I disagree somewhat, I think there's more to it than just that. Try going on a garden transporter, some more values will show. I think there are some other disabled modes that can be enabled via RAM editing. I had a go at it, but setting finding the value for that specific debugger caused the game to crash every time, no idea why.
Yes, but the question is how much is leftover and how much of it is functional. None of it is available in the Preview copy, so it intrigues me
<!--quoteo(post=180853:date=Feb 24 2008, 10:36 PM:name=Sazpaimon)--><div class='quotetop'>QUOTE (Sazpaimon @ Feb 24 2008, 10:36 PM) First off, the Flag settings. In this you can turn various flags to on (Yes) or off (No). I've yet to find any effect of turning random flags on or off, maybe you guys can figure something out.[/quote] I figured out what three of the flags do. 0021-0023 control the prison doors on the Egg Carrier: Code (Text): OFF=closed ON=open 0021: Center door 0022: Right door 0023: Left door
<!--quoteo(post=237913:date=Oct 25 2008, 11:08 AM:name=evilhamwizard)--><div class='quotetop'>QUOTE (evilhamwizard @ Oct 25 2008, 11:08 AM) Lighting in Station Square, as well as other areas, were changed as well: Preview: Review: Final: [/quote] I have a request of you, if you don't mind. If you could give me the station square level files (they probably end with the *.rel extension, so I can do a comparison between them to find the lighting data. Also, if you could use the light editor the the preview build to give me some numbers to use for constants that would also help me crack the light format.
I think I found an unused object in Twinkle Park. It's called "O BALL" and it looks like a bowling ball. When you place it it stays in midair, but if you touch it it falls and starts rolling. (Never gonna give you up... ) If you are in a corner and it hits you, it can push you out of bounds. Perhaps it could have been used in the bowling area before they decided you would be the ball?
<!--quoteo(post=257700:date=Dec 17 2008, 07:55 PM:name=Dude)--><div class='quotetop'>QUOTE (Dude @ Dec 17 2008, 07:55 PM) Also as a side note, you may see files with an underscore either in the extension or in the filename. These appear to be alternate/different versions of those files. There are about 50 more where these came from, so if you want them just ask. PS: Should help you A TON, but I also included some debug output trash someone left on the review disk for the file Set0500S. It's the .lst file in the root of the 7z. Just open it up in your favorite word processor and get stuff like this: Code (Text): //Name:Set0500S //No.0 ID : 79 rotx: 0 y: 0 z: 0 xpos: -3808.640 y : 1082.810 z : -2058.510 xscl: 0.000 y : 0.020 z : 0.000 //No.1 ID : 0 rotx: 73 y: 53742 z: 146 xpos: -3649.520 y : 1144.690 z : -2322.090 xscl: 2.300 y : 0.200 z : 1.800 //No.2 ID : 28 rotx: 0 y: 28293 z: 0 xpos: -3907.990 y : 1179.310 z : -1983.950 xscl: 1.890 y : 1.780 z : 0.000 I also have a favor to ask one of you who can translate something in Japanese to English from a .txt file. There's some stuff at the top of this document that I can't seem to get that might be interesting. Take a look.
By no means am I a translator, but compare that to this: Code (Text): C:\empty>dir Volume in drive C is ACER Volume Serial Number is DC59-C4A2 Directory of C:\empty 12/17/2008 08:29 PM <DIR> . 12/17/2008 08:29 PM <DIR> .. 0 File(s) 0 bytes 2 Dir(s) 4,076,011,008 bytes free
<!--quoteo(post=257748:date=Dec 17 2008, 09:25 PM:name=evilhamwizard)--><div class='quotetop'>QUOTE (evilhamwizard @ Dec 17 2008, 09:25 PM) Also as a side note, you may see files with an underscore either in the extension or in the filename. These appear to be alternate/different versions of those files. There are about 50 more where these came from, so if you want them just ask. PS: Should help you A TON, but I also included some debug output trash someone left on the review disk for the file Set0500S. It's the .lst file in the root of the 7z. Just open it up in your favorite word processor and get stuff like this: Code (Text): //Name:Set0500S //No.0 ID : 79 rotx: 0 y: 0 z: 0 xpos: -3808.640 y : 1082.810 z : -2058.510 xscl: 0.000 y : 0.020 z : 0.000 //No.1 ID : 0 rotx: 73 y: 53742 z: 146 xpos: -3649.520 y : 1144.690 z : -2322.090 xscl: 2.300 y : 0.200 z : 1.800 //No.2 ID : 28 rotx: 0 y: 28293 z: 0 xpos: -3907.990 y : 1179.310 z : -1983.950 xscl: 1.890 y : 1.780 z : 0.000 I also have a favor to ask one of you who can translate something in Japanese to English from a .txt file. There's some stuff at the top of this document that I can't seem to get that might be interesting. Take a look. [/quote] You sir... have just recieved over 9000 awesome points. I know a girl who can translate, I'll have her look at it. EDIT: Could you do me a favor, and go into the light editor again, and cycle through the lights and take a screenshot of the numbers it gives you for each light - also a total of the lights in said stage would help, alot of the formats in this game have headers that say how big they are. I'm trying to do a file comparison between .rel files but HW is being gay atm. Thanks for all your help so far... I have to remember to have lizzie look at that file you sent me, but by the looks of it, its just a compile output.
Does this save the SETxxxxx BIN files when you edit them? Also, would it be possible to edit a level with this game, then take the edited BIN's and put them into SADX PC, where you'd have much more interesting levels and easier modding? There must be some way to rip the editor and place it in the game.....hex editing?
If you could find debugassistant.exe and sega's method of connecting the gc to your computer, then yes. But we don't have those tools. Its easier just to edit the pc version of the game. Also, I think I may have found some of the lighting data for the preview version. If I uploaded a file, could anyone try running it on their gc?
Ah, but surely placing objects in the levels is easier thsn having to find out x,y and z positions, then typing the appropriate hexadecimal values into the file? debugassistant.exe eh? Sounds interesting, would this be a converter or an actual debugger?
You can use cheat engine to get coordinates from levels in the pc version, and copy-paste them into hex workshop. I've actually made tutorials on the subject that come along with images but the image links are long since broken... and the tutorial only applied to placing rings specifically and had no special instructions on object useage. Also, by the looks of it, debugassistant.exe is just a program that takes input from the game and saves it to the pc. It probably didn't do any actual debugging, as the debug mode itself takes care of most of that.
GrandMasterJimmy made a tutorial which seems somewhat similar, it can be found at SCHG How-to:Edit Sonic Adventure levels.
Yes, I have read such tutorials (when the pics where actually there), but to me, this seems a bit too complicated and time-consuming. There are a lot of steps (or at least a lot of things you gotta do) just to get one item...and, me being the idealistic visionary that I am, this would be rather hard to edit an entire level/story :P All I need to know is this: Could one use this prototype to develop their own levels without the need of time-consuming hex editing and then use the edited levels in SADX PC? (Of course, PC version would be easier to modify.) :v:
No. Theoretically if you used a debugger like GCNrd, or the USB Gecko (if that works with backups) you could place a bunch of shit in a level and make a RAM dump, get the placement data from RAM, but you still woudn't be able to use it directly without first converting it from Big Endian to Little Endian.
Not at all, this doesn't save your level edits. Think of it like Sonic 1/2/3 debug, you can place objects, but they don't stay there. Plus even if it saved them, the game is so buggy, and crashes so much it would take way more time to do. Anyway, it doesn't take that much time to do, sit down and try it sometime. Or use this tool to help you.
Hmm...I don't see much point in a debugger if it doesn't save, you'd have to customize the levels every single time, or just go with the original, neither of which sound too appealing. Thanks for that upload, Jim, although I have a feeling hex editing is easier (all those numbers and letters.....gives me the creeps). Thanks to all for the info!
Erm, that tool is much easier, though, it is better to learn to hex. In that program, there's an add item button, you click it, then you can change it's type, rotation, position, ect. Very simple to use. And the reason SADX doesn't have anything fancy, is it never needed too. Remember, the layouts are from SA1 on the DC, they already had them built, why would they need a level designer built in.
That makes more sense than my hat! Seriously though, it makes sense. But I wish they'd left it in, that would've been sweet as. I'll give that program a try...I assume you can use it during the game, then save afterwards?