Also maybe worth mentioning is that sometimes when you set the 45 to 00 the game doesn't give you the TGS title and instead gives you a retail title screen with no music and no demos.
Would you reckon it's possible in SADX to enter Twinkle Circuit on foot? It seems like it'd be doable if whatever flag is set when you jump into a bumper car is reversed. (According to the Cheat Engine table, Action 45 is for bumper car riding, but when this is set to something else, the player is still stuck inside it).
You'd probably have better luck loading Twinkle Circuit's geometry and objects in another level slot than you would figuring out how to disable everything Twinkle Circuit does.
Just change the start position point to Z=135 or some value bigger than the position of the door. The problem is Twinkle Circuit doesn't have cameras, the level use the camera from the cart mode. Also the ramp doesnt work for sonic but can be replaced with the one in Emerald coast
Hmm... I've tried two different methods of changing the starting point - one that simply moves the player away from the bumper car and another that removes the bumper car entirely. The first method causes the player to automatically get pulled into the bumper car no matter how far away they are, while the second method crashes the game when the countdown timer reaches GO!. Kindof a bummer, since it'd be nice for Sonic to be able to trigger the race events and checkpoints by himself without needing the bumper car.
I'd like to ask the opposite question, how do you get the cart into other levels? Might be fun to drive around Emerald coast.
The same way you get any object into another level, you add it to the object list and add the proper texture entry to the object texture list. SADXTweaker and SADXTweaker2 can both do it.
Somebody requested that I make a mod, and, well... You can download it here, if you're into that sort of thing. Super Sonic is also modified, but not Metal. + - Please don't make me do Big. http://youtu.be/MaYYXmTTP0g
Thanks to my ever-increasing technical competence, what was once hopeless for me is now kind of possible. What I'm working on here is the screen-to-image mapping format for the background images. I'm not sure just yet but this might allow for some higher-resolution backgrounds, or at the very least, for easier modification of said backgrounds. I'll keep poking at this and report back later. nvm, apparently this has been known for awhile, but we don't know where the other layouts are stored. We're currently working on finding the rest, and I'm going to make an editor.
I've spent all day working on a new mod: Ghost. When playing most levels, it records your actions, and the next time you play, you will be able to race against a ghost of your best time. The ghost files are saved in a ghost subfolder of the savedata folder with a two-digit level number and character identifier like SET files. You can download some ghosts I recorded while testing here. I may eventually make some kind of webpage where you can upload and download your best ghost files.
Can you make it so it can replay hundreds of ghosts at the same time, like finishing a level in Super Meat Boy?
I figure this isn't worth making a new thread about and it's still related to SADX, but just the GameCube ver. specifically. I believe I've asked about it before but I don't recall it going much of anywhere, and figured this might be a better place to pose it. There's an Action Replay code that I've seen around the internet that supposedly enables Gouraud Shading in the GC version: UBG1-CVU8-ETWUV F13R-GF93-NDCFY This is for the NA version specifically, taken from here: http://www.neoseeker.com/Games/Products/GC/sonic_adventure/action_replay.html I'm assuming that the master code is probably also necessary: 27XR-N84V-CWK3B AZUA-T8YF-Q81PW FPM0-4JHA-W76UW 9HF6-48BT-RG3UM HCE2-GY4Y-H75DY 0PPZ-ZCNH-21349 PC6G-WP53-NX56K I'm curious if the Gouraud Shading code here actually does anything -- I assume that if it does the game wasn't using it because IIRC the GC doesn't have it as a hardware feature like in the DC and thus it would slow rendering too much (and framerate is pretty touch-and-go already!), but given how much several levels' visual effect relied on it (ESPECIALLY Sky Deck) the lack is especially noticeable. I would test the codes myself but I lack an Action Replay and a Game Cube to test this on, and I'm not sure whether or not to trust what Dolphin gives me when I have it on (the effect certainly doesn't resemble the shading on the DC version). I'm curious if anyone can make a recording of some footage (again, especially Sky Deck!) of the game with these codes enabled.
Doesn't seem to do anything. I'd love to issue that as a feature request. And maybe the option to not have the ghost sonic be blinking?
Maybe I'll make an alternate version of the mod at some point so you can have fifty billion Sonics running around. I updated the mod a bit, so now it actually tells you whether you beat the previous ghost or not: The ghost now spends two frames on and one frame off, instead of one frame on and one off, and when the ghost reaches the end, it stops moving rather than disappearing. I tried having the ghost transparent but that didn't look very good because it didn't cull the polygons on the other side, and it didn't render anything behind it either.
I don't see the need to make the ghost seem transparent at all. Let it just look like another object in the level.