- Group:
- Tech Member: Tech Members
- Active Posts:
- 3026 (0.76 per day)
- Most Active In:
- Engineering & Reverse Engineering (881 posts)
- Joined:
- 11-September 04
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- 13392
- Last Active:
Today, 02:09 AM- Currently:
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My Information
- Member Title:
- 3ds MAX Help Desk
- Age:
- 26 years old
- Birthday:
- January 25, 1989
- Gender:
-
Male
- Location:
- Southbridge, MA
- Interests:
- Graphic design; Fashion design; C programming; drawing; etc.
Contact Information
- E-mail:
- Click here to e-mail me
- AIM:
-
omgwtfsonic
- MSN:
-
[email protected]
- Website:
-
http://x-hax.cultnet.net
- Skype:
-
joshua.corvinus
Previous Fields
- Project:
- Sonic Adventure Generations
- National Flag:
- us
- Wiki edits:
- 43
Latest Visitors
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Beta 
19 Jul 2015 - 13:28 -
Campbellsonic 
14 Jul 2015 - 18:17 -
Gistix 
18 Jun 2015 - 16:29 -
Nova 
13 Jun 2015 - 12:22 -
Turbohog 
08 Jun 2015 - 22:09
Topics I've Started
-
Sonic Adventure Generations
05 May 2012 - 11:48 PM

Finally! Just in time for this year's annual Hacking Contest, the second demo of SA: Gens!
This is a 3 level demo and has:
- Emerald Coast (Patched and updated!)
- Mystic Ruins
- Windy Valley
- New boost drain
- New Enemies
A patch is planned to add GIA to Mystic Ruins / Windy Valley. I tried very hard to get advanced lighting in time for the demo but unfortunately it just couldn't happen in time. It should be out within a week or two of this demo release.
Many of you will be glad to know that Modern Sonic's boost drain has been slowed down a little bit. It still isn't anywhere near the original game's level but you *can* boost for very long stretches if you keep one principle in mind: Get the rings! There are rings practically everywhere, and in large clusters. You can boost continuously as long as you get rings.
We hope you'll continue to follow the development of this project and keep recording your playthroughs so we can patch and upgrade the levels to make them more engaging! Have fun!
Downloads:
- ModDB - (will need to authorize, so this won't work right away)
http://www.moddb.com...erations-demo-2
- Mega -
https://mega.co.nz/#...OqI658PoxdBys_k
- Gerbilsoft -
http://gerbilsoft.so...Generations.rar
- Google Docs -
https://docs.google....dit?usp=sharing
More links soon! Report outages ASAP please!
----------------------Old Release info below--------------------
I've been planning this ever since I heard Generations was coming out for the PC. The idea is to make a map pack for Generations that focuses exclusively on the Adventure era, with some gameplay tweaks to make the experience a more polished version of the both games. So far I've started working on level designs, I've implemented several custom animations and modified sonic's parameter file to make the boost less overpowered. I haven't gotten to sounds or music yet, but those are coming up soon, as well as more level material. Until then, here's what I've got!


-
So I've got this huge vault of SADX hacking material...
04 November 2011 - 07:37 PM
As some of you may have figured, I don't spend alot of time hacking anymore. Not a whole lot of time for it, and I'm learning how to program my own games instead of just editing ones that are already out there. There's a little over 5 GB of material here, dating back to about 2008, with some older material from 2002 in there as well. There are things in here like source code for import/export scripts, tools, ALL of the development material for sonic RDX, the dev material for mushroom zone, an old x-hax site backup, all of my personal research on code/memory locations as well as a series of cheat tables, a giant archive of just about every modified texture I've ever made, etc. There are camera layouts in here, level designs (both new, deleted, and never released). Obviously it's a little too big to upload and just toss on the internet but since I don't think I'll release anything new in the next few years, what I want to know is does anyone want all of this stuff?
If you do want a copy of it, I'll put it onto a DVD with a text file in the root directory explaining what/where most of the juicy things are but there's no way I'd be able to document it all. -
Hey guys, I Sonic Adventure'd
05 July 2011 - 11:29 PM
I'm sure many of you were expecting a new release of Sonic RDX for this year's hacking contest... but that simply isn't happening. It's a buggy mess that'll take ages to sort out. In fact, it probably needs to be restarted. But since I didn't want to not enter something this year, I threw this level together as quickly as possible. I started on the 20th of last month and just finished up right about now. It's not a very long level, on average it's about 2 minutes long if you don't use the spindash (which takes off about 30 seconds total) but I figured it would be 'sonic' enough for everyone here to enjoy. I encourage everyone to try this because it may be one of the last sonic adventure things I ever do as I'm getting a little tired of it and I have other things I should be doing with my time.
screenshots:
http://i407.photobucket.com/albums/pp156/J...sadx_mushie.jpg
http://i407.photobucket.com/albums/pp156/J...sadx_mycel7.jpg
http://x-hax.cultnet.net/sadx_mycel2.jpg
http://x-hax.cultnet.net/sadx_mycel3.jpg
Download link: http://x-hax.cultnet.net/mushroom_zone.rar
mirror: http://www.megaupload.com/?d=UJW0WDLV
The download link might take a while to work properly... my webhosting has been having rather erratically lately. -
Dude's Sonic Wii engine thread
17 November 2010 - 11:31 PM
Current issue: I'm having a hard time figuring out how to pick which tiles need to be shown onscreen. I'm getting 'tile pop', which is a result of the game dividing the screen coordinates by 256 to get the tile index of the upper left corner, and it is admittedly imprecise, which is causing the top and left rows to disappear when the division splits them off.
somewhat recent implementation: http://pastebin.com/zRsu0mCY -
PieChart: a shameful pac man ripoff for the wii
24 October 2010 - 10:40 PM


Lots of new features and updates, not the least of which is a complete AI overhaul and 17 levels. Download link coming sometime tomorrow
For about a week now, I've been pushing my programming skills to their embarrassing limit and as a result, I have made this very, very early build of my wii homebrew project. As the title implies, it is a very poor pac-man clone, programmed with the amazing GRRLIB library (oh how I love this library <3). Anyways, all you need to do is download the archive, and extract it to your sd card under the /Apps directory and load it with homebrew channel.
So far I've implemented:
- a tile based level system
- pellet counting/eating
- pac booster (press button 2 for double speed)
- debug mode (hold button 1 to see useless debugging crap)
- level resets after you exit to titlescreen/clear the level
- screen wrapping (broken on right side due to technical error, will fix later)
- timer
- ghosts
- super pellets actually doing something
- a level system that supports more than one level, and dynamic loading
- and lots more

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