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Topics I've Started
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SADXPC save files
04 January 2009 - 06:51 AM
Here are my notes on what I've found so far for SADXPC's .snc save files located in the "savedata" folder. I hope to add more to this very soon.
Sonic Adventure DX PC: Savefile hacking, Japanese version
2009-01-04, 1148z
=========================================
=========================================
GENERAL NOTES!
SADXPC save files seem to have a checksum somewhere
which will not allow you to load your file if it has been hacked.
To circumvent this, do the following:
1) Have at least two save files present in the SADXPC "savedata" folder
2) Boot SADXPC up
3) Go to the initial file select screen
4) Select the file you are NOT hacking and load it
5) Head to the Options and choose File Change
6) Put the "cursor" over the file you are NOT hacking, but don't load it
7) Leave SADXPC open and hack using your hex-editor; save the file when done
8) Return to SADXPC, select the file you hacked and load it
9) Go to Message Settings and select any option so that the game saves.
Your hacked file is now able to be used! If you ever forget to do these steps,
your save file will not be visible in the file select dialog. Just rename one of the working files to the hacked file and the hacked file to the working file while SADXPC is still open and complete the above steps.
=========================================
=========================================
SCORES, stored in the save file in order by internal level number
Practically, stored in "backwards" order, e.g. a score of 104,340 (19794 in hex)
in Sonic's Speed Highway is stored as the three bytes 94 97 01 in a block
between 0x14 and 0x16.
In actuality, the available score is four bytes long (in Sonic's Speed Highway, 0x14-0x17),
but the score counter of the Trial menu can't show beyond three bytes
(highest is 999,999 [0F423F, stored as 3F 42 0F])
----------------------
----------------------
Sonic
----------------
Emerald Coast: 0x0A, 0x09, 0x08
Windy Valley: 0x0E, 0x0D, 0x0C
Casinopolis: 0x2A, 0x29, 0x28
Icecap: 0x26, 0x25, 0x24
Twinkle Park: 0x12, 0x11, 0x10
Speed Highway: 0x16, 0x15, 0x14
Red Mountain: 0x1A, 0x19, 0x18
Sky Deck: 0x1E, 0x1D, 0x1C
Lost World: 0x22, 0x21, 0x20
Final Egg: 0x2E, 0x2D, 0x2C
=========================================
=========================================
MISSIONS
Each mission status is stored as one byte, with Mission #1 at 0x4A0 and Mission #60 at 0x4DB.
Valid mission statuses are:
00 (not activated)
41 (activated but not completed)
C0 (activated and completed)
The GameGear games unlocked are determined by the amount of missions completed.
=========================================
=========================================
UNLOCKED STATUS
0x268 controls who is unlocked, represented in binary; 1 = unlocked, 0 = locked. There
are seven valid bits used for the seven characters and an eighth bit at the end which is nothing.
abcdefgh
a = Super Sonic (I.e. 10000000 for only Super Sonic unlocked)
b = Big
c = E-102
d = Amy
e = Knuckles
f = Tails
g = Sonic
h = [seems to be unused]
Example -> Everyone except Super Sonic unlocked: 01111110 (7E in hex)
Example -> Only Super Sonic unlocked: 10000000 (80 in hex)
Example -> Only Super Sonic and Amy unlocked: 10010000 (90 in hex)
EDIT: Typo -
Odd S3K/Kega Fusion glitch
25 December 2005 - 05:07 PM
You know how in S3K when you place too many S boxes then hit them, the game glitches up and resets, sometimes into plain S&K mode? I was playing Launch Base Zone, doing that. Anyway, when I hit them, I activated reverse gravity (A). Sonic went upwards, the screen glitched, but the game did NOT reset. Sonic made sounds like he was getting rings (and extra lifes), and then, after about 30 seconds or so, Kega Fusion's title bar suddenly went from "Fusion 3.4 - Genesis - SONIC & KNUCKLES" to "Fusion 3.4 - Genesis/32X - SONIC & KNUCKLES". Kega went into Genesis-32X mode! What?! I uploaded a save right after I activate the glitch but before Kega goes 32X mode. After this happens, ring noises can be heard for a while afterwards. Any ideas on what happened here?
http://rattleman.dig...s3k/Sonic3k.zip
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Hacks that can be done
28 September 2004 - 10:56 PM
To my knowledge, these hacks have not been done yet:
1. Knuckles in Sonic 1. This idea was touched on, but Knuckles had incomplete sprites, not the right gliding (should have "turn the other way while flying" animation, slidding when landing, hitting badniks in the air and not getting hurt)
2. Tails in Sonic 1. JosetheBest did his hack that allowed Tails to fly in Sonic 2, so why not put Tails in Sonic 1 and give him flight?
3. Spindash in Sonic 1. This idea was touched on, but it had non-existant spinning sprites (you just crouched down and spun), and it didn't have successional charge (more charge = more power and force when you let go).
4. Sonic 1 levels in Sonic 2. This can be done once ESE II is able to import objects with its level porter. Also possible are S2 in S1, S3(or S3K) in S1, S3 in S2, S1 in S3K, S2 in S3K, S1 and S2 in S3K, etc...
I'll edit this when I think of more.

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Jul 22 2015 12:49 AM
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