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My Information
- Member Title:
- Up And Down And All Around
- Age:
- 24 years old
- Birthday:
- July 16, 1991
- Gender:
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Not Telling
- Location:
- Apartment 0xFF
- Interests:
- playing video games, making video games, modding video games
Contact Information
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- Click here to e-mail me
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lbhinchy
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[email protected]
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http://hinchy.us/
- Skype:
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zhinchy
Previous Fields
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Topics I've Started
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Make Time Eater Suck Less
26 September 2012 - 06:36 PM
WHAT DOES THIS DO:
Note that I said "make it suck less", not "make it not suck". I can't fix any of the horrible control problems or that the fight is pretty dumb in general. What I did do however was swap out the plodding, uninteresting music with the Sonic Boom cover by Crush 40 and Cash Cash from the recent Sonic CD soundtrack rerelease (itself a studio version of what was originally performed at Sonic Boom 2011). More importantly, I got rid of LOOK OUT SONIC IT'S A HOMING SHOT and everything else the cast of side characters say. Only talking you'll hear in the battle is from the Eggmen. Eggmans? Do note that you'll still have to disable the subtitles in the options yourself, though.
HOW TO USE:
You need to have CPKREDIR/SonicGMI installed already. Look elsewhere for how to do that. Once you have Generations set up for moddability, just unzip the modpack into your /mods/ folder, and enable it in SonicGMI like any other mod.
If by any chance you want to keep the original Time Eater music intact, just delete the "SNG17_BLB" folder in /mods/MakeTimeEaterSuckLess/Sound/. Deleting the other folder, "30VCE_BLB_NP_EN", will make the side characters start yapping again. I have no idea why the hell you'd want that, but uh, if you're a masochist, there you go.
KNOWN ISSUES:
Sometimes it just doesn't work right. If that happens, chalk it up to Generations modding being really finicky and inconsistent and restart. It definitely surely works some of most of the time.
DOWNLOAD:
http://webspace.hinc...aterSuckLess.7z -
Sega Nomad gets power from batteries but not from AC
13 August 2012 - 11:26 PM
My friend has a Sega Nomad he is willing to sell me, but the unit doesn't seem to recieve power from an AC adaptor. However, it works fine with batteries.
I've read that the Nomad's voltage regulator getting blown is a reasonably common problem, but I don't know if that would also prevent the system from booting up with batteries.
Basically, what I'm trying to ask is that is the problem reasonably easily fixable, or would I be better off finding a nomad elsewhere and spending upwards of $30-40 more? -
Create Your Own [Almost] Completely Original SADX Level Geometry
20 November 2009 - 11:25 PM
Here's what you'll need for this tutorial:
-Sonic Adventure DX (duh)
-A hex editor and some skill in using it - I use Hex Workshop
-3DS Max (a version between 9 and 2008) and some skill in using it
-Kerrax's ASC import plugins for 3DS Max (jun 18th 2008 revision)
-Dude's model tools v1.3
-OBJ2VT, available in this rar
-patience for screwing things up, as you'll do it a lot
1) First you'll need to get the models out of the game and into 3DS Max.
To do this, drag and drop sonic.exe onto sadxmdl2_levelASC.exe from Dude's tools. You'll get a file called out.asc.
2) Open up out.asc in 3DS Max. You'll notice right away that the level is rotated weirdly. This is unfortunately something you'll have to deal with - don't rotate it!
3) Find the object you want to edit. Feel free to morph the objects into things completely different - but ONLY EDIT THE VERTICES, AND KEEP IT IN THE SAME PLACE. Keep in mind that the UVs (texture definitions per poly) don't change as well, so avoid stretching faces too much and stuff like that.
4) When you're done, create an instance copy of the object you just edited. Move it to 0,0,0 coordinates.
5) Select only the object you moved to 0,0,0. Go to File > Export Selected and export it as a WaveFront object (.OBJ). Make sure the "Rotate Model" box is UNCHECKED. Don't close 3DS Max just yet.
6) Drag and drop that OBJ file onto OBJ2VT. A new file will be made called out.vt. Open that up in your hex editor.
7) MAKE A COPY OF SONIC.EXE. Do this EVERY TIME you change ANYTHING, in case you screw something up. Open up sonic.exe in your hex editor.
Note) This may help you with steps 8 and 9 if you're experienced with hex stuff.
8) Hard part. In 3DS Max, get the name of the object you edited, and take the number out of it (e.g. 12643760). Take this and go to this decimal offset in sonic.exe in your hex editor. Jump 4 bytes forward. Take this unsigned long and subtract 0x400000 from that, and go to that offset. Take the unsigned long here and subtract 0x400000 from THAT, and jump to it again. You are now at the vertex data. Select all the data from out.vt and make note of how many bytes it is (in hex) and copy it. Go back to sonic.exe, and at the location we just jumped to, select a block exactly that many bytes long and paste.
9) We're not done yet. Go back to the offset (e.g. 12643760) and jump 8 bytes forward. You are now at the position data. Go back to 3DS Max and move the model to the exact place you want it. Get the X position. Put it at this location as a float. Jump 4 bytes forward and repeat for Y, and then 4 more forward for Z. The next 3 floats are the rotation data in BAMS
10) Save. At this point if you did everything right you should get the object in game, but it may (probably will) have glitchy collision. In 3DS Max, make a sphere that as exactly as possible covers the entire object while being as small as possible.
11) Take the original number (12643760 again) and ADD 0x400000 to it, and search for if in sonic.exe. When you have found it you are at the Object pointer in the Collision struct. If you don't understand that, jump back 24 bytes. This float is the X location of your sphere. 4 Bytes forward is the Y as a float, and 4 bytes later is the Z as a float. 4 bytes forward from this is the radius of the sphere.
12) You should be done, hopefully. Go back to step 3 to do more geometry edits. Then make an object layout with SETedit! -
I'm interested in learning Genesis programming...
10 November 2009 - 10:51 PM
Basically the title explains it all. Links to any good tutorials or documentations as well as compilers and that sort of thing would be really great. I've been looking to get into this for a while now and just haven't had the time to ask. Now's a good time as any, though.
(Of course, I've also heard there's a C compiler for the Genesis. I'd be interested in that as well, since C is a language I'm much more familiar with. Of course if it's gimped (which it probably is) I'll just go right into ASM, but it's worth asking.) -
Sonic the Ranking
11 August 2009 - 12:13 AM
I am simply asking you this: Rank the Sonic platformers. I've put in all the Sonic platformers, including spinoffs (although ONLY the platformer spinoffs, no RPGs, racing games, et al).
I've put the entire list, in chronological order, here: http://pastie.org/579577
Now for my opinion (in b4 "Hinchy's retarded"):
^^^ BEST ^^^
Sonic the Hedgehog 3 & Knuckles
Sonic the Hedgehog CD
Sonic Adventure 2 (Yeah, I went there)
Sonic the Hedgehog 2 (16-bit)
Sonic the Hedgehog (1991/16-bit)
Sonic Pocket Adventure
Sonic Triple Trouble
Knuckles' Chaotix
Sonic Advance
Sonic Unleashed (360/PS3)
Sonic Rush Adventure
Sonic Rush
Tails Adventure
Sonic Chaos
Sonic Heroes
Sonic and the Secret Rings
Sonic Adventure
Sonic 3D (Blast/Flickies' Island)
Sonic Advance 3
Sonic Spinball
Sonic the Hedgehog 2 (8-bit)
Sonic Advance 2
Sonic the Hedgehog (1991/8-bit)
Sonic Unleashed (Wii/PS2)
Sonic and the Black Knight
Shadow the Hedgehog
Sonic the Hedgehog (2006)
Sonic Blast
v v v WORST v v v
Your turn.

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