SADX/SA1 Hacking/Modding

Discussion in 'Engineering & Reverse Engineering' started by MainMemory, Aug 15, 2009.

  1. Speeps

    Speeps

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    That is absolutely amazing and I can't believe how much progress you guys have made.

    SADX is actually going to be a port rather than a turd. I never thought I'd see the day :v:
     
  2. E-122-Psi

    E-122-Psi

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    Didn't Dreamcast Sonic always have weird sort of lighting? (that green tint I'm pretty sure I've seen in Dreamcast footage).

    I expect the more limited hands will be even more awkward to put in.
     
  3. PkR

    PkR

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    SADX Dreamcast Conversion, The Emeralds' Awakening
    The green tint is Mystic Ruins lighting, so that's normal. The issue is with Sonic's head having random darker and lighter areas that weren't there in the original. It's something to do with normals or material colors, though changing the latter didn't fix it completely, so that's something that needs to be figured out.
     
  4. SF94

    SF94

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    I'm thinking since the model doesn't have vertex normals built in, the game is generating them. There could be something going wrong there though, so it might be worth manually pre-calculating them to see if that fixes the issue, or even if it produces the same result.
     
  5. PkR

    PkR

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    SADX Dreamcast Conversion, The Emeralds' Awakening
    I was looking at the sound stuff earlier today and found a few interesting bits about sounds in the 2010/Steam version.

    Sound quality in the 2010 version is undeniably the worst among all versions of the game. The way background noises drown out pretty much everything but the music (just try to play Casino Act 1 with that awful gushing water noise everywhere - you can barely even hear the music!), and there's something seriously wrong about sound quality. I originally assumed those problems came from the sounds themselves, but apparently it's a bit more interesting.

    As you know, the 2010 version uses ADX sounds stored in DAT archives. The soundbanks themselves are identical between the Steam, PSN and X360 versions. When I extracted the soundbanks and tried playing some of those ADX files, I noticed that they sounded a bit different in my audio player. They seemed to be of higher quality than in the game. So I started looking and found out that the sounds were indeed of better quality. So why does the game play them like that? Well I don't know, but I came up with the following possible explanation:
    ADX is a closed-source lossy ADPCM-like format, which uses a prediction-based algorithm for decompression. I'm not very familiar with how it works, but perhaps there was a precision error either in game code or with how the sounds were originally encoded, and they ended up sounding inaccurate ingame. Maybe they were encoded with one version of the algorithm, but the game uses another. I'm getting similar results with some tools. Here's a sound from the E_0001 soundbank that plays when Chaos 0 is defeated:
    1. This is how it sounds if the ADX file is decoded with an old tool called adx2wav. It sounds like that ingame too.
    2. This is how it sounds if it's decoded with vgmstream.
    3. The same sound from the 2004 port for comparison.
    So I got curious and set up a few scripts to convert all soundbanks from the Steam version into folders with WAV files. The good thing about the tool I used (Looping Audio Converter) is that it can convert looped sounds properly, so the end result is compatible with SADX2004 as-is. Here is a complete rip, which you can also use with the Mod Loader to play the game with Steam/X360/PSN version sounds. Surprisingly it doesn't sound too awful, though many sound issues of the 2004 version remain unresolved.

    As for the sounds themselves, they're pretty much the same as the sounds in the 2004 version, though, oddly enough, some sounds are actually better, like the menu-related sounds in the COMMON bank, or the jump sound. Some other sounds are not so good, like the ringloss sound, which has some weird background noise.

    Judging by the videos I've seen so far, the sounds are muffled on the consoles too. So it's like... another pretty terrible flaw on top of a hundred of other downgrades? It's unfortunate that people who haven't played the Dreamcast original get their first impressions of SA1 from this pile of shit. This is just awful.
     
  6. MainMemory

    MainMemory

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    New code in SADX Mod Loader enables unused "Tornado 2" health bar in Sky Chase Act 2:
    [​IMG]

    Both health bars are actually part of one texture, so the code dynamically patches the texture V coordinates for the sprites based on which level you're in.
     
  7. LordOfSquad

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    I feel like replaying SADX now but there's been such an explosion of modding development recently, I don't know what to grab now to get the "definitive" experience. Is there a masterpost or collection of all the great stuff that's been done lately?
     
  8. MainMemory

    MainMemory

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    There isn't really any master list, but I am working on setting up a database.

    If you're looking for a "definitive" experience, SADX Fixed Edition is a good place to start, although it's not recent per se. If you don't like how SADX's lighting looks, you can get the Dreamcast Lighting Mod. If you don't like some or all of the changes SADX made from SA1, there's a set of mods for that. There's also the SADX Input Mod if your controller has issues.

    There's also a list of all the mods I've made on my website, and a list of some of Morph's mods on his website.
     
  9. LordOfSquad

    LordOfSquad

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    That's great, thanks! Basically everything I was looking for, just didn't want to dig through all the various topics/posts on the subject. Thanks for accommodating my laziness.
     
  10. Hey-Pi-Ron

    Hey-Pi-Ron

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    Total SA2 Style skinpack
    Hello, guys. I'm new here and want share to you my own mod. This is really old modification actually. I start it in 2007. Since then I make more and more changes: remake character textures, replace music and sounds, retexture levels, etc. At first main goal was attempt to create SA2 style characteers and levels in SADX, cause SA2 wasn't available on PC. But since then much has changed. SA2 was ported on actual consoles and PC, I make more and more changes not related to SA2... And this is final result for now. I adapt my mod for SADX mod launcher (By MainMemory of course) past autumn and now I can share it to you. I keep the mod name just for purpose of recognition, but this is more than SA2 conversion now. Something made after Sonic 2006, something after not sonic related things. I really can't remember now. Now it massive texture/sound/music skinpack.
    This is some gameplay: [media]https://www.youtube.com/watch?v=607t4D91NXY[/media]
    This is Tornado subgame gameplay (you can hear some new sounds here): [media]https://www.youtube.com/watch?v=ycy6bP28G6s[/media]
    Download here or in the video description. Mod does not compartible with Super Sonic mod, cause it use own EXE-file for adding some new abilites like light dash similar to SA2 (jump and spindash) and Sonic Dash (if you are charge light dash like in original SADX). Also xBRZ Character Textures are conflict with my character textures and replace them, so if you use this mod please disable it in mod loader. Also I recommend use No Gloss Mod and Goal Ring Mod by MainMemory.
    P.S. Special thanks to MainMemory for mod loader and some help with sound replacing using it.
    P.P.S. You NEED start game with mod loader, cause in other way game will not start with proper EXE-file and you will not be able use new Sonic abilities.
     
  11. Dark Sonic

    Dark Sonic

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    Question, has anyone ever made a hide upgrades mod for SADX? I know there's one for SA2B PC (Thank god btw), but I'd be interested in one for SADX as well.

    Gamma might look a little strange hovering without his jet back though...
     
  12. E-122-Psi

    E-122-Psi

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    Nice little fix there. Wonder why they didn't use that, especially SADX.

    By the way, one thing I've always wanted to know. Is Chaos Six really a proper fishing environment? I mean Big's version starts off with the mechanic but then cuts off as soon as you hit Froggy. Is it a proper water element that got dumbed down, or is it some basic implement designed to act like a fishing stage but not quite? If it's the former, could it be theoretically be turned into a full on fishing challenge where you have to reel Froggy out of Chaos Six? (Would make a more climatic boss battle at least).
     
  13. MainMemory

    MainMemory

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    I'm pretty sure it's the latter, considering that if you miss, nothing happens. The only way I could see that working is if you put Big above Chaos.
     
  14. Any possiblility of vanilla steam sadx mods in the future? (Without BetterSADX) Such as HD widescreen, the game gear games and 60fps in a vanialla steam mod.
    .
     
  15. MainMemory

    MainMemory

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    Does the Steam version even have the Game Gear emulator in it? Anyway, I'd say at best, it's highly unlikely. There's really nothing in the Steam version that we can't or haven't already replicated in the 2004 version with mods.
     
  16. The Steam version does have the Game Gear emulator in the unused assets (which also includes the How to Play section from the Xbox 360 version), and so do the PS3 and 360 versions. Look it up on TCRF.
     
  17. Hey-Pi-Ron

    Hey-Pi-Ron

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    Total SA2 Style skinpack
    Guys, can someone give me a helping hand?
    I made a thing and another one
    Can anyone tell me how I can change subtitles?
     
  18. MainMemory

    MainMemory

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    After running the split tool, you can either edit the txt files in Misc/Cutscene Text or use SADXTweaker2's Cutscene Text editor, then use StructConverter to either generate an INI file to be loaded by mod.ini's EXEData key or C++ to be compiled into a DLL and loaded by the DLLFile key.
     
  19. Hey-Pi-Ron

    Hey-Pi-Ron

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    Thanks. I will try.
     
  20. MainMemory

    MainMemory

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    http://youtu.be/QXf0HVq_SCg

    So, I got bored, and decided to take the SMPS Player for Sonic & Knuckles Collection and shove it in SADX. I had to totally hijack SADX's music playing system, and in fact, I even had to hijack some of the hijacking the mod loader does so ADX voices wouldn't completely break. Then I had to try to pick fitting music from the Megadrive Sonic games (S1, S2, S3, S&K, S3D, and prototypes) for all 125 songs in SADX. I gave up after 89, leaving much of the cutscene music, unused music, and a few Chao jingles unassigned. You can download the mod from GitHub.