It appears that Motion Blur doesn't work correctly when using the fixed edition.
Sonic Adventure DX: Fixed Edition 1.0.0, mod loader! 4/29/2015
#92
Posted 06 April 2013 - 04:45 PM
Just a small status update.
As it turns out, I'll be migrating all the item layout related changes back to the default SADXPC set files, as they actually did have some improvements. I just need to find the time to sort out the changes I've made and backport them. It's rather tedius, so bear with me ._.
That, and I've got some supar sekrit SA2 related things in the works... which I've also been working on very slowly. =D
In the meantime, here's an archive of all the default PC set files save for the stages I've made changes to already, so that way you can keep those for the time being.
Download here.
Edit: Oh and uh, extract to the "SADXFE" folder, of course.
As it turns out, I'll be migrating all the item layout related changes back to the default SADXPC set files, as they actually did have some improvements. I just need to find the time to sort out the changes I've made and backport them. It's rather tedius, so bear with me ._.
That, and I've got some supar sekrit SA2 related things in the works... which I've also been working on very slowly. =D
In the meantime, here's an archive of all the default PC set files save for the stages I've made changes to already, so that way you can keep those for the time being.
Download here.
Edit: Oh and uh, extract to the "SADXFE" folder, of course.
This post has been edited by Morph: 06 April 2013 - 04:45 PM
#93
Posted 24 May 2014 - 06:48 PM
Does this mod work with SADX Mod Manager?
Like if I were to rename the SADXFE.exe - sonic.exe and backup the original one would I be able to get both the benefits of this mod and use the mod manager?
Like if I were to rename the SADXFE.exe - sonic.exe and backup the original one would I be able to get both the benefits of this mod and use the mod manager?
#94
Posted 24 May 2014 - 08:29 PM
It won't work as it is, because it renames the system folder, but if he changed it back to load files from system, it could be loaded as a mod with a custom EXE file, so none of the regular SADX files have to be changed.
#95
Posted 25 May 2014 - 05:38 AM
Changing the EXE to load from system is as simple as running through it with a hex editor and changing the paths inside. That's how I did it at least.
#96
Posted 18 July 2014 - 03:38 AM
Hey everyone, remember this?
Turns out that I went about fixing it the wrong way. This made it unfixable in SADXPC 2010 (Steam, Dreamcast Collection; you should get the idea by now) because I had modified both the PVM (archive containing the textures) and the stage mesh. But it would appear that when I "fixed" the PVM, I didn't do it correctly, which is why they required mesh modifications ingame. The textures were still as invisible as they were before, it's just I disabled flags on the mesh which allowed them to render transparent. Now I've properly repaired the textures and repacked the PVM, which means those changes to the mesh were irrelevant, and that this fix now works in SADXPC 2010.
You can download the patch here: SADXFE - Patch 7-18-2014 - Universal
To apply it for SADXPC 2004:
To apply it for SADXPC 2010:
By now you're probably wondering why this just popped up out of the blue.
I'm currently in the process of making a modloader compatible version of SADX:FE, which will bring about a lot of possibilities in terms of fixing and usability. It'll probably have certain things separated into other "mods" so that you can toggle them in the event that you don't like the changes I've made. I still have to fix those item layouts, and that will take a while, but there are plenty of other more interesting and less tedious things that I can work on before I get to those.
Coming Eventually™
And while I don't really intend to "support" this old version anymore (except for this; it's just one file after all!), I've gone ahead and repacked the main archives with this patch in the event that anybody downloads it for the first time, just to make things convenient.
Morph, on 10 June 2011 - 09:11 PM, said:
Spoiler
Turns out that I went about fixing it the wrong way. This made it unfixable in SADXPC 2010 (Steam, Dreamcast Collection; you should get the idea by now) because I had modified both the PVM (archive containing the textures) and the stage mesh. But it would appear that when I "fixed" the PVM, I didn't do it correctly, which is why they required mesh modifications ingame. The textures were still as invisible as they were before, it's just I disabled flags on the mesh which allowed them to render transparent. Now I've properly repaired the textures and repacked the PVM, which means those changes to the mesh were irrelevant, and that this fix now works in SADXPC 2010.
You can download the patch here: SADXFE - Patch 7-18-2014 - Universal
To apply it for SADXPC 2004:
- Extract to the "SADXFE" folder (located in the SADX install directory)
To apply it for SADXPC 2010:
- Extract to the "System" folder (located in the SADX install directory)
By now you're probably wondering why this just popped up out of the blue.
I'm currently in the process of making a modloader compatible version of SADX:FE, which will bring about a lot of possibilities in terms of fixing and usability. It'll probably have certain things separated into other "mods" so that you can toggle them in the event that you don't like the changes I've made. I still have to fix those item layouts, and that will take a while, but there are plenty of other more interesting and less tedious things that I can work on before I get to those.
Coming Eventually™
And while I don't really intend to "support" this old version anymore (except for this; it's just one file after all!), I've gone ahead and repacked the main archives with this patch in the event that anybody downloads it for the first time, just to make things convenient.
#97
Posted 18 July 2014 - 07:16 PM
Damn, man, thank you so much for this. I can't believe it's working in the 2010 version. Will be installing this later tonight!
#98
Posted 02 October 2014 - 09:54 PM
Hey, I've got stuff you can bundle with this mod if you would like. There's my chao garden water fixes and I also fixed the water in the pond in the Mystic Ruins to look more like it does in the Gamecube version.
Before:

After:

Here's a download for those of you who are interested.
Now if only I could figure out how to at least animate that water so it doesn't look so stagnant. The Gamecube version used the ripple effect to make the water look like it's flowing. THAT would be cool to bring back.
https://www.youtube....h?v=Juwc1yuUoM4
Before:

After:

Here's a download for those of you who are interested.
Now if only I could figure out how to at least animate that water so it doesn't look so stagnant. The Gamecube version used the ripple effect to make the water look like it's flowing. THAT would be cool to bring back.
https://www.youtube....h?v=Juwc1yuUoM4
#99
Posted 04 October 2014 - 10:50 AM
^Definitely add these.
Would it be possible to bring back all those ripple and wave effects from a technical standpoint?
Would it be possible to bring back all those ripple and wave effects from a technical standpoint?
#100
Posted 04 October 2014 - 02:45 PM
It's possoble, you just need knowledge of Direct3D and SADX's rendering code. It'd be amazing if someone here could figure out how to do that though.
What's even more possible is restoring animations. For example, the water in the Egg Carrier chao garden is completely still for no reason in the PC version while it had an animation in the Gamecube version.
What's even more possible is restoring animations. For example, the water in the Egg Carrier chao garden is completely still for no reason in the PC version while it had an animation in the Gamecube version.
#101
Posted 06 April 2015 - 04:50 PM
I'm terribly sorry for bumping this up.
However, with the release of the new XInput mod, I was pulled back into the immersion of this awesome game. Unfortunately, that mod uses MainMemory's Mod Loader, whereas SADXFE is a simple paste-over (to some degree at least). I've heard that you plan to rewrite FE to work with the mod loader as well.
How's that coming along, if I may ask?
However, with the release of the new XInput mod, I was pulled back into the immersion of this awesome game. Unfortunately, that mod uses MainMemory's Mod Loader, whereas SADXFE is a simple paste-over (to some degree at least). I've heard that you plan to rewrite FE to work with the mod loader as well.
How's that coming along, if I may ask?
#102
Posted 06 April 2015 - 07:06 PM
I have actually effectively started over using the mod loader, but it's nearly done. I've re-implemented most of the fixes from the original release either the same way or better (that weren't rendered invalidated or incredibly questionable), and I've also fixed some other things on top of that. There's a few regressions (read: Super Sonic mod support, things I haven't bothered doing yet), but it's getting there slowly!
If you really wanted to though, you could make a placeholder mod and extract the current version there instead for the time being =P
If you really wanted to though, you could make a placeholder mod and extract the current version there instead for the time being =P
#103
Posted 07 April 2015 - 11:25 AM
Glad to hear you're working on it still! Playing with these fixes really makes a nice difference.
#104
Posted 29 April 2015 - 11:52 PM
Well, here it is! The first release of Sonic Adventure Deluxe Edition Director's Cut Fixed Edition Mod Edition™ Version 1.0.0! It's got a version number system too. It is as follows: Major.Minor.Hotfix - you can view the list of changes unique to this version here, as well as the old/re-implemented changes. Check the first post for downloads.
Make sure you have the LATEST version of the SADX Mod Loader/Manager. A bug has been fixed to enable me to use subdirectories to keep all of the sub-mods of SADX:FE tidy in one folder.
For those of you who don't want to sift through two giant badly formatted text files, there's a particular enhancement I'd like to talk about: rotatable item capsules.
This functionality is present in SA2 and not SA1, but there's something interesting about the capsules in SA1. Quite a few of them have (or had, in cases where they weren't necessary and I fixed them) proper rotation values so that they're flush with the surface they're on. Particular notable cases would be Red Mountain and Ice Cap. I have a hunch that Red Mountain is one of the oldest and least changed stages of them all, so the fact that it had nearly perfect values for all of those indicates to me that this may have been a feature ingame at one point in time, but it got removed later down the line. I could be wrong, of course; it could have never been in the game, but it's certainly surprising that the even bothered rotating them at all given that it doesn't display ingame.
There's also two more minor enhancements included with the mod. One of those would be texture filtering for the GUI in particular. I posted this in the SA1 general hax thread, but here's an imgur album with comparison screenshots. It makes the menus much nicer looking if you ask me. This might end up making its way into the mod loader though, so if you don't like SADX:FE for whatever reason (and I'd love to hear why if you don't!), you'd get your fancy texture filtering without it. The other enhancement is texture mipmapping. I wrote a tool using Puyo Tools to scan the GameCube GVMs for textures with mipmaps, and then apply those same mipmaps to the PC's PVMs. I'm pretty sure they're incomplete though, so it might get updated in the future.
Speaking of textures, I discovered that the PC version (whichever version you have) of SADX has the worst texture quality of all versions of Sonic Adventure, second only to the GameCube version. I don't know why Sonic Team compressed them so heavily, but they look really bad compared to the Dreamcast counterparts. SA2GC/PC also suffers from this problem. Here's an example:

From left to right: Dreamcast, GameCube, PC.
In this particular case, the difference between the GC and PC texture is very subtle, but it's much more visible in other cases. That is seriously horrible looking. I plan to eventually either A: re-convert the GC GVMs into PC PVMs at a higher fidelity than Sonic Team did themselves, or B: A + take Dreamcast textures where applicable as they're much higher quality, so look out for that.
Make sure you have the LATEST version of the SADX Mod Loader/Manager. A bug has been fixed to enable me to use subdirectories to keep all of the sub-mods of SADX:FE tidy in one folder.
For those of you who don't want to sift through two giant badly formatted text files, there's a particular enhancement I'd like to talk about: rotatable item capsules.
This functionality is present in SA2 and not SA1, but there's something interesting about the capsules in SA1. Quite a few of them have (or had, in cases where they weren't necessary and I fixed them) proper rotation values so that they're flush with the surface they're on. Particular notable cases would be Red Mountain and Ice Cap. I have a hunch that Red Mountain is one of the oldest and least changed stages of them all, so the fact that it had nearly perfect values for all of those indicates to me that this may have been a feature ingame at one point in time, but it got removed later down the line. I could be wrong, of course; it could have never been in the game, but it's certainly surprising that the even bothered rotating them at all given that it doesn't display ingame.
There's also two more minor enhancements included with the mod. One of those would be texture filtering for the GUI in particular. I posted this in the SA1 general hax thread, but here's an imgur album with comparison screenshots. It makes the menus much nicer looking if you ask me. This might end up making its way into the mod loader though, so if you don't like SADX:FE for whatever reason (and I'd love to hear why if you don't!), you'd get your fancy texture filtering without it. The other enhancement is texture mipmapping. I wrote a tool using Puyo Tools to scan the GameCube GVMs for textures with mipmaps, and then apply those same mipmaps to the PC's PVMs. I'm pretty sure they're incomplete though, so it might get updated in the future.
Speaking of textures, I discovered that the PC version (whichever version you have) of SADX has the worst texture quality of all versions of Sonic Adventure, second only to the GameCube version. I don't know why Sonic Team compressed them so heavily, but they look really bad compared to the Dreamcast counterparts. SA2GC/PC also suffers from this problem. Here's an example:

From left to right: Dreamcast, GameCube, PC.
In this particular case, the difference between the GC and PC texture is very subtle, but it's much more visible in other cases. That is seriously horrible looking. I plan to eventually either A: re-convert the GC GVMs into PC PVMs at a higher fidelity than Sonic Team did themselves, or B: A + take Dreamcast textures where applicable as they're much higher quality, so look out for that.
This post has been edited by Morph: 30 April 2015 - 11:28 AM
#105
Posted 30 April 2015 - 11:25 AM
The red mountain screenshot is a 404. Here, I fixed it for you:



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