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SADX/SA1 Hacking/Modding

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

  1. PkR

    PkR

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    SADX Dreamcast Conversion, The Emeralds' Awakening
    Reebok DMX challenge for SADX PC
    Plays pretty much the same as the original with a few tweaks:
    You can die or restart the stage and the challenge will continue as long as you're still in Emerald Coast Act 1.
    The challenge will end if you exit Emerald Coast through the pause menu.
    Like the other mission type challenges, it only works in Adventure mode. Nothing loads in Mission Mode. Also this particular challenge is for Sonic only.
    To start the challenge, touch the "Start" plate above the beach entrance; if you don't touch it, the level will start without the challenge so you don't have to disable the mod if you need to progress through Sonic's story.
    When you complete the challenge or hit the time limit, the music resets back to Emerald Coast Act 1 music.
    You can hit restart on the pause menu after beating the challenge or hitting the time limit, and the banners preventing you from progressing will be gone.
     
  2. Speeps

    Speeps

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    The Launch Party doesn't seem to like the SADX version of the City Hall area too much:

    [​IMG]
    [​IMG]
     
  3. PkR

    PkR

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    SADX Dreamcast Conversion, The Emeralds' Awakening
    I added a check in the latest update to move some objects around when not using the Dreamcast version of the level.

    Here's the first AT&T challenge - Assault on Speed Highway. I've tested it quite a bit, but it's still experimental. Some notes:
    The challenge works only for Sonic and only in Adventure Mode. To begin the challenge, touch the "Start" plate. You can play the level like usual if you don't touch it.
    Get to the goal in the area where you would usually progress to Act 2, and you will be sent back to Station Square. After that you need to touch the "Goal" plate to clear the challenge.
    Unlike the original game, there's no target count in this mod because technically there's only one target, which is the banner you hit right before it sends you back to Station Square. So the only thing needed is the timer.
    You can die in the stage or restart through the pause menu, and the challenge will still continue without resetting the timer.
    To reset the challenge, quit the stage through the pause menu.
    The rotating platforms don't move Sonic when he's standing on them. I couldn't figure out how to move the player on dynamic collision objects, but anyway this is the same as in the Dreamcast version.
    There's an AT&T banner that is supposed to block the upper segment of the level near the start, but in the Dreamcast game you can run through it. I couldn't find any evidence suggesting it was done on purpose, so I didn't disable collision for it.
     
  4. PkR

    PkR

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    SADX Dreamcast Conversion, The Emeralds' Awakening
    AT&T challenge - The Sonic2K Hide & Seek (treasure hunt) game recreated in SADX PC.
    Works only for Knuckles and only in Adventure mode. To begin the challenge, touch the "Start" plate. After finding all 4 treasures go back to the station and touch the "Goal" plate. You can quit the challenge anytime by pressing Y in the pause menu.
    Like in the original game, the wooden billboards that give you hints have no collision. I tried adding collision to them but it was really glitchy so I just left them as-is.
    The challenge will pause when you die or leave the Mystic Ruins station area. It will reset if you go to an Action Stage.
     
  5. PkR

    PkR

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    SADX Dreamcast Conversion, The Emeralds' Awakening
    AT&T challenge - The Sonic2K Sand Hill Attack DLC recreated in SADX PC.
    Adventure/Trial Mode, Tails only. To begin the challenge, go to Sand Hill and touch the "Start" plate. Pass through 10 AT&T gates and touch the "Goal" plate near the end of the stage, then finish the stage normally. The challenge won't reset if you die or restart the level. You can reset it by pressing Y in the pause menu, or by exiting the level. You can play the challenge even when Tails' story isn't finished, but it's probably not a good idea...
    The time limit is 3 minutes. If you pass through all 10 gates and hit the goal plate before the 3-minute mark, the game will show you the result twice: when you clear Sand Hill and when you return to the Mystic Ruins.
     
  6. PkR

    PkR

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    SADX Dreamcast Conversion, The Emeralds' Awakening
    Is there a way to play the NIGHTS_S track in the original Christmas 99 DLC? I was looking at its object list and found something odd:
    [​IMG]
    There are 4 entries for Christmas Trees that appear in 3 areas of Station Square. What's strange is that there are also 2 duplicates of those entries with the same coordinates/rotation but a different level ID. The "normal" Station Square level ID is 1A (26), the duplicate entries are for 1B and 1C. Another thing about the duplicates is that some of the objects have a different parameter. The "normal" entries have 44 (decimal 68), which is the music ID for NIGHTS_A that plays normally in that DLC. Some of the duplicates, however, have 46 (decimal 70), which is NIGHTS_S. I haven't been able to make the game play this track, but it looks like it was supposed to be played, maybe randomized or for different characters or something. Maybe I'm missing something and it can be played normally?
     
  7. Devon

    Devon

    DROWN, DROWN, DROWN MYSELF! Tech Member
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    I recently just completed Sonic Adventure DX and I was wondering where do I start in modding it? I already have the mod loader set up and got other mods to work, I just need a direction to go to make my own.
     
  8. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    irc.badnik.zone #x-hax
     
  9. PkR

    PkR

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    SADX Dreamcast Conversion, The Emeralds' Awakening
    I've updated all SA1 DLC mods with some code optimizations and minor bug fixes. Collected objects in challenges and start/goal plates now fade out like in the original game.
    I've also integrated all AT&T challenges into one mod for convenience. Now you can play all 3 challenges without reloading the game, as long as you select the appropriate character in Adventure Mode. The mods for the second and third challenges will be uninstalled automatically once you update them through the Mod Loader.

    Here's a complete archive of SA1 DLC mods. I'm going to add them as an option to the installer sometime soon.

    Although I've also completed both Christmas DLCs and the Halloween event, I've decided to release them on the respective holidays. So the Halloween mod will be out on October 18th (same date as the actual DLC), Christmas 99 - on December 17th, and Christmas 98 - on December 23rd.
     
  10. Speeps

    Speeps

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    If anyone's interested I was getting together some info from the DC version earlier and found a byte for the Sky Chase dragon's actions.
    It's one of those bytes that keeps getting overwritten but I managed to get around it pretty easy.

    Setting it to 3 makes the thing breathe fire like it does in early screenshots.
    [​IMG]

    That's about all it can do though - it only has 5 actions. 1 is its normal state and 2-5 are all related to the left head breathing fire (and 5 is a duplicate of 2). 0 or anything after 5 just makes it disappear.
    It can also be targeted and get "damaged" (a brief small explosion in the center of its body), but nothing ever happens to it and it still can't hurt the player regardless.
     
  11. Ch1pper

    Ch1pper

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    Still, awesome find. Nice work!
     
  12. McAleeCh

    McAleeCh

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    Here's a slightly random question - I know model swapping is possible for those with the know-how to do it, and also that the Mod Loader allows custom code execution. Anyone with the know-how know if it would in theory be possible to swap out the characters' regular models/textures for alternative versions during the few flashback scenes found within the game, while leaving their usual models etc. intact everywhere else? I'm specifically thinking of the flashbacks Tails/Amy have to meeting Sonic/the events of Sonic CD respectively - would be awesome if the models for Sonic/Tails/Amy/Metal Sonic could be swapped out for classic-styled versions of the characters just for those particular scenes. = )

    ...Not that I'd have the know-how to implement it even if it were possible - just curious as to whether it'd be hypothetically doable! = P
     
  13. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Of course it's doable. We'd just have to figure out how those cutscenes work first.
     
  14. PkR

    PkR

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    SADX Dreamcast Conversion, The Emeralds' Awakening
    It wouldn't be too hard. One way would be to check if a cutscene is playing (cutscene pointer in not nullptr), and compare cutscene ID with the one that plays during the flashback, then replace the models if it matches and put back the regular models once it's no longer being played. Another way is to replace model/animation/texlist pointers in the functions responsible for those cutscenes, which is possible because ItsEasyActually has identified all cutscene code locations in the disassembly.
     
  15. Blue Spikeball

    Blue Spikeball

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    Somebody would have to create Classic models that didn't feel out of place, though. Generations models are too hi-poly, while the Saturn models are too low poly. Perhaps by taking the Generations models, lowering the poly count, replacing the textures and tweaking some details?
     
  16. LordOfSquad

    LordOfSquad

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    making cool music no one gives a shit about
    Speaking as someone who knows nothing of the subject, modifying the existing models seems like it'd be the easiest thing. Sonic (his DC model at least) basically just needs shorter spines and a texture swap.
     
  17. Dark Sonic

    Dark Sonic

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    Working on my art!
    The Mania Special stage models actually might work nicely :v:
     
  18. Speeps

    Speeps

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    The DC Sonic model is already pretty much just Sonic 3 with longer limbs and spines:
    [​IMG]

    A classic version of that model would probably end up looking something like a touched up version of what's in Tails' mission cards:
    [​IMG]

    EDIT: Sorry for the shit quality but here's along the lines of what the model looks like with some trims and edits:
    [​IMG]
     
  19. SF94

    SF94

    Tech Member
    [​IMG]
     
  20. azureinferno

    azureinferno

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    How do Sonic and Tails' Sky Chase models compare to their ones from the Saturn games? More importantly, if their Saturn/Sonic The Fighters models along with Amy and Metal Sonic's from the latter game were imported into Adventure, would the mouth rigging or lack thereof depending on which model is being used conflict with Tails and Amy's flashbacks? I can't remember whether or not Tails opens his mouth during his flashback.