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Sonic Adventure 2 Hacking Now a general SA2 Hax thread

#811 User is offline Turbohog 

Posted 09 September 2014 - 09:27 PM

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I've had a somewhat similar problem with my laptop. When I run the game in fullscreen mode it crashes after the Sonicteam logo. Is your gpu a laptop gpu or a desktop? I know the problem with mine has something to do with the fact that my laptop tries to run SA2 with my integrated gpu instead of the dedicated one.
This post has been edited by Turbohog: 09 September 2014 - 09:27 PM

#812 User is offline Retroman 

Posted 10 September 2014 - 06:32 AM

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View PostTurbohog, on 09 September 2014 - 09:27 PM, said:

I've had a somewhat similar problem with my laptop. When I run the game in fullscreen mode it crashes after the Sonicteam logo. Is your gpu a laptop gpu or a desktop? I know the problem with mine has something to do with the fact that my laptop tries to run SA2 with my integrated gpu instead of the dedicated one.

Here are the solutions:
1. Disable the in-game steam community overlay
2. Run the shortcut/sa2.exe as admin (Right-Click, Properties, Compatibility Tab, under Privilege Level, check 'Run this program as an administrator' and press ok.
3. Update on-board and dedicated graphics cards and then follow this here: http://www.howtogeek...-intel-graphics
4. Close any overlaying programs, for example, fps showing or video capturing tools like EVGA precision, Dxtory & see if you can delay it 'hooking' itself to the program. Dxtory has a delay setting which you can set for 10 seconds.
5. Update DirectX
6. Change resolutions, run in windowed mode.

Most likely 1. and 4. are the real culprits and will work for you, depending if your system is up-to-date.

Source: Google. Thank me later :v: :)
This post has been edited by Retroman: 10 September 2014 - 06:56 AM

#813 User is offline Turbohog 

Posted 10 September 2014 - 07:55 PM

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I know how to google too. I've done all of that. The only thing that works is windowed mode. Thanks though.

#814 User is offline MainMemory 

Posted 10 September 2014 - 08:08 PM

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It may be possible for the mod loader to enable a "windowed fullscreen" like SADX's even though I can't hijack the actual window creation. I'll look into it when GerbilSoft finishes refactoring it.

#815 User is offline Retroman 

Posted 11 September 2014 - 03:57 AM

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View PostTurbohog, on 10 September 2014 - 07:55 PM, said:

I know how to google too. I've done all of that. The only thing that works is windowed mode. Thanks though.

Your welcome.

Why not try to reinstall it? If you have a registry cleaner, it messes things up because registry cleaners are garbage, and snake oil. Microsoft themselves don't recommend it, even going so far as to say to stay away from it. It's just a fad.
This post has been edited by Retroman: 11 September 2014 - 03:59 AM

#816 User is offline Morph 

Posted 22 September 2014 - 01:42 PM

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I'm gonna have some fun with this.

Edit: The object that does this is 0x3B, by the way.
This post has been edited by Morph: 22 September 2014 - 02:31 PM

#817 User is offline sonicblur 

Posted 22 September 2014 - 06:10 PM

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View PostMorph, on 22 September 2014 - 01:42 PM, said:


I'm gonna have some fun with this.
Edit: The object that does this is 0x3B, by the way.

This was possible on GC via Action Replay, and the memory address responsible works in every stage.
If it helps find the same thing on PC, here is the relevant info from my notes on the GC version:

Start 801E5624
Down: 0000000 BF800000 0000000 (Normal gravity)
Up: 0000000 3F800000 0000000
Left: 0000000 0000000 BF800000
Right: 0000000 0000000 3F800000
Away from screen: 3F80000 0000000 00000000
Towards screen: BF80000 0000000 00000000

#818 User is offline Morph 

Posted 22 September 2014 - 10:27 PM

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Well, I found it in memory, but it doesn't behave the same as it does in Crazy Gadget (tested in City Escape). For example, with flipped gravity, Sonic doesn't actually flip upside-down; he sorta just falls up. Then when on a ceiling, the jump tries to correct itself, and so you get this weird arc thing going on. Same with horizontal gravity.

Edit: it's at 0x01DE94A0
This post has been edited by Morph: 22 September 2014 - 10:29 PM

#819 User is offline Neo 

Posted 28 September 2014 - 03:57 PM

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A bit late to the party, but as an aside, the crate objects in this stage are a different set of objects that react to the current gravity direction. I did some research on this when making my hack (for Shadow's Hard layout) and they actually specify how far they can "fall away" from their origin point somewhere in their parameters. I don't know any of the specifics anymore because I'm a dumbass who doesn't document anything, but you should be able to get the gist of it if you look at the stuff I changed in the SET file.

#820 User is offline Morph 

Posted 29 September 2014 - 06:03 PM

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Welp, we got the gravity figured out. Just before and just after the typical 3 floats for the gravity vector are two integers. The first is X, and the latter Z. They're the direction of gravity in BAMS, where 0 is down, and non-0 is, well, not down. It's the same in SADX as well, and MainMemory just released a gravity control mod as a result.

View PostNeo, on 28 September 2014 - 03:57 PM, said:

A bit late to the party, but as an aside, the crate objects in this stage are a different set of objects that react to the current gravity direction. I did some research on this when making my hack (for Shadow's Hard layout) and they actually specify how far they can "fall away" from their origin point somewhere in their parameters. I don't know any of the specifics anymore because I'm a dumbass who doesn't document anything, but you should be able to get the gist of it if you look at the stuff I changed in the SET file.


That's good to know. I'm assuming the distance is set in the last three floats at the end of the object definition.

Also, in other SA2 related hax news, I ported Tails's SA1 physics parameters to SA2 for mechless Tails.


It's not quite done yet though. I'm not satisfied with the flying speed, and it's definitely not in this structure I ported over. That means it's in the Tails-specific structure, and it's as of yet undocumented. I'll figure it out eventually, though.

#821 User is offline SupaNeo 

Posted 30 September 2014 - 04:24 PM

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View PostMorph, on 29 September 2014 - 06:03 PM, said:

That's good to know. I'm assuming the distance is set in the last three floats at the end of the object definition.

Also, in other SA2 related hax news, I ported Tails's SA1 physics parameters to SA2 for mechless Tails.


It's not quite done yet though. I'm not satisfied with the flying speed, and it's definitely not in this structure I ported over. That means it's in the Tails-specific structure, and it's as of yet undocumented. I'll figure it out eventually, though.


This is really interesting; quite surprising actually. Forgive my ignorance (I'm not part of the hacking scene) but how much of SA2's engine is based off of SA1's? By porting the values like you said I'm assuming that SA2 has physics variables that are like-for-like with SA1 to a degree.

I've always thought the two games looked and felt completely different to one-another, especially in terms of physics and handling animated characters.

#822 User is offline MainMemory 

Posted 30 September 2014 - 05:05 PM

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Yes, SA2 has an array of physics data structures that are formatted identically to SA1's. Sonic and Shadow in SA2 even use the same values Sonic did in SA1.

Sonic Adventure 2 is a heavily modified Sonic Adventure 1, much like Sonic 2 is a heavily modified Sonic 1.
This post has been edited by MainMemory: 30 September 2014 - 05:06 PM

#823 User is offline Morph 

Posted 30 September 2014 - 05:07 PM

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SA2's engine is just a pimped SA1 engine, simply put. A lot of things are the same, but a lot of things are different too. I guess you could compare it to the changes between the classic games (1 -> 2, 2 -> 3), or maybe even Unleashed and Generations (although much less so).

Edit: Ninja'd :v:
This post has been edited by Morph: 30 September 2014 - 05:07 PM

#824 User is offline Elliot Gindi 

Posted 31 December 2014 - 12:11 PM

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View PostStrife, on 06 May 2014 - 06:08 PM, said:

One thing that bothers me about the PC version is that the ambient noises are a lot louder than in the original Dreamcast/Gamecube release. It's most noticeable with the cricket noises in Dry Lagoon. The ambient sounds seem to be stored in .csb files in the resource folder, but I have no idea how to edit them and bring them down to Dreamcast volumes. Deleting/renaming them causes sound glitches, so, that doesn't seem to be a good solution either. Any clues?

And the music is way too loud in cutscenes. On the plus side the timings on speech is better.

#825 User is offline Tweedle 

Posted 01 January 2015 - 02:12 AM

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View PostMorph, on 29 September 2014 - 06:03 PM, said:



Also, in other SA2 related hax news, I ported Tails's SA1 physics parameters to SA2 for mechless Tails.


It's not quite done yet though. I'm not satisfied with the flying speed, and it's definitely not in this structure I ported over. That means it's in the Tails-specific structure, and it's as of yet undocumented. I'll figure it out eventually, though.


Wow, This is wonderful! Honestly as much as I love Sa2b, Sa1 has more of a charm due to the variety of characters! Amy was personally my favorite.

In other words port them all into Sa2 please, haha.

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