
- --connect (or -c) [address] [port] - Connects to the specified address on the specified port (it can resolve hostnames now!)
- --timeout (or -t) [timeout] - The connection timeout in milliseconds. Default is 15000, minimum is 1000. Currently non-functional.
- --no-specials - Disables special abilities in 2P mode entirely. It doesn't synchronize yet, so both players must use it.
- --keep-active - Keeps the game window active. In other words, it doesn't pause when you click on another program while in window mode. Also available in mod form.
Example: --connect 127.0.0.1 27015 --no-specials
Features:
- Toggle-able splitscreen ingame (Press L+R) (DO NOT use if splitscreen was not already on or the game may crash.)
- Input handler (this makes all the difference in the world)
- Synced upgrades if you want to cheat yourself a bounce bracelet and the like =P
Planned:
- Input handler rewrite 3: The Movie: The Game - Episode 2
- Treasure Hunting support =P
- Configurable 2player specials (ring count requirements, blacklist, etc; e.g speed up only, 50 ring requirement)
- Something everyone has wanted forever

- Windows XP or newer.
-
Sonic Heroes/Riders/Shadow language options
03 July 2012 - 12:05 AM
I've been wondering this for a while now, but I haven't come across somebody who's been able to confirm it for me. I'm trying to figure out which version of these games are ultimately the most... um, let's go with "complete".
As many of you are probably aware, the PS2 versions of these (Heroes/Riders/Shadow) games aren't exactly the best. Let's just ignore the Xbox for a minute, and say that the GameCube versions are the best graphically. The PS2 versions however, allow you to use Japanese voices, unlike the GameCube versions. So, that brings me to my question.
If you mashed those together, you think you'd get the Xbox version, right? Storage space and voice options of the PS2, but graphics of the GC. Problem is, nobody I've talked to can confirm this, and I don't own the Xbox versions of any of these games (only PS2 and GC) to check for myself.
For reference, it looks like this on the PS2:

In any other version (Except the Xbox version because I can't confirm that
), the "Sound" option isn't there. PC included, as it was distributed on two CD-ROMs.
So, can somebody who has an Xbox (or Xbox compatible 360) and one of these games take a look at the options and tell me what's there? If there are no language options, it may be a matter of changing the console's system language, so try that too!... please ;_;
Although that would just confirm the language side of things. I'm also wondering whether all of the graphical traits from the GameCube versions made it over. For instance, in the sand whatever level in Riders, there's a distortion effect over the screen to simulate the heat. It's right at the start of the level, just past the archway leading outside. It's not present in the PS2 version, and I can't confirm for the PC version, as I don't have it. If somebody could confirm that too, that'd be great (more specifically for the Xbox version). -
Sonic Adventure DX: Fixed Edition
18 May 2011 - 08:42 PM
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:
- Windows XP or newer
- MSVC++ 2013 redist (make sure to download vcredist_x86.exe specifically)
- SADX Mod Loader
Download:
- Fixed Edition v1.0.0, 4/29/2015 - Source code coming soon
- Mipmaps (recommended) - 89.3MB
- ADX BGM (optional) - filesize warning! 409MB!
- XInput mod - Recommended for 360 controllers
Changes:
- Latest (v1.0.0) (Let me know if you have any recommendations on the formatting for the changelog. I don't like the way it looks, but it's functional.)
- Old/Re-implemented 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.
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. 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


More comparisons can be found here.
Masks

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


Notice how distant textures are smooth instead of pixelated. This is what mipmapping does.
Restored Functionality
Rotatable Capsules


Hidden Scenery


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). - Modular!
-
Messed up visual effects - SADX
02 April 2009 - 10:41 PM
OK... I've noticed this a lot in SADX PC (and I hope this hasn't been posted before...), and never really bothered to show anyone, so I'm posting it here...
The changes in these screenshots are pretty obvious, but they can only be seen when the game is paused. Here's the green shield, for instance.


The lighting on the monkey robot things aren't even good looking, they're just screwed up;


I haven't played the GC version in a while, but has anybody noiticed this on the GC version (Unless it actually works on there. Like I said, I haven't played it in a while D=) of SADX? Aside from the screwed up monkeys, I think the shield looks kinda cool =P
I'm gonna check the other shields and stuff, then edit this...
Comments and what not?
Edit:... How in the world did this get in engineering? x_x

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