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Sonic Adventure DX (Preview) Discussion

Discussion in 'Prototype Discussion' started by Sazpaimon, Feb 24, 2008.

  1. evilhamwizard

    evilhamwizard

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    Heroes version 11.08 is almost identical to the final, while 10.8 is the most beta with different music and level layout (plus a debugger of some sort). Review builds are nothing (even the SA2 one, which is the same as the final in size I think) special except for maybe DX. The weird thing with the DX build is that it has this inside, which gives you the list of files used to create this build. It gives the actual dates when the file was last edited (?) and gives a interesting look at what they really had to edit for DX. Most of the models date from 2003, others (mostly music, some models and levels too) date from 1999/1998. Another thing with this build is that, even though is a lot like the final, they are still working on the A-LIFE system up until this point. The debug features of this build have been removed, but there's a debug screen when you enter/exit one area while inside a chao garden. The chao are positioned wrong in Sonic's hands as you pick them up, but other than that, they've ported the Sonic Adventure 2's chao system about 95% up until this point (it has the chao racing from SA2, the GBA machine, the map edits, etc). The funny thing with this build is that the Egg Carrier's chao garden is still a little unfinished (water is shit), and to prevent anyone from going inside they added a collision barrier over the warp to the chao garden from the Egg Carrier room after you solve that letter puzzle. But you can still enter it through the other chao gardens.

    There are little to no crashes in this review build. All the Game Gear games have been unlocked. I'm not sure if Metal Sonic is in here. And, Mission mode looks complete to me at least. That's all that there really is in the review build. I don't think it's worthy of a topic so since you asked, I decided to post what I knew already. I only played it once, so maybe there's some other things here and there I forgot to mention. :P

    Anyway back on topic. I still haven't found a way to open the A-LIFE debugger in game yet. Hopefully Saz can help with that. ;)

    EDIT: Speaking of Heroes, you can think of 10.8 as the build that was hoarded by Solly (I think) and friends. Or maybe, that alpha build that Dream-Avenue has. I don't see why not, they do look identical. But maybe it's called Alpha for a reason, so maybe it's one of the builds IGN/Gamespot/Meristation.com could've used. :P
     
  2. ICEknight

    ICEknight

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    Another Spanish guy, I see... =P
     
  3. evilhamwizard

    evilhamwizard

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    nononononononononono

    I just picked from a list of sources from SOST (Secrets of Sonic Team ~ pictures to compare from here) above some of these pictures. I suck at Spanish, but it's better than French. :P

    EDIT: I'm trying to get something out of these GVM files (any gvm file), and I still can't seem to get anything out from it. Anyone think they could attempt to look at this format? :(

    EDIT 2: Nevermind. Just use the PVR Viewer to scan for PVR files inside the GVMs and it works. ;)

    EDIT 3: Nevermind again. I don't know what I did to get it to view, let me look into it.

    EDIT 4: Now I see what I did. I rename the GVM file to a PRS file. I then ran prsdec.exe and it outputs the file into a viewable pvm file (comes with a .bin file too, don't know what it's for though). Then as I said before, used PVR viewer to scan for PVR files inside the output file and I can look inside. :)

    EDIT 5: GOD DAMMIT. I thought that would work, but it doesn't now. I have no idea what I did to get this one GVM to load though. And I'd do anything to look inside these multiple amy.GVM. :(
     
  4. Sappharad

    Sappharad

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    You don't need the to know what it does, if you're familiar with the hardware at all. Honestly, I don't know why he thought it was interesting in the first place. AX is the abbreviation for the Gamecube's Audio hardware. (Similarly, GX is the graphics hardware and most of the graphics functions in the SDK start with GX_...)
    It's just a config file that sets up the mappings for the extra 16MB of Auxiliary RAM in the GCN, and some Reverb settings which are more obviously related to sound. The file GCAX.conf can be found left on a few other GC discs, I think one of the kiosk demo discs I have has the file. (I know I've at least seen it somewhere else...) I'm guessing if you really want to know more about it, you can find it in the SDK.
     
  5. evilhamwizard

    evilhamwizard

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  6. Sazpaimon

    Sazpaimon

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    Someone play the game as knuckles and tell me if his punches sound any different, they sounded different in virtualdub, but Im not sure if its just my capture card quality or not.
     
  7. Sazpaimon

    Sazpaimon

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    Alright, so I corrupted my SADX proto save, loaded up the game, and now apparently I have 136 emblems and all characters finished, with 0 seconds of play time recored. Is this awesome? y/n

    BTW, mission mode is now apparently unlocked the right way (Internet option on the menu)
     
  8. evilhamwizard

    evilhamwizard

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    Speaking of that Christmas tree...

    [​IMG]

    I wonder why they wanted to make a mission out of it. Took this picture from the Dreamcast version because I noticed they were in different spots. Does the tree do anything if you touch it from mission mode? For some reason, I can't unlock Trial Mode for now in the preview build. :\
     
  9. I believe you. This isn' Sonic Next. :)
    Somewhat off-topic: Did drx have an SA beta for Dreamcast that he sent away to get ripped? What games were there?

    Thanks.

    [Alex Trebek]That is correct.[/Alex Trebek]

    That was my hypothesis.
     
  10. Sazpaimon

    Sazpaimon

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    Here's another picture of the memory card editor, Im not sure what any of these functions do or what the consequence is for modifying them, its too much stuff to mess around with.

    [​IMG]
    There's more than that, too.
     
  11. Sazpaimon

    Sazpaimon

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    I was having trouble getting this game to work on GCNrd, as it was forcing PAL mode. If anyone else is having problems, here is the solution I came up with:

    Change the first 6 bytes of the gcm from RELSAB to GELEAB
    at 0x45B, change the 0 to a 1
    Save, then burn it off. It should now work in NTSC
     
  12. Sazpaimon

    Sazpaimon

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    [​IMG]
    this is the mission end item. yeah...
     
  13. Vangar

    Vangar

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    Well that's amusing.
     
  14. Hehe, developer humor is always nice to see. Kinda reminds you of the people who worked on these games rather then just the specs and logic in it.
     
  15. Overlord

    Overlord

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    The game is PAL by default? That's weird o_O
     
  16. Vangar

    Vangar

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    Looks like I won't have trouble with it then, heh.
     
  17. Megaphilip

    Megaphilip

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    Very good find. Is there a PC version on download? :D
     
  18. Sazpaimon

    Sazpaimon

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    Just to keep you guys posted, here's the stuff I've found so far as far as the flag menu goes.

    0048 - Tails AI on/off
    00A1 - Train on/off
    008D - Light dash
    008E - Crystal ring
    009F - Light attack
    0080 - Police barricade
    0081 - Station square main door
    0082 - Station square station door
    0083 - Sewer blocking car
    0084 - People by twinkle park entrance + building owner
    0086 - Casino door
    0087 - Casinopolis entrance
    0088 - Casino/Train barricade
    008C - Building door
    008F - Enable/Disable Egg Carrier train
    0090 - Egg Carrier deck/lower area lift
    0092 - Tornado 2 crashed on egg carrier on/off
    0093 - Egg carrier crashed or not
    0094 - Windy valley tunnel on/off
    0096 - Rock wall on/off
    0097 - Ice cap entrance on/off
    0099 - Red mountain entrance on/off
    009A - Floating island altar door (has its own animation!)
    009B - Cart to jungle on/off
    009C - Lost world (sonic) entrance on/off
    009D - Egg carrier base in Jungle on/off
    00A1 - Train on/off
    00A6 - Emerald coast barrier
    00A7 - People by Chaos 2 elevator + woman by the poll in office area + man in burger shop
    00A8 - Woman in burger shop
    00A9 - Woman by the burger shop entrance
    00AA - 3 people by the pool + woman in chaos 0 fight area
    00A2 - SS boat to EC on/off
    00A3 - MR boat to EC on/off
    00AC - Knuckles (before fight)
    00B1 - Knuckles (after fight)


    all of the doors require a scene reload to de-activate. Same goes for people
     
  19. Fred

    Fred

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    So how does 9A play its animation?
     
  20. Sazpaimon

    Sazpaimon

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    1. I should have said ancient light.
    2. The train on the egg carrier when it's transformed, it enables or disables it

    EDIT: oh crap I just realized what you meant. I'll look into it and edit my post
    EDIT2: Alright, I updated my post, thanks for the heads up

    First off, the scene needs to be reloaded to DEACTIVATE opened doors, secondly, that only seems to apply to doors that trigger a different area, the altar door isn't one of them. The animation is simply opening from the middle.

    sorry if they sound cryptic, I just jotted down notes whenever I found them and posted them here, consider it a safety save :)