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Sonic Adventure DX (Preview) Discussion

#286 User is offline flarn2006 

Posted 17 December 2008 - 08:02 PM

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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... :psyduck: ) 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?

#287 User is offline evilhamwizard 

Posted 17 December 2008 - 09:25 PM

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QUOTE (Dude @ Dec 17 2008, 07:55 PM) [post="257700"]Posted Image

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:

//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.
This post has been edited by evilhamwizard: 17 December 2008 - 09:25 PM

#288 User is offline Hendricks 266 

Posted 17 December 2008 - 09:30 PM

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View Postevilhamwizard, on Dec 17 2008, 08:25 PM, said:

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:

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

This post has been edited by Hendricks 266: 17 December 2008 - 09:31 PM

#289 User is offline Dude 

Posted 17 December 2008 - 09:53 PM

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QUOTE (evilhamwizard @ Dec 17 2008, 09:25 PM) [post="257748"]Posted Image

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:

//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.
This post has been edited by Dude: 19 December 2008 - 12:13 AM

#290 User is offline Gabbit 

Posted 22 December 2008 - 05:45 PM

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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? :)

#291 User is offline Dude 

Posted 22 December 2008 - 06:38 PM

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View PostGabbit, on Dec 22 2008, 05:45 PM, said:

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?

#292 User is offline Gabbit 

Posted 22 December 2008 - 11:51 PM

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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?

#293 User is offline Dude 

Posted 23 December 2008 - 01:51 AM

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View PostGabbit, on Dec 22 2008, 11:51 PM, said:

Ah, but surely placing objects in the levels is easier than 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.

#294 User is offline shobiz 

Posted 23 December 2008 - 02:25 AM

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View PostDude, on Dec 23 2008, 11:51 AM, said:

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.

GrandMasterJimmy made a tutorial which seems somewhat similar, it can be found at SCHG How-to:Edit Sonic Adventure levels.

#295 User is offline Gabbit 

Posted 23 December 2008 - 03:41 AM

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View Postshobiz, on Dec 23 2008, 08:25 PM, said:

View PostDude, on Dec 23 2008, 11:51 AM, said:

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.

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:

#296 User is offline sonicblur 

Posted 23 December 2008 - 06:17 PM

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View PostGabbit, on Dec 23 2008, 02:41 AM, said:

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.) :(

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.

#297 User is offline Polygon Jim 

Posted 23 December 2008 - 06:42 PM

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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.

#298 User is offline Gabbit 

Posted 23 December 2008 - 09:35 PM

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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!

#299 User is offline Polygon Jim 

Posted 23 December 2008 - 10:02 PM

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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.

#300 User is offline Gabbit 

Posted 23 December 2008 - 10:27 PM

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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?

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