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Sonic RDX Update

Discussion in 'Engineering & Reverse Engineering' started by Dude, Nov 19, 2008.

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  1. Dude

    Dude

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    Its a vampire book along similar lines to Underworld, but with plenty of other wonderful elements from the twisted depths of my burton-esque mind =]
     
  2. Gabbit

    Gabbit

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    Yeah, I hope you can resume working on this (quite excited to see how your Icecap blows us away :) )

    This book-writing sounds cool, hope that does well too, even if it's just a family thing! ;)
     
  3. Dude

    Dude

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    just a screen to keep interest.

    [​IMG]
     
  4. Yuzu

    Yuzu

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    Does this mean that you're going to do ALL this work, dissapear entirely until in 2 years, you reappear say that you are working on it and dissapear again until you reappear 2 years after THAT and show the best Adventure DX mod ever. Don't say this is a cycle
     
  5. Polygon Jim

    Polygon Jim

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    All the bitches.
    Dude will get a new place soon enough.


    Also, Ice Cap will blow you away, seriously. I shat bricks when I played it for the first time, and that was just the beginning, the layout and camera weren't even done yet.
     
  6. Dude

    Dude

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    the design is done, I just need to get it ingame and then populate it.

    [​IMG]
    [​IMG]
     
  7. synchronizer

    synchronizer

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    I'm looking forward to seeing a video once you are finished.
     
  8. Gabbit

    Gabbit

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    Yeah! Same here :v:
     
  9. Dude

    Dude

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    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  10. BlackHole

    BlackHole

    You're going to need MORE than help. Member
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    *bows* All hail Dude, the King of Sonic Adventure Hacking!

    That looks awesome! I want to play it, but I can't find the discs to install Sonic Adventure DX. Btw, have you considered remodeling Sonic into his proper Retro look? Y'know, Black Eyes, short quils, lack of buckle on th shoe, etc etc?
     
  11. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    Wait a second, widescreen hack or what? o_O
     
  12. Dude

    Dude

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    Nah, its called windowed mode =P

    I wish I could fix it so windowed mode did 4:3, but I dunno how yet.
     
  13. Diablohead

    Diablohead

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    So there is a way to make your own 3D maps now? never knew.
     
  14. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    Odd. Well, I have a similar problem with windowed mode. It's 4:3, but it's stuck at 800x600 (coincidentally Dreamcast's maximum resolution). Why is the value fixed? =/
     
  15. Dude

    Dude

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    erm not 4:3, that wierd ratio of 720x480 is the correct one. I want it to do that. But yeah the rendering code in general is really fucked up. I'm amazed the game even runs half the time.
     
  16. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    Considering that the console ports probably don't deal with different resolutions, it really doesn't surprise me that it's so fucked up to allow that. Dammit, even these days programmers hard-code the resolutions =(
     
  17. Dude

    Dude

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    BTW, for the oldbies and techies, there's a playable version of this in the lounge.
     
  18. Dark Sonic

    Dark Sonic

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    Working on my art!
    D: When do us commoners get a chance to try this out
     
  19. Zeck

    Zeck

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    When it's finishable :psyduck:
     
  20. Dude

    Dude

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    Hey everyone, I just did some more research last night with the level loading sequence, and I discovered how the geometry loading sequence looks by looking at hedgehog hammer's collision structs - basically it works like the object format, but in reverse - each geometry object is 0x24 bytes long

    Code (Text):
    1. Struct Collision Data 0x24
    2. Float X position; // make sure these are positions lol
    3. Float y position; //
    4. Float z position; //
    5. Float Spheresize; //
    6. Float Unknown; //
    7. Float padding; //
    8. Dword Objectpointer; // points to OBJECT struct
    9. Dword Unknown; //
    10. Short Unknown flags; // 01
    11. Short Surface Flags; // These can hurt sonic, support sonic, take traction, etc
    12.  
    13. Unknown flags
    14. 0 - no collision
    15. 1 - default
    16. 2 - weird alpha
    17.  
    18. Surface flags (first byte)
    19. type
    20. 1x = can land on
    21. 2x = push
    22. 3x = push
    23. 4x = Kill sonic
    24. 5x = no alpha, no col
    25. 6x = water
    26. 7x = no alpha
    27. 8x = no footprints
    28. 9x = normal surf
    29.  
    30. behavior
    31. x0 = normal
    32. x1 = hurt
    33. x2 = low traction
    34. x3 = hurt
    35.  
    36. Surface Flags (second byte)
    37. Visibility
    38. 1x = invisible (still solid)
    39. 8x = visible
    40.  
    41. Alpha blending
    42. x0 = normal
    43. x1 = blending mode 1
    44. x2 = blending mode 2
    After all of the object references, there is a dword that tells the game how many to read - there are 71 level objects in Hedgehog Hammer (dreamcast version). I think you can expand the number of objects the game reads by editing this value - think of it as tile position data in the old sonic games.

    come on, someone with c programming experience wants to help me write tools for this game, ja?

    ... please? I can give you all the info you need.
     
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