Sonic and Sega Retro Message Board: Sonic Adventure DX (Preview) Discussion - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 22 Pages +
  • ◄ First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last ►
    Locked
    Locked Forum

Sonic Adventure DX (Preview) Discussion

#46 User is offline Azukara 

Posted 24 February 2008 - 04:43 PM

  • Don't let's start!
  • Posts: 2807
  • Joined: 17-October 07
  • Gender:Male
  • Location:Meowth's party
  • Project:Sonic World Runner
  • Wiki edits:27
Now I feel as if it is a leftover from a scrapped concept in which how the Light Speed Dash would work, but that could be overpowering imagination.

#47 User is offline Sazpaimon 

Posted 24 February 2008 - 05:02 PM

  • Posts: 1208
  • Joined: 14-January 03
  • Wiki edits:26
Let's move on to the other debug modes in this game. This next debug mode is a series of minor editors for lightning and stuff. They are activated by pressing the Y button, and each menu is changed by each consecutive y press. The menus are as follows

Posted Image
Character info display. Displays information about positioning and animation mode being displayed. Cannot be changed, only for display

Posted Image
Camera information. What's this, sega actually debugs their cameras? Appears like they do. This displays the position and angle of the camera. Cannot be changed, only for display

Posted Image
Pad information. Will display the X and Y values for the joysticks, and detects depression of the analog buttons. Possibly used for calibration. Display only

Posted Image
Fog settings. This will enable a fog of your choosing in the level. Enable the fog by pressing right on the D-pad, then press down on the d-pad and select your type.

Posted Image
Some times are more visible than others. You can also adjust the color settings of the fog to appear more like actual fog rather than a blue/green/red haze.

Posted Image
Clip and Sky settings. These will allow you to modify the draw distance and positioning of the ground and sky. Screenshots of each mode being changed:
Posted Image
Posted Image
Posted Image
Posted Image

Posted Image
Pallete settings. With this you can modify the pallete data of Sonic and possibly other objects. Each command can me modified by holding A and going right or left on the D-Pad

Posted Image
Light settings. This will allow you to modify the light intensity in a stage, maybe other things. Settings can be changed the same as previous.

Posted Image
Sound effect player. You can select different banks and sound numbers. They can be played using the R trigger.

Posted Image
Mission settings. I've yet to enable mission mode, so I've never got a chance to play with this yet

Posted Image
Misc. settings. Here you can adjust things like number of lives, rings, whether or not to draw 2D objects like HUD data, and turn on and off frame skip.


That about covers Y Debug settings.
This post has been edited by Sazpaimon: 24 February 2008 - 05:04 PM

#48 User is offline Nemesis 

Posted 24 February 2008 - 05:19 PM

  • Posts: 450
  • Joined: 11-January 03
  • Gender:Male
  • Location:Sydney, Australia
  • Wiki edits:6
That's a very comprehensive debug mode. I'm surprised they put that much work into it.

#49 User is offline GHNeko 

Posted 24 February 2008 - 05:25 PM

  • An Old School Lurker
  • Posts: 634
  • Joined: 13-January 08
  • Gender:Male

View PostNemesis, on Feb 24 2008, 05:19 PM, said:

That's a very comprehensive debug mode. I'm surprised they put that much work into it.




Maybe that's why Sonic Adventure is more well received than the other Sonic games past that time because this is a pretty obvious reflection of their hard work, right?

#50 User is offline Overlord 

Posted 24 February 2008 - 05:36 PM

  • Cat-herder
  • Posts: 14494
  • Joined: 12-January 03
  • Gender:Male
  • Location:Berkshire, England
  • Project:VGDB
  • Wiki edits:3,204
With the number of glitches in SA1 though, you could still argue they spent more time on making the debug than using it :rolleyes:

#51 User is offline Nemesis 

Posted 24 February 2008 - 06:04 PM

  • Posts: 450
  • Joined: 11-January 03
  • Gender:Male
  • Location:Sydney, Australia
  • Wiki edits:6

Quote

Maybe that's why Sonic Adventure is more well received than the other Sonic games past that time because this is a pretty obvious reflection of their hard work, right?

A lot of people hated Sonic Adventure at the time. It gained more popularity after the fact, partly because SA2 kicks ass, and partly because when you compare it to the rest of the vomit after SA2, suddenly it doesn't look quite so bad.

#52 User is offline Zycor 

Posted 24 February 2008 - 06:18 PM

  • This is the face of mercy
  • Posts: 140
  • Joined: 13-June 04
  • Gender:Male
  • Project:Not failing my university courses.
QUOTE (Sazpaimon @ Feb 24 2008, 09:07 PM) [post="180569"]Posted Image
Look at SCL X. To the right it says "Item No (0-1)" This means there are two subsets of this item in the game. Let's turn on scale mode.
Posted Image
Press A+X. The Sub mode will change to rotation. Press it again, and it will change to Scale. Now, by using the X,Y, and B buttons, we can modify the scale of the item. X and Y handle the X and Y axises, respectively, and B takes care of the Z axis. Now, let's change the X scale to 1.
Posted Image
What's this? a different type of head for this item has appeared!


Some items they don't want you to mess with, for example:

Posted Image
All of the Tikal settings have a nice message saying "Don't EDIT!" in red text. Obviously they don't want you to mess with it, as it can break things.[/quote]

Dude... you so reminded me of Sakurai there... you should update the Smash Bros. Dojo.

#53 User is offline GHNeko 

Posted 24 February 2008 - 06:35 PM

  • An Old School Lurker
  • Posts: 634
  • Joined: 13-January 08
  • Gender:Male
I say we fuck with the values and figure out what happens. :D

#54 User is offline PC2 

Posted 24 February 2008 - 06:54 PM

  • GenMobile > 3DS
  • Posts: 1743
  • Joined: 23-July 03
  • Gender:Male
  • Project:Various Artwork & Music, :smug:
  • Wiki edits:422
Woah, this prototype is awesome. Maybe the "eff with the palettes" feature is some kind of night mode ala S2 to show boundaries? I'm also loving the lost items and locations... It almost feels like Stop n' Swop or something. o_O

#55 User is offline Azu 

Posted 24 February 2008 - 07:28 PM

  • I must be stupid.
  • Posts: 1463
  • Joined: 23-February 08
  • Gender:Male
  • Location:Home
Anyone got this work on a GC Emulator?

#56 User is offline Tadashi 

Posted 24 February 2008 - 08:48 PM

  • Posts: 490
  • Joined: 21-September 06
  • Gender:Male
QUOTE (Sazpaimon @ Feb 25 2008, 05:26 AM) [post="180529"]Posted Image
I have no idea what it does, when I pick it up I get

Posted Image
It has no english translation, anyone care to translate for me?[/quote]
It says "Chaocard - Proof of Chao Stadium membership".

#57 User is offline Sazpaimon 

Posted 25 February 2008 - 12:49 AM

  • Posts: 1208
  • Joined: 14-January 03
  • Wiki edits:26
I don't know if it's just me or not, but it seems there is no dead zone for the joysticks. The slightest offset on the joystick will cause sonic to move in that direction.

#58 User is offline Quexinos 

Posted 25 February 2008 - 12:51 AM

  • Since 1997
  • Posts: 1672
  • Joined: 24-April 03
  • Gender:Female
  • Wiki edits:11
SA2 was kick ass? This is news to me.

#59 User is offline Sazpaimon 

Posted 25 February 2008 - 01:36 AM

  • Posts: 1208
  • Joined: 14-January 03
  • Wiki edits:26
Let's go through our final debug mode (That I know of). Sequence editor.

Posted Image
Hold the X button down. Select SEQ EDITOR with the D-Pad and press start

Posted Image
We are now in the Sequence editor main menu. Let's try some things

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.

Posted Image
Event menu. Same as above. Still not sure what they do.

Posted Image
Scene editor. Here you can select which areas to warp to. This is the most crashy part of the game (for me). For example, warping from one action stage to another can crash the game (and usually does).

Posted Image
Press the R trigger to move to the Entrance Mode. select with the D-Pad and the Enter option at the top changes. This defines at which spawn point of the area you will enter from, keeping in mind that adventure fields have different starting points depending on where you originated from, same goes for some action stages.

For the sake of example, we'll select "EC DECK FB" which means Egg Carrier Deck - Front Back, which is the untransformed Egg carrier deck

Posted Image
And here we are! And we haven't even started Windy Valley yet!

Posted Image
But we can tell the game we did, using the complete flags. Use this to say that you completed certain events in the game, be it bosses or action stages. In this example I'll leave them alone...

Posted Image
...and move on to the Debug menu. Nothing special here, just shows some debug coordinates. Finally, let's move to

Posted Image
...the Sequence menu. Here you can select a sequence (cutscene) to load. In green is the current sequence we are at, or had most recently finished viewing. As you can see I completed Egg hornet. Let me select Amy - Twinkle

Posted ImagePosted Image
And the cutscenes for after sky chase and meeting Amy load. By this point the game sequence is incredibly broken. I haven't beaten windy valley yet, I don't have the light dash (I got the crystal ring messing with debug), and the back part of station square is still blocked off. The train is also closed, so I can't get back to the mystic ruins normally.

That about covers most of the debugging features in the game. If there are more, they aren't obvious and might need to be hacked out.
This post has been edited by Sazpaimon: 25 February 2008 - 01:36 AM

#60 User is offline Sazpaimon 

Posted 25 February 2008 - 03:55 AM

  • Posts: 1208
  • Joined: 14-January 03
  • Wiki edits:26
Posted Image

Light dash glow is all fucked up in this build (aka HUGE FUCKING SPIKE OUT OF NOWHERE)

  • 22 Pages +
  • ◄ First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users