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General Sonic Discussion (9 posts)
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23 years old
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July 10, 1992
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Posts I've Made

  1. In Topic: (DC) Sonic Adventure Prototype (1998-10-16)

    28 November 2014 - 04:16 PM

    In light of Jakefords discovery of the menu ID byte in both the Autodemo and initial Japanese release; another discovery was made! Enabling the TGS mode in this version works more like it should, selecting a character takes you to the tutorial screens and drops you in a playable level with everything enabled, everything functions as they should ,however; one character is very interesting.

    Much earlier in the thread a friend of user ashthedragon, DaGuAr, made a discovery of playable tutorial textures for Knuckles. As it turns out, selecting Knuckles gives you this:



    An in-level tutorial! As the level begins an invisible barrier surrounds the starting area, the objective is to glide against the barrier until it disappears, clearing the tutorial.
    Looking through the stg00.bin there's apparently strings for a similar in-game tutorial for Sonic, this suggests that the characters each had an in-game tutorial that triggered in different stages, and considering that only textures for Knuckles's in-game tutorials still exist, there isn't a way to trigger anyone else's at this time.
    There's still more interesting things in this build, (as well as the final), that needs to be unearthed so Jakeford and I'll keep an eye on these addresses, we're really getting close to pulling every thing out of this game!

    *EDIT* Small thing to note, the pause menu still needs to be activated manually via the LoadThing cheat, but when in TGS mode the continue option actually works and uses the correct sound.
  2. In Topic: (DC) Sonic Adventure Prototype (1998-10-16)

    22 November 2014 - 06:00 PM

    View Postevilhamwizard, on 22 November 2014 - 11:18 AM, said:

    A few things that I haven't seen posted anywhere in the topic.

    First, the light speed dash (attack?) works differently in the AutoDemo. Instead of having the shoes automatically target enemies and rings when fully charged up, you were meant to confirm every target in your radius with the action button. A blue sphere (which I think was shown before?) circles around the next target that you can attack. It even uses a different animation for Sonic too:



    The voice data is all here in this build, so I'm curious if Tikal's instructions for the light speed shoes are completely different too. I would love to see the other character's attacks to see what might've changed...

    JmTsHaW ported some of the AutoDemo set files over to SADX to see what changed. Some significant changes here and there for Lost World and Egg Carrier:

    https://www.youtube....h?v=Kqxo-ZS2tNs

    https://www.youtube....h?v=y-vLlCRtLa4

    Haha, you actually linked to my video, I was going to post it here as soon as my laptop got fixed! I guess now is as good a time as any to post this video.



    Sorry for the crap quality, I had to shoot it on my iPad since I can't use my laptop to do it. *Edit* Actually Morph, the object layout ports aren't mine, just the Light speed dash video, but I do know that there isn't a way to get them to load in the Autodemo simply because they're for an earlier version of the 1st_Read.bin.
  3. In Topic: (DC) Sonic Adventure Prototype (1998-10-16)

    22 June 2014 - 08:09 AM

    Posted Image

    Here's a little image of proto Windy Valley 'Act 1' that I grabbed a long time ago that I've never seen anywhere else, it's not much.
  4. In Topic: SADX/SA1 Hacking/Modding

    08 February 2014 - 06:41 PM

    Very cool! Just tried every character and all of the TGS instructions screens are functional.
  5. In Topic: SADX/SA1 Hacking/Modding

    08 February 2014 - 06:20 PM

    The Cheat engine