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

#91 User is offline MainMemory 

Posted 17 August 2009 - 11:39 AM

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Okay, so you're hacking it beyond doing what the game does for Super Sonic. Also, I finished the editor, but I'm too lazy to make lists for anything other than Hedgehog Hammer and Emerald Coast. If you try another level, it will crash. Also, Get Properties takes your current position and copies it to the Property fields for rockets and dash hoops.

#92 User is offline Endri 

Posted 17 August 2009 - 12:00 PM

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Yeah, because the Super Sonic gameplay would be broken otherwise, since there are many things that he can't do normally. If you think about it, there many, many places that must be fixed, namelly, the icycles in Ice Cap, Ice Cap is unbeatable without the Lightspeed Dash, Windy Valley is unbeatable without the number pannels, Super Sonic cannot snowride, Lost World is unbeatable if you can't how objects, etc... etc... So that's why, in order to have a fully playable Super Sonic in the normal levels, extreme codding is necessary. Not that this is a good thing either, since it just proofs that Super Sonic wasn't ready and isn't suitable to be playable in the normal levels at all.

Regarding your reasearches, looking for the aura address for Super Sonic in the Perfect Chaos fight would led me into pointers, that you point into another pointer, that, again, would led me into another pointer, and so on, so on. It's kind of difficult. Also, apparently his aura is a independent entity, and that the Sonic object is attached to it. He only has his super powers when the aura is active. When it is inactive, his acceleration, max speed, etc are the same of the ordinary Sonic.

#93 User is offline MainMemory 

Posted 17 August 2009 - 12:34 PM

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I'm not sure about that. The flag makes him invincible and the acceleration value is increased during the Perfect Chaos fight. I think the aura is simply an object displayed over Sonic like the shields and invincibilty sparkles and doesn't affect gameplay. A lot of stuff in this game is very similar to S3K. All the pieces are loaded separately and you have to do 5 different things to get what you want.

#94 User is offline Endri 

Posted 17 August 2009 - 12:40 PM

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Maybe so, then again...

Do the following:

When the Perfect Chaos fight starts, and Sonic starts falling, disable the Super Sonic flag. Re-enable it before Sonic hits the water, so the aura is deactivated, but you are able to play as Super Sonic. Walk, run, jump, and you will see what I mean.

Do you know what address plays the sound effects? Or, do you know anything related to sound effects?

#95 User is offline MainMemory 

Posted 17 August 2009 - 12:50 PM

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His acceleration definitely decreased. But that could be because the level has extra code that runs when the Super Sonic flag is deactivated. I could check what writes to the acceleration address when that happens. And I don't know anything about sound effects. Maybe near the music address?
Here's the code near that:
CODE
004942D0 - 8b 44 24 04                - mov eax,[esp+04]
004942D4 - 56                         - push esi
004942D5 - 8b 70 2c                   - mov esi,[eax+2c]
004942D8 - 8a 0e                      - mov cl,[esi]
004942DA - 88 4c 24 08                - mov [esp+08],cl
004942DE - 8b 54 24 08                - mov edx,[esp+08]
004942E2 - 52                         - push edx
004942E3 - e8 18 d8 fa ff             - call 00441b00; load pointer into eax
004942E8 - 83 c4 04                   - add esp,04
004942EB - 85 c0                      - test eax,eax; test someting
004942ED - 74 25                      - je 00494314; and skip to pop esi if equal
004942EF - 8b 4e 04                   - mov ecx,[esi+04]
004942F2 - 89 88 ac 00 00 00          - mov [eax+000000ac],ecx; Change Value at $AC?
004942F8 - 8b 56 08                   - mov edx,[esi+08]
004942FB - 89 90 d8 00 00 00          - mov [eax+000000d8],edx; Change Ground Acceleration
00494301 - 8b 4e 0c                   - mov ecx,[esi+0c]
00494304 - 89 88 dc 00 00 00          - mov [eax+000000dc],ecx; Change Air Acceleration
0049430A - c7 80 1c 01 00 00 cd cc ac 40 - mov [eax+0000011c],40accccd; Change Y Offset
00494314 - 5e                         - pop esi
00494315 - c3                         - ret

This post has been edited by MainMemory: 17 August 2009 - 01:23 PM

#96 User is offline Endri 

Posted 17 August 2009 - 01:06 PM

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I don't know. Many things in SADX looks hardcoded. Namelly, the very Perfect Chaos fight. There are redundant codes over and over and over. (Pleonasm FTW)

#97 User is offline MainMemory 

Posted 17 August 2009 - 01:26 PM

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I just followed some of the code, and it looks like there's a pointer table at $A000000. I also found a pointer that when zeroed disabled the aura (super speed and invincibility intact) and made me go right through Perfect Chaos like he wasn't even there.

#98 User is offline PicklePower 

Posted 17 August 2009 - 01:46 PM

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QUOTE (MainMemory @ Aug 17 2009, 11:39 AM)
Also, I finished the editor, but I'm too lazy to make lists for anything other than Hedgehog Hammer and Emerald Coast.

There's a number of object lists already in the wiki.

#99 User is offline Sik 

Posted 17 August 2009 - 02:04 PM

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QUOTE (PicklePower @ Aug 17 2009, 03:46 PM)
QUOTE (MainMemory @ Aug 17 2009, 11:39 AM)
Also, I finished the editor, but I'm too lazy to make lists for anything other than Hedgehog Hammer and Emerald Coast.
There's a number of object lists already in the wiki.
I think he means the lists used by the editor itself.

Also I wonder how many IDs listed as "nothing" there are actually objects. Morph went crazy fixing that some time ago for a couple of levels.

#100 User is offline MainMemory 

Posted 17 August 2009 - 02:18 PM

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I'm working on the rest of them. I made a quick program to convert the wiki text. I would upload one now, but the board won't let me. I'll just make a new zip later.
Edit: Wow, there are 16 objects in Speed Highway not on the list.
Edit2: And now I can't edit the wiki.
Edit3: Fixed.
Edit4: 30 Unknowns for Red Mountain.
New levels for the editor!
This post has been edited by MainMemory: 17 August 2009 - 03:27 PM

#101 User is offline Dude 

Posted 17 August 2009 - 03:51 PM

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QUOTE (MainMemory @ Aug 17 2009, 02:23 AM)
On the animation format, it seems that byte $4 is usually $49, and if byte $5 is $4, when the animation finishes it will change to the animation specified in byte $6. If byte $5 is $3, the animation will repeat.
Edit: Setting byte $B to $C0 or above makes you invisible.
Setting byte $5 to $2 makes the character stand straight up, not moving, with arms and legs pointed straight down.
Edit2: Disregard byte $B. $8 is transition speed Float, and $C is animation speed Float.
Edit3: I hit refresh and suddenly I'm a tech member!


Could you give mea file/offset combination to one of these animation structures? Iwant to see if there are any pointers that go to the transformation data. I'm thinking I could make a solution to shadow not skating in mods and such.
This post has been edited by Dude: 17 August 2009 - 04:04 PM

#102 User is offline MainMemory 

Posted 17 August 2009 - 04:03 PM

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I don't know where they would be in a file, only where they are in RAM. The data for Sonic's standing animation is: 0C 31 5C 10 49 03 00 00 00 00 80 3D 00 00 00 3F. It points to $5C310C in chrmodels.dll.

#103 User is offline Glisp 

Posted 17 August 2009 - 04:04 PM

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AHEM. What about the Gamecube version? Are you all forgetting about that? It would be nice to actually use the REAL Super Sonic in the Gamecube version as well with a GC Action Replay code. (Unless there already is one I don't know about that gives the real thing.)

#104 User is offline MainMemory 

Posted 17 August 2009 - 04:07 PM

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I can't hack GameCube.
Edit: This just in! Gravity has values for all three axes. I'm walking on the side of a building.
Edit2: Video
This post has been edited by MainMemory: 17 August 2009 - 06:38 PM

#105 User is offline Polygon Jim 

Posted 17 August 2009 - 06:43 PM

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QUOTE (Glisp @ Aug 17 2009, 05:04 PM)
AHEM. What about the Gamecube version? Are you all forgetting about that? It would be nice to actually use the REAL Super Sonic in the Gamecube version as well with a GC Action Replay code. (Unless there already is one I don't know about that gives the real thing.)



Most likely not going to happen. The GC version is set up more like the DC version, making it pretty much impossible.


edit:

QUOTE (MainMemory @ Aug 17 2009, 12:39 PM)
Okay, so you're hacking it beyond doing what the game does for Super Sonic. Also, I finished the editor, but I'm too lazy to make lists for anything other than Hedgehog Hammer and Emerald Coast. If you try another level, it will crash. Also, Get Properties takes your current position and copies it to the Property fields for rockets and dash hoops.



There's actually a complete list of every single level, made by Sega, but it will be in engrish. The SADX preview had files listing them all for the debug mode. Those could be used until those get translated.
This post has been edited by Polygon Jim: 17 August 2009 - 07:21 PM

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