Mania Mod Loader

Discussion in 'Engineering & Reverse Engineering' started by MainMemory, Sep 1, 2017.

  1. WhoWhatWhenWhale

    WhoWhatWhenWhale

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    Perhaps you could take a Minimalistic-Sonic head and put it on the dark yellow-ish background color in Mania's icon, sorta like what you did with the SADX loader icon. I think it'd look nice and similar to the Mania logo, while still being distinct enough to not be confused with its game counterpart.

    Edit: Actually, give me a minute and I'll make a mockup to further convey what I mean.
     
  2. Shade Vortex

    Shade Vortex

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    Thanks, that works. Hope you do get the ERZ Super Sonic moveset working without crashing, too. What's the hardest part of updating the loader/what was the hardest part about doing it in the first place?
     
  3. MainMemory

    MainMemory

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    The hardest part of making it in the first place was probably figuring out where exactly I needed to inject each part of the mod loader (file replacement, DLL loading, cheat codes/onframe hooks). Once I had that, it was all copypasting from SADX Mod Loader. For updating, I had to start disassembling the new exe and find where everything I had found before got moved to.
     
  4. WhoWhatWhenWhale

    WhoWhatWhenWhale

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    Hey, I finished the draft of a possible Logo for your modloader!

    [​IMG]

    I still need to need to give the second ear an outline so that it shows up. I'm also torn about whether the eyes should use the white color or the background color, and whether the nose should be blue or black.
    What do you think of it?

    Edit: I also need to smooth the edges' colors so they don't look so jarring.
     
  5. MainMemory

    MainMemory

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    Well it's certainly an icon, I dunno.
    [hr]
    New version of the mod loader with even more codes:
    • Infinite Flight (Tails)
    • Infinite Insta-Shield Usage
    • Infinite Flame Shield Usage
    • Infinite Lightning Shield Usage
    • Instant Drop Dash
    • Don't Lose Rings While Super
    • Keep Super Forever*
      *Doesn't work between acts/zones, as the game totally resets the player's status.
    • Disable Super Transformation Prompt
    • Never Drown
    • Keep Flame Shield Underwater
    • Keep Lightning Shield Underwater
    • Bubble Shield Won't Save You From Drowning
    • Instantly Drown
    • Ignore Damage
    • Die in One Hit
    • AI Player Dies When Hit
    Also includes the fixed Insta-Shield+Drop Dash code.
    Also I fixed the mod manager's title.
     
  6. Josh

    Josh

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    Thank you!
     
  7. Josh

    Josh

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    Double-post, but I just noticed an odd error, which only happens when I enable the super peel-out code. I've isolated it to this by disabling everything else and comparing. Whenever it's enabled, all three characters have animation errors in special stages. Random limbs grow and clip through each other, then they snap back to normal and grow again. This is Sonic Mania dammit, not Sonic Dreams Collection! :P F'real, anybody else able to replicate this issue?

    (Also, I'm guessing you're aware of this but just in case: The "starting scene" tab only takes effect if you launch via the mod loader. Launching through Steam starts with the default SEGA screen, but does seem to keep all other mods/codes intact.)
     
  8. Tanks

    Tanks

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    Yes actually, came here to post the same thing. Had peel out and insta-shield + dropdash enabled and got the same special stage distortions.
     
  9. MainMemory

    MainMemory

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    Code (Text):
    1.   <Code name="Enable Super Peel-Out">
    2.     <CodeLine>
    3.       <Type>writenop</Type>
    4.       <Address>0047F717</Address>
    5.       <Value>6</Value>
    6.       <ValueType>decimal</ValueType>
    7.     </CodeLine>
    8.     <CodeLine>
    9.       <Type>ifeq32</Type>
    10.       <Address>00A4D88C</Address>
    11.       <Value>0</Value>
    12.       <ValueType>hex</ValueType>
    13.       <TrueLines>
    14.         <CodeLine>
    15.           <Type>write32</Type>
    16.           <Address>00A4D88C</Address>
    17.           <Value>00483B90</Value>
    18.           <ValueType>hex</ValueType>
    19.         </CodeLine>
    20.       </TrueLines>
    21.     </CodeLine>
    22.     <CodeLine>
    23.       <Type>ifeq32</Type>
    24.       <Address>00A4DCE4</Address>
    25.       <Value>0</Value>
    26.       <ValueType>hex</ValueType>
    27.       <TrueLines>
    28.         <CodeLine>
    29.           <Type>write32</Type>
    30.           <Address>00A4DCE4</Address>
    31.           <Value>00483B90</Value>
    32.           <ValueType>hex</ValueType>
    33.         </CodeLine>
    34.       </TrueLines>
    35.     </CodeLine>
    36.   </Code>
     
  10. Josh

    Josh

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    ^ That fixes it for me, thanks!
     
  11. Dark Sonic

    Dark Sonic

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    Working on my art!
    Oh, I saw that you were looking for cheat suggestions on Twitter. How about deactivating super mode by pressing the super button while super? Is that possible?
     
  12. Josh

    Josh

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    Cheat suggestions? Let's see...

    -Disable the "Now Saving" icon. Very minor thing, but it's unnecessary, and wasn't on the Switch version (despite the prompt TELLING you about it still being there, haha.)
    -While we're at it, how about something that would hide the HUD entirely? Might be good for screenshots.
    -Allow Debug during cutscenes and stage transitions.
    -Maybe some things relating to the Blue Spheres and Special Stages? I've already gotten all the golds on the Switch, I don't know if I'm up for it AGAIN. :P
     
  13. MainMemory

    MainMemory

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    Deactivating Super: Possible, but I'd have to figure out how to get the controller state first.
    Disable "Now Saving" icon: No idea where that would be in the code. In fact, I know basically nothing about how the game draws sprites.
    Disable HUD: Should be doable, since I already found the HUD drawing function for the Super prompt code.
    Allow debug in cutscenes: No clue.
    Bonus/Special Stages: I'll probably get to that at some point.
     
  14. Fred

    Fred

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    From the general Mania thread:

    https://mega.nz/#!EnZlXKAK!iBKGwFL-TYuaV5w4_IsM_98gmDEvOtTM2cv9NsTaaNI

    Many thanks to MainMemory for guidance and for making the mod loader in the first place!
     
  15. Josh

    Josh

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    Ahahaha, thank you, this is great. I swapped the file names around a bit, gave the purple stage "Diamond in the Sky" so I could stick "Super Sonic Racing" on the final one.
     
  16. Fred

    Fred

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    You're not really supposed to do that, because it screws up the loop points. I avoided numbering the files specifically to discourage swapping them around, but I guess in practice it's still just as easy.
     
  17. Josh

    Josh

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    Oh, hah, shows what I know. I beat 'em like that and didn't notice anything amiss, so I guess I'll just have to finish them fast enough that it doesn't become an issue.
     
  18. Fred

    Fred

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    Two codes people have been asking for, I think.

    Code (Text):
    1.   <Code name="Keep Control During Cutscenes">
    2.     <CodeLine>
    3.       <Type>write32</Type>
    4.       <Address>00A4D85C</Address>
    5.       <Value>47FDD0</Value>
    6.       <ValueType>hex</ValueType>
    7.     </CodeLine>
    8.   </Code>
    9.   <Code name="Don't Skip Cutscenes In Debug Mode" patch="true">
    10.     <CodeLine>
    11.       <Type>write8</Type>
    12.       <Address>004556BD</Address>
    13.       <Value>EB</Value>
    14.       <ValueType>hex</ValueType>
    15.     </CodeLine>
    16.   </Code>
     
  19. Works good, thanks Neo!
     
  20. MainMemory

    MainMemory

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    Could I add those to the Mod Loader's list? I could add "(by Neo)" to the names if you want.