Here is a Maxscript that will remove the duplicated materials from the Windy Valley beta model found in the first post,( from over 700 materials to just 55) however it is not complete, it lacks the ability to match the Model material IDs to the condensed Multi-subobject material's bitmaps. That makes it kind of useless, perhaps there is someone else on here that could jump in and add the second half to the script. (Im sure it may also benefit other mod projects if complete) fn condenseMmat mmat = if isKindof mmat Multimaterial do ( local newMtlList = #(), newMtlNames = #() for m in 1 to mmat.materialList.count where isKindOf (mmat.materialList)[m] Standardmaterial do ( curMtl = (mmat.materialList)[m] ; collectMtl = false collectMtl = if newMtlList.count == 0 then true else ( if (isKindOf curMtl.DiffuseMap BitmapTex) then (findItem newMtlNames curMtl.DiffuseMap.filename) == 0 else (findItem newMtlNames curMtl.name) == 0 ) if collectMtl do ( append newMtlList curMtl if (isKindOf curMtl.DiffuseMap BitmapTex) then append newMtlNames curMtl.DiffuseMap.filename else append newMtlNames curMtl.name ) ) ; mmat.materialList = newMtlList ; free newMtlNames ; free newMtlList ; mmat ) condenseMmat meditMaterials[activeMeditSlot]
Is this the real life? Is this just fantasy? You don't know how badly I want to play through this level. Been wanting to since 199-bloody-8. This must be what shock feels like.
Wow, this thread really exploded since last I saw it. Congrats on the goldmine, Orenge. Ask for 50k on it at AssemblerGames or something now. :P
IMO it's not the level's design that's exciting, (there's a reason it didn't make the cut, obviously,) it's the fact that it's something I've stared at for 15 years that I thought I'd never get to see in any other capacity than grainy screenshots in magazines. It's a huge nostalgia hit.
It does, but I know I'm allured by it simply because we were all pretty resolved to it being lost to time until now. Like I said before, it's essentially the Sonic fan's equivalent to discovering the shipwreck of the Titanic.
Has any object layouts been found for Windy Valley yet ?! I think it would make the level less boring, I've had the chance to run around the level with sonic GDK, but there is nothing to do but try to jump impossible jumps.
Here are the sonic GDK assets if anyone wants them, Warning scales are off, and it lacks proper set up to work in Sonic GDK as an optimized game experience. but its a good starting point if anyone wants to dive in and have some fun. ( I recommend converting the level mesh to non SGDKStaticmesh and just use physics Volumes where slopes are located. that's if you plan on doing a serous map. otherwise don't worry about it. I would finish it but I have Jam's sonic world, and AXSX to work on. toooo many projects and so little time. I may jump on this from time to time though if no one else tackles it. P.S. Lets see some pointless run around videos with people falling to there deaths. http://www.mediafire.com/?nk1ynax9mrs93qs
I had the liberty of recording the autodemo for you guys. Beware, horrible framerates and bassy audio (me forgetting to disable bass boost while recording). I would have re-recorded it just for the audio, but I didn't want to go through another half hour of recording the demo. That and the game breaks slightly when playing it through an emulator. My apologies. Hope you like that wubwub. :P
I wonder.. http://info.sonicretro.org/images/e/ed/SA_Amy_Unknown_Room.png Is this anywhere in this version?
At the risk of repeating info, did anyone notice track 15? The second part of Ice Cap Zone. It's got percussion that isn't in the final mix, and has general differences in the instrumentation I think. Edit: What the hell, comparing to Youtube the original had percussion? .... I must be losing my memory, I don't remember that at all :x
So here's all I could do within 2 hours of haxxing. http://www.youtube.com/watch?v=WpPqs5JTCYU I reckon someone should get that beta map into original SADX :specialed:
I'm not sure which thread to use, I've posted in the one in Reverse Engineering section but I'm more reading about findings in here and it's more active here. But yeah, as I posted on the other thread, I've explored the "At Dawn" segment in-game. [media]https://www.youtube.com/watch?v=WpPqs5JTCYU[/media] And like I said in other post, someone should toooootallly rip the beta version and stick it in SADX. :v: Also, I forgot who was trying to get knuckles in Station Square without the demo ending, but yeah you can prevent the game from triggering it's "end of demo" code by freezing 2C751608 as "11". Crappy but decent temporary fix until we can figure out how to disable the demo mode entirely. :specialed:
Okay, just for ease of access, I've ripped all (most) of the textures within the Sonic Adventure 1 proto. It contains two separate formats for each texture: The original PVR files and in PNG format. There are 5,492 textures within 162 folders (not accounting PNG's) SA1 (Auto Demo) textures Have fun!
Yeah it feels much more open without the stupid tunnel bits like at 1:07.. and the bridge part at the end made it look more of a challenge to get up to the capsule. Why did they change it in the final version