Sonic and Sega Retro Message Board: [Tutorial] How to interactively add objects to SA2 levels - Sonic and Sega Retro Message Board

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[Tutorial] How to interactively add objects to SA2 levels

#1 User is offline flarn2006 

Posted 03 December 2014 - 12:52 AM

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  • Project:SA2 Cheat Table
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This tutorial is hosted on Steam Guides. Here's the description I posted for the guide there.

Quote

You may remember the "debug mode" cheat codes from the original Sonic 1, 2, and 3 on the Genesis, which let you move around the levels and place objects. With the help of some external hacking tools, it is possible to get something similar in Sonic Adventure 2. You can even save your changes, making the new objects a permanent part of the level until you undo it! This guide will show you how.


View the guide here.
This post has been edited by flarn2006: 03 December 2014 - 12:52 AM

#2 User is offline InvisibleUp 

Posted 03 December 2014 - 10:21 PM

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This is all done in Lua scripting? Good job man, this is insanely impressive. Editing object data on the fly with a modern game like SA2 seems like no easy task, all the other bells and whistles you've added? I'm not sure how you did it, but I'm impressed.

#3 User is offline flarn2006 

Posted 04 December 2014 - 12:04 AM

  • Posts: 246
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  • Project:SA2 Cheat Table
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View PostInvisibleUp, on 03 December 2014 - 10:21 PM, said:

This is all done in Lua scripting? Good job man, this is insanely impressive. Editing object data on the fly with a modern game like SA2 seems like no easy task, all the other bells and whistles you've added? I'm not sure how you did it, but I'm impressed.


There's also a bit of machine code (ASM source included) for parts that need to call functions in the games, but the vast majority of it is Lua. Thanks for the compliment!

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