Discussion in 'Engineering & Reverse Engineering' started by Turbohog, Feb 20, 2012.
Couldn't you just put all the files in a mod folder, instead of in the main sound effect folder?
Thank you so much! Was worried that I was going to have to emulate the DC version.
Oh cool, somebody bothered to fix that old mod of mine. Good job! I am curious what all you had to do to fix it though.
I'll say this much: Thanks to MainMemory's SA Tools pack, editing the model data for SA2 is much more streamlined than it was when you created the initial modification. Your efforts were truly commendable, though, since I assume you edited the model files completely by hand all those years ago. I'm not an expert on the subject, so most of the adjustments made by me were done by ear, so to speak.
When I tried to open the edited teriosmdl.prs package in SAMDL, the program refused to read its contents, even though it would allow me to see the chunks of the edited sonicmdl.prs pack just fine. I then unpacked the contents of the model files using splitMDL while it was located alongside SA2PC's EXE and the model chunks were mostly readable. Parts of Super Shadow's model data were still inaccessible with SAMDL, but when I repacked them with buildMDL and passed the resulting file through MDLswitch, the model pack worked just fine. I would have normally stopped there, but I decided to redo the files from scratch by using the handy replaceMDL tool to exchange the necessary model information between Sonic/Shadow and their Super forms. The reason I did that was because of a bug where one of Shadow's hands would replace part of the Chaos Control warp effect seen in the second Sonic vs. Shadow fight, which I don't recall seeing in the GameCube version. Other than that, I didn't touch the model data too much aside from changing some hex values that determined what textures were loaded from Sonic and Shadow's texture packs. That last bit was more for organization purposes and correcting an issue you would normally see with Shadow's in-level cutscene model, since each character's heads and hands still pull their textures from their original positions in the corresponding character's texture packs.
That's great! See, I did do it all by hand way back when, and I remember wanting to use the new tools to update it, but that was back when the tools were first released and not working correctly IIRC. I'm glad you took the time and effort to fix the swap. I'm wondering what I did to Shadow to cause him to break though. Eh, it doesn't matter anymore haha.
I've copypasted the SADX mod made a mod for SA2 that allows you to change any character's physics to any other character's, or even a character from SADX's. You can download it here.
Hopefully I'm doing this right as this is my first post as a Trial Member, but hello!
I was curious if anybody understood how the dialog works in the HD re-release (and presumably the Nintendo GameCube one?). The wiki page states that the dialog is stored in "event_adx_e.afs" and the actual dialog files are .adx files. However, I can't seem to find a tool that can properly extract them, or the format was changed a bit for this re-release (and presumably the GameCube version?). PuyoTools supports the archive, but every file lacks an extension when extracted, and trying to play them just outright doesn't work even if I change it to have a ADX extension. AFS Explorer seems to have the same issue too? If I try to use the built-in sound player, I get horrible static.
Here' a couple of these files extracted from the AFS archive:
I apologize if this has already been asked. I couldn't seem to find the information I was looking for on the pages I explored. I'm just interested in getting the dialog to play so I can convert it to WAV for a personal project.
Yeah, for some reason SA2's voice files don't like the tools that work with SA1.
Fortunately, there's a tool that can get the SA2 ones out in a playable state. Just run that and it should work for you, already converted to WAV in fact.
The voice files stored in SA2's AFS file system are actually AHX files, if memory serves. I remember running into a similar problem when I tried to extract the files normally, as the ones for both Sonic Adventure and Sonic Heroes worked just fine when extracted and played with the proper codecs in, say, Winamp. Changing the file extension of the extracted .ADX files to .AHX fixes the static issue when played back with a program known as ADX Player, which is part of the CRI Middleware ADX Tools pack. The program pack should include everything you need to play the voice files you want to hear, as well as encode them to work with SA2. If all you want is to convert the files to WAV, Jmtshaw answered the question.
I'm trying to extract the models of the character Chao. How do I open them in SAMDL using these addresses? I don't see any options to set a "Key."
Just use splitdata_dll.bat, and look in the Data_DLL\AL_RootObject folder.
OK, I dragged Data_DLL.dll to splitdata_dll.bat, but it asks for an .ini, which I can't find anywhere.
I have no idea what I'm doing...
You don't drag anything to the bat file, you just copy it and everything else in the SA2PC folder to your SA2 install folder and run it.
OK, thanks! It's working now, although I still can't find the specific models I'm after. Is there a way to zoom in/out in the SAMDL viewer? I can rotate the camera just fine, but it tends to end up inside models.
Use the arrow keys to move left/right and forward/backward, hold shift to move up/down.
Can someone reupload this, please?
You're in luck, I made it modloader-compatible too, where the original files were just the sound folder.
(which isn't saying much, because I just copied what I'd seen from other mods rather than actually looking up the way to do it properly, but it still works)
Wow, man! Thank you alot!
I made a mod that restores the GC version Soap Shoes Advertisiments. Download it here. Let me know if there's any I missed.
I'd also like to point out that a steam user, Air Chomp, has made a fix for this issue and it can be downloaded here. It works by removing all the moving car/tram objects from the level, as it's only the moving ones that have this ridiculous rendering issue.
You'll probably want to use the regular version of the mod, not the "plus" one, since the plus one has some extra creative liberties in it. You can read details about that on my new mods page, I rehosted his mods for him too, since the guy was using some trash filehost before.
If you have a mod you'd like hosted on my site, let me know and I'll put it up. Don't be shy about asking, as long as the mod isn't broken or isn't yours I don't mind hosting it.
Evening everybody, quick question.
Sorry if this has been a question asked once before, but I decided to drag out my Dreamcast again recently and SA2 got me thinking about something. I looked a few pages back and read a discussion where it was said that Adventure 2's engine is effectively a "pimped out" version of Adventure 1's, with them sharing a lot of the same formatting and values. With that being said, is the emerald radar that Knuckles and Rouge uses one of those things that could be ported over from Adventure 1 so that the radar will work/beep when they're close to any of the emerald(s/ pieces)? I never understood why Sonic Team made that change back in the day and it would be amazing if the SA1 radar could be brought over.
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