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SADX/SA1 Hacking/Modding Now with more research and development!

#2131 User is offline PkR 

Posted 05 June 2014 - 05:16 AM

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Here are some words I was able to understand/look up in the dictionary:

TOGE is thorn, or thistle
KUSA is grass
SIRUSI not sure what exactly that is, but could be either a signpost, or some kind of mark, or seal
TANPOPO is dandellion
IWA - probably rock
BANEIWA - if it's BANE (spring) + IWA, then it could possibly mean a rock bounces you off like a spring?
TAKO - kite I guess

Unfortunately there's not much you can translate from romaji readings, it would have been much easier if those names were actually written in Japanese somewhere.

#2132 User is offline British Gaijin 

Posted 05 June 2014 - 06:02 AM

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View PostDude, on 03 June 2014 - 08:34 PM, said:

I applied some lighting and started converting the object list:

The rest of the screenshots I took can be found here


Seriously moved by all of this. This port of Windy Valley beta is utterly astonishing.

Are the arrows facing the wrong way, though? Particularly in this screenshot.
This post has been edited by British Gaijin: 05 June 2014 - 06:03 AM

#2133 User is offline Dude 

Posted 05 June 2014 - 10:53 AM

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Yes, they're facing the wrong way. It was an exporter problem that has been fixed.

#2134 User is offline Dude 

Posted 06 June 2014 - 10:59 PM

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Also, if you don't want to or can't use 3ds max, and are capable of creating plugins/scripts or any other kind of exporter for your 3d software of choice, the nodetable 1.6 format documentation is available here:

http://x-hax.cultnet...eFormat_1_6.txt

If you do add nodetable export support to a 3d program, let me know! I'd be happy to help test it.

#2135 User is offline Dude 

Posted 10 June 2014 - 05:09 PM

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Manipulating objects just got easier with this new set of movement and rotation handles.


It is far from what I wanted, since I am not a 3d math wizard. But it is way better than before.

#2136 User is offline MainMemory 

Posted 14 June 2014 - 12:56 PM

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I have added a new tool to the SA Tools package: PVMEditSharp.
Posted Image
Hopefully this will be easier to use and less buggy than other PVM editors.
It also supports opening and saving PRS compressed files, so it can be used with Dreamcast games as well as SADXPC.
It allows you to export textures as PNG, and import from PVR, PNG, JPG, GIF or BMP.
It does not support GVM or PAK files. Both would likely require separate tools, and GVM is a very low priority.

#2137 User is offline Dude 

Posted 20 June 2014 - 01:51 PM

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Posted Image

SADXLVL2 now supports camera editing. If the game starts crashing, you set the pan speed on a camera too high. If you want to play it safe, don't go higher than the default value a new camera zone comes with. Updates will come as I figure out more of the camera system.

This also means that if you want to learn the game's camera system, you can just go in and see how things were done.

#2138 User is offline MainMemory 

Posted 24 June 2014 - 04:45 PM

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Since I discovered the location of a line drawing function in SADX, I made a mod to make use of it:
Posted Image
The Path Visualizer mod displays lines along all of the paths in a level.

#2139 User is offline Aerosol 

Posted 26 June 2014 - 01:21 AM

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Oh that's sweet. I've been wonder about a few paths, especially in Windy Valley.

#2140 User is offline Dude 

Posted 26 June 2014 - 02:17 AM

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I don't think the old paths are getting cleared on act/scene changes

#2141 User is offline MainMemory 

Posted 03 July 2014 - 01:22 PM

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So a while back, I added mipmap support to the PVM editor, and I've added a new feature to SADXLVL2: if you add a modpath property to sadxlvl.ini pointing to a mod's folder (eg mods/mymod), SET and CAM files will be loaded from the system folder in that folder first, and saved there.

Eventually, all modified data will be stored in the mod folder, so that running split again doesn't erase your changes, and you can work on multiple mods at the same time without duplicating the entire system folder.
This post has been edited by MainMemory: 03 July 2014 - 01:24 PM

#2142 User is offline evilhamwizard 

Posted 03 July 2014 - 09:07 PM

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I have a few questions. The palette light table data is contained in those PL_??B.BIN files. Do we know anything about the file format or what stages use these? Also, do we know what the SL_??B.BIN files are? I was thinking these were for the sky box, but the game doesn't seem to load these files based on the FileMon output from the SADX Preview. I think I see some X/Y/Z data in them though. The game always seems to give the "SKY SETTIN'" X/Y/Z parameters <1.0, 1.0, 1.0>.

I was going through the file directory in the AutoDemo again and noticed these files, which is why I ask.

EDIT: I just realized these files don't exist in the 2004 PC version anymore. They still exist in the GC/DC versions though...
This post has been edited by evilhamwizard: 03 July 2014 - 09:28 PM

#2143 User is offline Dude 

Posted 04 July 2014 - 12:54 AM

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View Postevilhamwizard, on 03 July 2014 - 09:07 PM, said:

I have a few questions. The palette light table data is contained in those PL_??B.BIN files. Do we know anything about the file format or what stages use these? Also, do we know what the SL_??B.BIN files are? I was thinking these were for the sky box, but the game doesn't seem to load these files based on the FileMon output from the SADX Preview. I think I see some X/Y/Z data in them though. The game always seems to give the "SKY SETTIN'" X/Y/Z parameters <1.0, 1.0, 1.0>.

I was going through the file directory in the AutoDemo again and noticed these files, which is why I ask.

EDIT: I just realized these files don't exist in the 2004 PC version anymore. They still exist in the GC/DC versions though...

I was never able to figure this format out, mainly because the data is compiled into sonic.exe, and I could never find it in there.

Also, I was finally able to figure out view frustum culling, and added it to salvl and sadxlvl2. Both programs are significantly faster now. Also fixed a bug with the skyboxes not rendering. Enjoy.

#2144 User is offline MainMemory 

Posted 11 July 2014 - 06:14 PM

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ATTENTION ANYONE USING XInput CONTROLLERS: Install this mod.

#2145 User is offline Hendricks 266 

Posted 11 July 2014 - 07:28 PM

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Does this supplant "SADX360Patch.exe"?
This post has been edited by Hendricks 266: 11 July 2014 - 07:28 PM

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