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Sonic Adventure 2 Hacking

Discussion in 'Engineering & Reverse Engineering' started by Turbohog, Feb 20, 2012.

  1. Sappharad

    Sappharad

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    If it helps at all, here were my notes from the Gamecube version:
    http://www.sappharad.com/junk/SonicAdv2Battle.txt

    There are a few things in there that you haven't found in the PC version yet, like flags to freeze the game while letting you control the camera (for good screenshots) or enabling the debug text output. There's also some stuff at the very end regarding loading Kart races from a memory card. The GC version still had that screen from the DC version, and it did check the memory card, but without any kart race files to test it wasn't very useful. Maybe the same screen exists here?

    Not sure if I'm going to buy the PC version or not. I pretty much exhausted the GC version for everything I wanted to know.
     
  2. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    If you want I could upload my decrypted exe and IDA database (it's not much but it's a start).

    Also I was looking at the data dll and it seems that several models are still in the ninja chunk format rather than the new SA2B format, such as various models for Chao, the 2P battle menu, and Kart racing.
    Using SAMDL, set the Key to 10002000 and the Format to SA2:
    14DB4 - Neutral Child Chao
    218574 - Neutral Chaos Chao
    21D1C4 - Hero Chaos Chao
    22207C - Dark Chaos Chao
    22705C - Talis Chao
    22B7FC - Knuckles Chao
    230344 - Amy Chao
    Texture is AL_BODY.PRS, load any of the GVP files when it asks (they change some of the patterns for some Chao).
    Obviously there are more, but I'm not going to sit here listing them all. The pointer table starts at 32DBD0 (AL_RootObject).
     
  3. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    To get the 2P characters' sound effects to load in 1P mode, at 459110 change 74 05 to 90 90.
    To get the 2P characters' voices to load in 1P mode, at 45913B change 74 64 to 90 90.

    I recently recalled that the reason Amy and Metal crash when you try to somersault is related to the Flame Ring, but I can't even find where the game checks for it.
     
  4. Glaber

    Glaber

    Has Beaten Sonic Genesis for GBA Oldbie
    sounds like we'll soon have them fully working like with the game cube version and Action Replay.

    I just had a thought, if the textures are replaceable, could someone rip the unlockable textures and the DLC textures from the Dreamcast version for transplant?
     
  5. Liliam

    Liliam

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    So how long until you release a trainer for this stuff?
     
  6. JaxTH

    JaxTH

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    Jack shit.
    I'm pretty sure those are in the GameCube version, just inaccessible. I mean, they did that with SA: DX. I don't see why they would take them out of this version.
     
  7. Glaber

    Glaber

    Has Beaten Sonic Genesis for GBA Oldbie
    my guess is if they aren't there, it's either because they were actually in the DLC or replaced.

    Has anyone actually found the millennium ring in SADX, or the Halloween DLC?
     
  8. Sappharad

    Sappharad

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    The SA1 Millennium Ring, and Tremble Park models and textures were part of the VMU download file. You won't find them in the game.

    The XMAS and Halloween downloads for DC SA2 just unlocked textures already on the disc. The only SA2 VMU downloads that actually had new data inside the VMU download file were the Kart Race downloads. You can unpack them with a normal PRS decompressor after removing the VMU file header, and the models and textures for those are easy to find. You can't do this with SA1 downloads unfortunately, because they encrypted them.
     
  9. flarn2006

    flarn2006

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    I didn't even know the EXE was encrypted. Go ahead and post it; I'm sure someone will find it useful.

    Also, I'm surprised there hasn't been any VMU DLC for Sonic Adventure 2 made by the community. Hopefully lots of stuff will be released now that it's finally on Steam.
     
  10. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    flarn2006, I appreciate what you're trying to do on the wiki, but generally if you want to make a file available for download, you should upload it to the wiki instead of linking to mediafire.

    If it's okay with you I might add a few things to that cheat table and upload it to the wiki.
     
  11. flarn2006

    flarn2006

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    Oh really? I wasn't aware of that; sorry! I thought you could only upload images and stuff like that.
    Sure, go ahead and add whatever you want. Don't forget to click Table Extras on the bottom-right corner and add your name if you want; that way I won't be taking credit for all of it!
    Also, just wondering, why are you posting here about it instead of sending me a PM? (I don't at all mind that you posted it here; but if you send me a PM I'm more likely to see it.)

    Another thing: if I try to load the test level using level #00, it just takes me to Chao World (or sometimes the level it would have loaded otherwise) with the mission text "Make sure we debug this!" Was the test level removed? I wouldn't think so, because it's in the Xbox 360 version.

    Also, I was playing around with Cheat Engine some more, and I found the address that stores the current selection in the Stage Select map. (01D1BF08) I changed it to 98 (decimal), and got this:
    [​IMG]
    Selecting it takes me to the final boss of the Dark story (Shadow vs. Sonic). Any idea what this means? I can't just paste it into Google Translate as it's an image.
     
  12. SF94

    SF94

    Tech Member
    It says White Jungle. :eng101:
     
  13. flarn2006

    flarn2006

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    Oh, okay. Thanks!
    By the way, anyone know how to prevent the SEGA and Sonic Team logos from showing up every time I run SA2? It's really annoying, considering they can't be skipped. (Why do they even do that anyway?) I know in Skyrim it's as simple as deleting one file.
    Also Polygon Jim, if that's your video, there's people asking how to do that that may not know about this thread, and I'm sure they'd love to know how to do this.
     
  14. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    <~MainMemory> <~MainMemory> <+MainMemory> to enable the test level, change 43C983 from 7D to EB and set the current level to 0
     
  15. flarn2006

    flarn2006

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    That worked. How in the world did you figure that out?
    EDIT: I added the following to my cheat table's Lua script: writeBytes(0x43C983, 0xEB) —Enable test level
     
  16. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    With the disassembly of course! I was looking around for other stuff and happened to come across the code that forces the level to Chao World if it's less than 3.
     
  17. flarn2006

    flarn2006

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    Wait...there's a disassembly? Where can I download it? I'd love to take a look at that! Does it have comments?
    EDIT: Also, what's the equivalent offset in the EXE for that value so I don't have to edit it in the RAM?
     
  18. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    I have the beginnings of a disassembly, with no comments, hardly any labels, and lots of data and code that's not properly defined.
    You can get the decrypted exe here and the IDA Pro database here. I'll leave it to you to obtain IDA Pro 5.5 or higher to open it with.
    As for editing these things in the exe, you can't. It's encrypted. And the only decrypted copy doesn't run for some reason.
     
  19. flarn2006

    flarn2006

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    Okay, thanks for posting it. Be sure to post if you ever get the decrypted copy to work.
    By the way, what kinds of things do you plan on adding to that cheat table?
     
  20. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    You know, it'd probably be better if I just made a trainer instead.

    I just got a fix for Amy and Metal Sonic's somersaults: at 717F6A change 0F 84 to 90 E9, and at 720BAE change 74 to EB.

    Edit: looks like not only is the Library's LandTable still there, but the Playground is too. Still nothing referencing them in the code.