QUOTE (Polygon Jim @ Aug 17 2009, 03:15 AM)

So, something I just remembered about the Dreamcast version, and why it crashes at any attempt at turning into Super Sonic.
In SADX all character models are stored in CHRMODELS.DLL, which means the file is always loaded at all times. The Dreamcast version on the other hand has the main character models/objects in 1ST_READ.BIN while Super Sonic is in the file STG12.PRS, which is the Super Sonic level itself. That presents a bit of a problem.
I could almost picture a solution for this.
I'm gonna d/l the DC version to see what I could be done. The DC version is the one that interests me the most.
QUOTE (MainMemory @ Aug 17 2009, 03:23 AM)

Edit3: I hit refresh and suddenly I'm a tech member!
We kind of see that coming, now, didn't we? :P Yet, Polygon Jim and I aren't, though... u_u
QUOTE (MainMemory @ Aug 17 2009, 06:39 AM)

Okay. Here's an
object editor I'm working on.
Edit: It only lets you edit the first object.
Edit2: Super Sonic can not spindash. He lacks a Spindash action.
First. The Object Editor returns a 0 variable for every field in the proggy.
Second. Oh... that's why, then. However it still returns 0 values even for the first object in the level data file.
Third. What do you mean? I can't understand...
Answering what you asked in the Youtube video:
QUOTE (sonicmike2)
How did you fix the jump panels? Super Sonic doesn't have actions for those.
QUOTE (sonicmike2)
That's not what I meant. In the video description he says he fixed the jump panels. I don't see how that's possible, because in my video, he just falls through the jump panel.
There are two approaches.
What I did was, instead of chaging Sonic's action to switch to Super Sonic, I made Sonic load the Super Sonic animations, while still been Sonic (Actions 70 and under), adding '133' to Sonic's animation if the Super Sonic bitflag is checked. So he remains with Sonic's actions. Moreso, I made Sonic use the Super Sonic actions, instead of trying to make the opposit, which would require more time and effort. So, technically, yes, Super Sonic
could spindash and roll like Sonic. But I just made Sonic use SS's actions for the sake of looking authentic.
The other approach involves modifing the collision interactivety with the object, but the approach mentioned before is less time consuming, and delivers a better result, since you don't have to heavily interfer with the codding. Besides, you would need to literally disassembly the main "sonic.exe", though most of the variables would be
almost impossible to figure out.
This post has been edited by Endri: 17 August 2009 - 09:47 AM