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Sonic Adventure 2 Hacking

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

  1. flarn2006

    flarn2006

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    SA2 Cheat Table
    I tried but it didn't work for some reason. If you want to give it a try just use the same exact pointer settings only with 01DEA6E4 instead of 01DEA6E0. (I have that address committed to memory after typing it in so many times. :v:)

    Thanks, btw! Did you try any of the other features?
     
  2. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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  3. flarn2006

    flarn2006

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    SA2 Cheat Table
    If anyone is having trouble loading and saving object lists (in my cheat table), try using Cheat Engine 6.2. For some reason 6.3 broke that feature. When I figure out what changed I'll fix the script.
     
  4. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Today I have taken the first step towards something I've wanted to do with SADX since before SA2PC was even announced. A system that should allow SA2 to load DLL files with custom code written in C++, rather than awkwardly appending ASM code to the exe itself, and requiring no modifications to the exe. I've created (with lots of help because I barely know C) a replacement Data_DLL.dll which forwards the data exports that SA2 expects in its DLL to a copy of the original dll, and is able to patch code and data in the exe at runtime.

    I'm planning on having my dll scan a 'mods' folder for other dlls, which will define lists of addresses to insert jumps/calls to functions in the dll, addresses to patch with specific bytes, and perhaps the ability to override a piece of data from Data_DLL.dll if I can figure that out. All in all, this should make it just a little bit easier to write custom code for SA2.

    I will try the same with SADX as well once I get SA2's fully functional.
     
  5. Dude

    Dude

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    That is one of the coolest things I've heard in a long time. I can't wait to see what can be done with it.
     
  6. DustArma

    DustArma

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    Amazing news MainMemory, I want to see just how far this goes.
     
  7. flarn2006

    flarn2006

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    Sounds awesome! Can't wait to hear more. Maybe I could use that to replace my injected ASM code (for object spawning and function calling from Cheat Engine) with something written in a higher-level language like C.

    Also, speaking of the cheat table, I fixed the problem with Cheat Engine 6.3. As a side effect it actually requires Cheat Engine 6.3 now in order to work properly; if you don't have this version and don't want to download it yet, don't update the cheat table until you do.

    (Has anyone even really used this feature? If so, go ahead and post the CSV if you want. Feel free to check out some of the samples included with the cheat table.)
     
  8. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    With the release of my SA2 Mod Loader comes a new version of my character select mod, this time in DLL form. There are a couple changes from the previous release:
    • New title card textures for the alternate characters, from Neo's Sonic Adventure 2: The New Challengers mod. Currently you have to manually copy the textures from the mod's folder into the resource\gd_PC\PRS folder. The mod loader now supports file redirection.
    • Fixes for Knuckles in Dry Lagoon and Cannon's Core 3's water, Rouge in Aquatic Mine and Cannon's Core 4's water, Tails in Sand Ocean and Egg Golem's quicksand, and Eggman in Hidden Base's quicksand, also from Neo.
    • Level Clear voice clips for alternate characters, from Neo.
    • Fix for Shadow in Cannon's Core 5, from Neo.
    • Fix for Knuckles with Dry Lagoon's turtle, from Neo.
    I've also attempted to alleviate some of the problems with characters' missing animations (such as horizontal bars), but SA2 is dumb and only the hunting characters really work.

    Here's some videos because why not:
    http://youtu.be/08HMcgH-mGk
    http://youtu.be/fdc8uGelSkU
    http://youtu.be/gcUHvr8HpwU

    Edit: whoops I forgot to mention the buttons:
    • Left - Sonic
    • Right - Shadow
    • Down - Knuckles
    • Up - Rouge
    • R - Mech Tails
    • L - Mech Eggman
    • Y - Tails
    • X - Eggman
    • B - Alternate Character
    These work for both P1 and P2, and P2's controller can change which character loads in boss battles as well. You can also hold Start on P2's controller to force P2 to load in 1P mode.
     
  9. Fred

    Fred

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    Man, that's all kinds of mindblowing. Good job.

    I'm honored you considered some of my stuff worth aping. (Even though a lot of it is done inline and in a pretty obtuse way. :v:) The fighting's over~

    My guess is that you sorted out the animation stuff using those ID mapping tables you found a while back? I see you also have the emerald game loading based on the stage instead of the character. That one never made sense to me, you'd think they'd have the emerald radar show up on stages which actually have emeralds in them. But no, it always loads the emerald manager object whenever you play as Knuckles and his brethren, except then they have a bunch of branches to go ahead and ignore everything when the stage is Chao World, Cannon's Core, or any of their boss fights. Grumble grumble. I guess this is a remnant from how SA1 handled things, with several characters playing the same stage and the gametype being dictated by character.

    Anyway, I might have a go at this when/if I make a new version of my mod. There are a few particularly glaring bugs that I wanted to fix even if I'm not adding any more content to it.

    Also, if you're feeling frisky, you might wanna try and have a look at something. When Chaos Zero has the Iron Boots, he shoots off purple particle effects from his feet... even though his attack animation has been changed to a punching one. That one always bugged me but I never had the patience to go sort it out (or even find where it is in the first place).
     
  10. Titan

    Titan

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    Slight bump, but now that I finally have a laptop capable of running SA2 at a decent speed I downloaded your New Challengers hack, Neo and wanted to say what a great job you did on that :)/> The easter egg is a nice touch too ;-)

    One thing I did notice, and its only minor, that if you're playing as one of the alternate characters and try looking at one of the ancient shrines before you get the Mystic Melody, is that they will still talk in the default character's voice (I.e. when playing as Dark Chao Walker you still hear Eggman saying 'Its just a piece of junk') - as I said, only minor and don't know how easy it would be to find a solution but thought I'd point it out.

    EDIT: Also, I downloaded the 'No upgrades' patches for Sonic and Shadow earlier in the topic (too bad you can still see them in the cutscenes, though =/), and was wondering if anyone had made ones for the other characters? Tails and Eggman its not so bad but would be cool to have ones for Knuckles and Rouge (ESPECIALLY Knuckles)
     
  11. Fred

    Fred

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    I've been found :flunked:

    Yeah, that's a known issue in the current release. I've wanted to get out a new version to fix that, along with a different bug that can actually crash the game, but haven't gotten around to. Thanks for the feedback, though, glad you've enjoyed it. :)
     
  12. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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  13. Titan

    Titan

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    By the way, anyone made progress on 'No upgrades' patches for characters besides Sonic and Shadow? Would be cool to have as swapping character models with their alternate costumes only seems to work if they haven't already got their upgrades - plus Knuckles looks downright ridiculous with all of his upgrades on =/
     
  14. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    You mean something like this?
     
  15. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    [​IMG]
    I figured out how to get Rouge to work with Dreamcast models. There are four model sets available on my SA2 Mods page.
     
  16. Titan

    Titan

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    Woop, awesome work MM! :-D
     
  17. MainMemory

    MainMemory

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    Whoops I neglected to fully test Tails and Eggman: in all of the DC model ports except the regular character model one, the Bazooka/Large Cannon caused the game to crash when pressing B. I have updated the three affected mods with a new DLL that includes the same fix that's used for the Chao Walkers in 1P mode.
     
  18. Dark Sonic

    Dark Sonic

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    Does the Dreamcast model version include the trail version of Sonic without the soap shoes?
     
  19. MainMemory

    MainMemory

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    No, it's just his model from the Dreamcast version. The trial model uses different model indexes than the final, and I'm not sure exactly how they should be reordered to work in SA2PC.
     
  20. SF94

    SF94

    Tech Member
    Here's some mods I've put together for MainMemory's mod loader. Extract to your mods folder.


    And now for some brief descriptions and screenshots.

    Better Buttons replaces those boring looking gui buttons on menus (A/B/X/Y etc) with the buttons from Sonic Generations. Here's what it looks like:
    [​IMG]

    It's not perfect, but it works. Supports all languages. It also applies to the action window thing ingame (the thing in the top right telling you to do things constantly).

    Stache Fix™ is a texture replacement that applies to Sonic, Shadow, super forms, and costumes. It removes Sonic's "mustache" and Shadow's creepy smile thing, as well as replaces most of their textures with the Dreamcast counterparts which are higher quality (visible on Sonic's shoe). Here's some images ("Before" on the left, "After" on the right):

    Edit: Oh, looks like they're a little big. Here's some links instead.
    Before - After
    Here's a before and after of Shadow as well.

    Edit again: Also, this doesn't apply to cutscenes or the 2P menu. Fixing it in all the cutscenes would be terrible since they all have totally self-contained assets for some reason. I'll fix it in the 2P menu eventually.

    And last but not least, No LoD disables the Level of Detail models for Sonic and Shadow. They're used in 2player (the low-poly models) and singleplayer when the camera zooms out too far. Just go here and you can see the difference.
    (trolley car not included)