If we can get a mod that removes Sonic's soaps and goes back to his old shoes, I would be super A-OK with that.
Just sayin'.
Welp, that could be very possible if we can figure out how the game loads certain nodes that have only vertex or poly data. The shoes and body pieces seem to be handled in this funky way. It's also possible Sonic may still have the original shoes in SA2B, but there's not current way to confirm it other than the textures popping up in cutscene files, which could be for any number of reasons.
I'm not an expert by any means, but couldn't replacing Sonic's shoes be accomplished by borrowing some data from the trial build shown here?
Of course it probably takes more effort than simply swapping files, but it might be a good place to start.
This post has been edited by gold lightning: 24 April 2012 - 06:26 PM
gold lightning, on 24 April 2012 - 05:24 PM, said:
I'm not an expert by any means, but couldn't replacing Sonic's shoes be accomplished by borrowing some data from the trial build shown here?
Of course it probably takes more effort than simply swapping files, but it might be a good place to start.
Essentially, but it has to be endian swapped since SA2 was Little Endian and SA2B is Big Endian. And with putting them in SA2, you could just swap files. But there's issues when Sonic gets the flame ring and magic hands. That's about all I can say in regards to it really, haha.
Like I said, I think grap3 succeeded in getting classic shoes from the demo to load in the full game years ago, but it messed up Sonic's grinding animation and the game had a tendency to crash a lot if I recall correctly.
Like I said, I think grap3 succeeded in getting classic shoes from the demo to load in the full game years ago, but it messed up Sonic's grinding animation and the game had a tendency to crash a lot if I recall correctly.
PolygonJim did it too, he even swapped Metal over Shadow there at one point. I don't remember how crashy crashy he said it was though.
Oh god yea. He looked weighted down by his shoes. As if they were two or three sizes too large. Higher polygon resolution might've made them look positively badass.
So here's this to show off what I've been up to in SA2B modding. I also have a bit of info to share with you all in regards to Super Sonic and Super Shadow in Multiplayer. Upon inspecting a RAM dump of the game, I found this.
SONIC Supersonic hedgehog. Speed increase 20 rings, attack with 40 rings and stop time with 60 rings.
SHADOW Ultimate life form made by Professor Gerald. Speed and attacks are identical to Sonic.
AMY Cheerful and happy girl in love with Sonic. Not very fast, but gets attacks with less rings.
METAL SONIC Sonic-type robot that debuted in "Sonic CD." Good acceleration but has no special attacks.
KNUCKLES Echidna who protects the Master Emerald. Special attack with each 20 rings collected.
ROUGE Treasure hunter who specializes in jewels. Can use same special attack as Knuckles.
TIKAL Knuckles tribe girl from Sonic Adventure. Quick but weak attacks and hunting skills.
CHAOS ZERO Chaos Emerald guardian Moves slow, but strong attacks and punches.
TAILS A fox with two tails. Uses "Cyclone" to fight. Uses special attack with every 20 rings collected.
EGGMAN Evil genius scientist who despises Sonic. Uses same attack as Tails with 20 rings.
CHAO WALKER Created by Tails to help Chao to fight. Weak attacks/defense but quickest character.
DARK CHAO WALKER Sinister Chao, machine created by Eggman. Hard attacks/defense but slowest character.
SUPER SONIC Powered by the 7 Chaos Emeralds. Amazing speed and moves, but dies if rings are lost.
SUPER SHADOW
I remember talking to I think Aquaslash once about the description of Super Sonic once, but now it's being posted up here.
Haha, I knew the description was posted on the Cult at some point, but I never saw it myself. I never forgot when Aquaslash told me about it though, haha. Also, does anyone know why using Puyo Tools doesn't make GVM files that actually work...? Or is this a matter I'm gonna have to take up with Yoshi 15?
Edit: So the GVM issues are fixed. Now it's just a matter of making colour schemes seem right for some of the models. I'm also focusing on seeing what I can do about Super Shadow now. Should have an update sooner or later.
This post has been edited by darkspines35: 15 June 2012 - 08:01 PM