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Sonic Adventure DX (Preview) Discussion

#271 User is offline Polygon Jim 

Posted 08 April 2008 - 06:15 PM

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Has anyone uploaded a mirror of this? I really wanna take a look at the files to see if it's possible to implement the debug to SA1. All the text from the debug is in the main exe of SA1, so By looking at the files in SADX I might be able to reimplement it if it's still there.

#272 User is offline Hendricks 266 

Posted 08 April 2008 - 06:36 PM

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I think QJimbo mirrored the complete proto set (including GameCube).

#273 User is offline MathUser 

Posted 08 April 2008 - 09:03 PM

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All the cartridge protos have been uploaded to the wiki. I think those discs will probably be too big it.

#274 User is offline Polygon Jim 

Posted 12 April 2008 - 04:06 PM

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Alright, I downloaded qjimbo's mirror, but I can't find bios. I've been searching for 3 fucking hours.... Anyone care to give me theirs?

wait a second... Is the lightspeed shoes still using the dreamcast model?

Posted Image

I can't look for myself but In the picture, that looks like the texture and model to me. The shoes are more blocky looking than they should be.
This post has been edited by GrandMasterJimmy: 12 April 2008 - 08:18 PM

#275 User is offline evilhamwizard 

Posted 14 June 2008 - 05:21 PM

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Sorry for bumping, but I just wanted to prove something I mentioned a while back.

Preview:
Posted Image

Final:
Posted Image

As I've mentioned before, if you walk into the poles, you get stuck there and can never get out.

And I've also seen some people mention playing this game on Dolphin. Here's a tip. If you plan on playing any game on Dolphin, using a x64 OS is your best bet at this point. You need to download the x64 beta 3 version of Dolphin (available at dolphin-emu.com). You must be sure you are running a x64 version of Windows, and have at least a Dual Core processor. Make sure that your actual video card settings are not overriding any other settings, since this causes slow down at times. Under the GFX plugin settings, make sure you have turned off the shader plugin (you can probably use 1.1 or 1.4, but stay away from 2.0) if you want to see the debug menus and screens. Also, make sure there is no antialias setting on. Make sure it's running in Window mode and running with the lowest resolution. And finally, do not force bi/trilinear filtering ~ can cause slow down. Besides the other settings you can mess around with, leave them as default.

Before running the game, under Emulation tick "Use dynarec" and "Use Dual Core". It's the whole point of using the x64 version of Dolphin in the first place. In game, make sure you don't skip any cutscenes. If you skip a cutscene, Dolphin will close without warning. If you plan on playing the Final version of the game, you must play using this memory card file that I have created which you can download here. To use this file, replace the MemoryCardA.raw file that is inside of your DATA_USA folder. The reason a 100% complete save is needed for the Final is because no matter what I do, the game always closes Dolphin while trying to load the cutscene of Sonic sleeping and being woken up by Tails near the hotel area.

This should make it a lot easier to mess with the game for some people, especially those who cannot run the game on a retail Gamecube. You don't have to worry about the framerate a lot, the framerate is near perfect sometimes (only some weird graphical problems, but that's probably because you had to turn off the shaders).

Enjoy. :)

EDIT: I know there are 10849275285602956 versions of Sonic Adventure out there. If the glass w/ the two poles are in any other version, please post. I figured that it was something newly added, because the added change itself is buggy.

EDIT2:
Posted Image
I don't remember seeing this guy. Anyone seen him around?

EDIT3:
Posted Image
Here's another cool unused object that I mentioned earlier. This tree splits in half and falls down once you get near it. The cool part? It has no collision, so either it isn't finished or it was used for some cutscene.

EDIT4:
Posted Image
The awsome Station Square map I talked about. Pretty good, right? :P

If you liked that one...

Posted Image
Mystic Ruins is even better. Truck huh...
This post has been edited by evilhamwizard: 14 June 2008 - 08:59 PM

#276 User is offline evilhamwizard 

Posted 25 October 2008 - 11:08 AM

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Ohh, we have a couple of good things with this update. :(

The first I would like to mention however are some of the weird lighting/gloss differences in Station Square between Preview/Review/Final.

Let me first start off with the character models:

Final - Preview - Review
Posted Image
Lighting in Station Square, as well as other areas, were changed as well:

Preview:
Posted Image

Review:
Posted Image

Final:
Posted Image

And now for some other things I forgot to mention. You can actually activate everything (menus/unlockables/characters/etc) on the Title Screen. The game calls this "EnableAll!!", and you can activate it once the "Press Start" text has been displayed by pressing "B+A". Here's a screenshot:

Posted Image

Also, you can also jump right onto the Easy Menu without having to complete a game for anyone by waiting for "Press Start" text to appear and pressing "Y+X". As I've said before, you can't seem to do any of this in the Review build.

However...

Posted Image

I finally got the Chao Garden debugger to load! It only seems to work with the Review build by pressing "L+Y" while in the Chao Garden. Everytime I do this however, my emulator crashes. So I'll have to try it on a console to see what it can do.

I hope this sparks some interest in the Review build. I would've posted this in the Review topic, but it's gone. I think a new topic for the Review build might be needed as there are many things that I think I can get out of it if I explore deep enough.

Hope you enjoyed this. :v:
This post has been edited by evilhamwizard: 25 October 2008 - 03:05 PM

#277 User is offline Sazpaimon 

Posted 25 October 2008 - 04:35 PM

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Great stuff! I'll get to burning the review copy right away

#278 User is offline drx 

Posted 30 October 2008 - 07:09 PM

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Pretty cool stuff, wish I had a GC :P

#279 User is offline Krigo 

Posted 22 November 2008 - 06:30 AM

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Sorry for the nearly a bump post, but has anyone tried using the chao garden debugger on hardware yet? I would try but I'm not streaming the build for hours to crash(I really need an SD card).

#280 User is offline evilhamwizard 

Posted 22 November 2008 - 10:48 AM

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It works on actual hardware - but the debug menu itself isn't much. All it does is keep track of what's in the Chao Garden. So there aren't any values you can edit. :\

#281 User is offline Sazpaimon 

Posted 22 November 2008 - 11:31 AM

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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.

#282 User is offline Krigo 

Posted 26 November 2008 - 12:49 PM

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Maybe it's only a leftover of the debugger? It wouldn't make sense scrapping half of the mode.
This post has been edited by Krigo: 26 November 2008 - 02:15 PM

#283 User is offline Sazpaimon 

Posted 26 November 2008 - 03:09 PM

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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

#284 User is offline flarn2006 

  Posted 17 December 2008 - 05:12 PM

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QUOTE (Sazpaimon @ Feb 24 2008, 10:36 PM) [post="180853"]Posted Image
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:

OFF=closed
ON=open
0021: Center door
0022: Right door
0023: Left door

This post has been edited by flarn2006: 17 December 2008 - 05:17 PM

#285 User is offline Dude 

Posted 17 December 2008 - 07:55 PM

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QUOTE (evilhamwizard @ Oct 25 2008, 11:08 AM) [post="237913"]Posted Image
Lighting in Station Square, as well as other areas, were changed as well:

Preview:
Posted Image

Review:
Posted Image

Final:
Posted Image[/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.
This post has been edited by Dude: 17 December 2008 - 07:56 PM

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