Could you give mea file/offset combination to one of these animation structures? Iwant to see if there are any pointers that go to the transformation data. I'm thinking I could make a solution to shadow not skating in mods and such.
I don't know where they would be in a file, only where they are in RAM. The data for Sonic's standing animation is: 0C 31 5C 10 49 03 00 00 00 00 80 3D 00 00 00 3F. It points to $5C310C in chrmodels.dll.
AHEM. What about the Gamecube version? Are you all forgetting about that? It would be nice to actually use the REAL Super Sonic in the Gamecube version as well with a GC Action Replay code. (Unless there already is one I don't know about that gives the real thing.)
I can't hack GameCube. Edit: This just in! Gravity has values for all three axes. I'm walking on the side of a building. Edit2: Video
Most likely not going to happen. The GC version is set up more like the DC version, making it pretty much impossible. edit: There's actually a complete list of every single level, made by Sega, but it will be in engrish. The SADX preview had files listing them all for the debug mode. Those could be used until those get translated.
I've got all the lists from the wiki and fixed a few bugs, like not actually changing the object id. And now it won't crash if it doesn't have a list for a level.
Um I haven't tried this object editor yet... curious does it have a 3d interface? I've been looking for a programmer to collab with to make an all inclusive 3d level editor. Are you up to it?
I know pretty much nothing about 3D programming. And I only know VB .NET and Java. I could learn 3D (I should anyways), but I don't know where to start.
hehe you're better off than I am, I can't even write decent VB - all I really do is dissect structs by looking at them in hex and fiddling with them
Me too! That's how I found 99% of the addresses in the Character areas. And now there's a screenshot of my editor.
I don't understand. I'm trying to figure out how to load the textures. It seems the texture name theirselves are ignored. If you rename the SUPERSONIC.PVM and replace it for the SONIC.PVM, Sonic will use Super Sonic textures (naturally), however, the Sonic model will continue to the same texture index. Code (Text): ; ########### ################ ; #SONIC.PVM# #SUPERSONIC.PVM# ; ########### ################ offset$0 = mtx_kuchinaka0, s_anakage1 offset$1 = mtx_kuchinaka1, s_hando2 offset$2 = s_anakage1, s_hando3 offset$3 = s_hando2, s_testhand offset$4 = s_hando3, sstx_body offset$5 = s_testhand, sstx_body2 offset$6 = stx_btest1, sstx_redeye offset$7 = stx_eye2, stx_itemshoos0 offset$8 = stx_ha, stx_itemshoos1 offset$9 = stx_hara, stx_shoose16 offset$A = stx_hoho, stx_shoose17 offset$B = stx_itemring, stx_shoose18 offset$C = stx_itemshoos0, stx_shoose19 offset$D = stx_kanagu, sstx_body offset$E = stx_newspin, sstx_redeye offset$F = ym_sjppse, sstx_spin Actually, the Super Sonic pvm has more textures, but the rest of them are animation textures used for the aura, the bolt of lightning, and water splash. So, basically, I'm trying to find a pattern. If SONIC.PVM is replaced by SUPERSONIC.PVM, Sonic's body will use the Super Sonic's eye texture, since they both share the same offset both in the memory and in the PVM file, as denoted here: Code (Text): offset$6 = stx_btest1, sstx_redeye Then again, if the files are left as is, the Super Sonic model won't use Sonic's textures. It will use random scenary textures instead. But why doesn't it just uses Sonic's texture, if they share the same offsets? When SUPERSONIC.PVM is in place of SONIC.PVM, when the Super Sonic model is active, the lookup table points to the Sonic texture loaded in the memory, and make it use its offset. However, when the Super Sonic texture is not assigned in the place of Sonic's original texture, an offset is pointed by another pointer. But why? So, a not so simple matter of creating a new PVM, inserting a texture layout similar to Super Sonic's original PVM, with the very same PVR files and offsets (since the Super Sonic texture set is very robust, contain many animation frames), and then, adding Sonic's PVR set to it, but with different offsets, naming the file SONIC.PVM and changing the original Sonic model in CHRMODELS.DLL (the file itself or in the memory), to make Sonic uses the original textures while in its normal state.
Yeah, the PVR file names do not matter at all. It just goes by the order the files are in. The material structure in each model points to which PVR to use. So the best way to do it would be, to add Sonic's textures to the end of the Super Sonic file, and then edit the material structure so Sonic will load those new PVR files.
Exactly. That's definitely the closest approach a can think of about at all. Unless there's something easier that we might be missing, but I don't think it so. And this method is good, since Super Sonic will still be able to use his original PVM for the Perfect Chaos fight.
I think I might work on making an edited CHRMODELS.DLL and SONIC.PVM for this. Also, unrelated, but SA1 plays great with the Saturn controller.
Probably because both files get used in the Perfect Chaos fight? You know, when Sonic goes to normal, Sonic's PVM is used, not SuperSonic's...
This isn't relating to Super Sonic, but comparing the files between SA1 Japanese, and SA1 International, they stripped stuff out of the level models. most levels are about 1-2KB smaller in International.
It always felt to me that the International version had something different, even if this difference was imperceptible.
2 things... Sonic's model doesn't change until he hits the ground, and he's still trying to fall through the water. Is this a program or did you code this into the game? Every once in a while, I update the wiki article with more addresses. I'm probably going to upload a new table once I clean it up.