Sonic Adventure 2 Hacking

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

  1. Dark Sonic

    Dark Sonic

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    I mean they probably changed it to make the levels more challenging. Knuckles' levels in SA1 could be beaten in under a minute. Having a 1/3 of the game devoted to that wouldn't exactly draw out the gameplay now would it?
     
  2. Shaddy the guy

    Shaddy the guy

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    Challenge is meaningless if the game stops being fun. Lots of people didn't even like it back in SA1, you think keeping them there for longer in the next game is going to improve their view on the game as a whole?

    Anyway I'd super hope that more stuff can be ported from SA1 to 2, including this.
     
  3. MainMemory

    MainMemory

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    It's not a question of "porting", it's merely a question of being able to recode the radar to check all the Emerald shards at the same time. The basic idea is instead of stopping when it gets to the first uncollected shard, we make it continue checking the others anyway. It sounds simple, but sometimes simple edits can require replacing the entire function, which requires a certain level of understanding of all the variables and function calls in it so we ensure we don't produce incorrect code that crashes the game. Furthermore, we barely know anything about how the Emerald radar operates, in either game. I believe Morph has looked into it, but as someone who has written an emerald manager/radar from scratch before, it can be very complicated.

    And really, you don't have to ask us to fix the radar, that's been one of the things we've wanted to do ourselves since we first started modding SA2.
     
  4. Sven Cakemann

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    No, but I feel like that wasn't the best way to fix the problem. "Drawing it out" was exactly how it felt; the smaller levels were fine because doing a few passes over the area at least lets the player appreciate the geometry of the place and listen to the (admittedly awesome) soundtrack, but the space stages are an absolute nightmare. It's not so bad now that I'm older, but I remember playing SA2:B as a kid and I was miserable trying to hunt those fragments down because even then I knew that after I finally found the first one, unless I was right on top of the next piece, I had a yuuuge area to look back over.

    Truthfully I'm not sure what the best way to fix it would be considering they're always in a different spot when you reload the stage; outside of just having better level design or places to hide them, the idea of just getting "lucky" on a specific run makes it an unfair kind of challenging that I think the SA1 radar dealt with better. Maybe Knuckles' levels in SA1 were just too small for the kind of scavenger hunt he was being sent on. Dunno.

    Anyway, wall of text aside, I was just asking for the sake of getting gears turning and maybe to find out if it had already been done and I had just overlooked it. Figured since character physics, models, (some) levels, etc. could be change, might as well see about this.
    Oh.. Okay. Of course things can't be that simple, heh. I know SA2 isn't the most flexible of Sonic games to work with, so I won't hold out too much hope for it but I just wanted to put in my own thoughts about it to see what I could find out. I appreciate the answer.
     
  5. CheatFreak

    CheatFreak

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    I might mirror this on my site's mod page much like what I did with Air Chomp's stuff, but only if you don't mind of course.
    I'm trying to keep some of these more obscure mods in one place so they're easy to find.
     
  6. Shaddy the guy

    Shaddy the guy

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    It's not really even my mod, I stole the files from this post and put them in a mod folder, but since the MEGA link there is dead, I guess they're open to whoever. It's a simple enough thing that I don't see why I should hold dominion over it
     
  7. Speeps

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    Is it possible to get E0350 to play?

    E0350 is the event for the original game's intro. It's in the files for SA2B and the PC version, but for whatever reason (at least through Event Test in the Debug menu) it doesn't load. The Battle-less intro used for the PC version is just an SFD (e401_m) of the original scene.
    It also looks like it's been changed a bit prior to being scrapped for the SA2B intro, as the textures for the metallic shine and the space background are slightly different to the ones from the Dreamcast version:

    Dreamcast:
    [​IMG][​IMG]
    GameCube:
    [​IMG][​IMG]
     
  8. Jase

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    Hey all,

    Anyone able to help me find an address in Cheat Engine? I'm trying to find some sort of value that could alter the speed of the game, I'm guessing a value that is always at 1 but can be set to 0.5 for half speed, 2 for double etc. perhaps maybe even it's a value that's always at 60 due to the game running for that speed all the time.
    I could swear I found something like this years ago on the Dreamcast Demul, but it must have been unimportant to me back then and I never recorded it. I've never been good at finding static values that never change, I believe I was randomly messing with numbers one day and came across it, so I have no clue where to start; although I already have messed around the common addresses a bit such as lives, and current stage, checking the 1's, 60's, and 00 00 80 3F's, but so far nothing.
    The PC version is what I'm after, but even a rough idea of where it might be relative to other common addresses would be great!

    The use of this is to see if I can get a silky smooth experience on my 144hz monitor that some games work great with. Currently, playing on the 144hz monitor will make the game run more than double the speed, so to counteract that, this address might save the day.
    Perhaps this may backfire anyway, changing this value, if it even exists, may cause stuttering or something, but who knows!
     
  9. Turbohog

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    I don't know the answers to the last two questions, but I really doubt there is a value that can change the speed of the game like you've described Jase. I could be wrong though.


    I'm posting because for some reason I decided to play this game again today (not many games interest me at all these days). Anyway, I noticed if you enable the "Always use hard mode layout" code in the mod manager, the game crashes whenever you try to go to the Chao Garden. I haven't looked at the source code that handles the code list for the mod manager, but I'm guessing it just applies the codes to RAM automatically and doesn't do any special handling. Perhaps this code would be better off being removed from the list and changed to a stand-alone mod, where the code is always applied, unless the level = chao garden?
     
  10. MainMemory

    MainMemory

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  11. Turbohog

    Turbohog

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    I had no idea the codes were that versatile. Also didn't know about that documentation - looks really nice!

    Side note: I threw together a simple modloader compatible mod that replaces Sonic's model with his SA2 Trial model. So the SA2 Sonic model without SOAP shoes. Not sure if anyone has done this before. I didn't have a modloader compatible version anyway.

    Here it is if anyone wants it.
     
  12. Shaddy the guy

    Shaddy the guy

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    I usually just dropped it over his model in the DC models mod, since if I'm going to use any it might as well be the one with shoes that it's animations are actually designed around.

    Not that I actually use the DC models often, since Eggman is 1000% broken and some instances of models crash the game. I'd love to see those fixed, but I'm not actually someone who knows how to fuck with SA2 enough to get it that way myself, so I tend to keep quiet about how much it irks me
     
  13. Turbohog

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    What? The Dreamcast model also had soap shoes. Not sure what you're talking about.
     
  14. Shaddy the guy

    Shaddy the guy

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    I mean to say that Sonic's animations were designed around his SA2 Trial shoes, not the clunky giant Soap shoes, so I placed the model files for Trial Sonic in the DC models folder, replacing the DC Sonic that had soap shoes.

    And then all the cutscenes crashed, but whatever
     
  15. Sven Cakemann

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    Sorry if this is retreading old ground, but what causes the Trial model to crash the cutscenes? I know the PC version has more elegant solutions to the problem but would splicing the two together (so that the trial model has the same bones/animations/etc., whatever it's lacking to cause the crashes) be doable? Most Youtube videos (all... 3 or 4 of them ha) I've seen with the original shoes are all running it through a modloader but is there a more direct approach?
     
  16. MainMemory

    MainMemory

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    Using the mod loader's file replacement functionality is no different than replacing the files in the main data folder, it's just more convenient. As for "splicing the two together", that is highly unlikely due to the interconnected nature of SA2 character models.
     
  17. I think it's because there's not the same amount of textures for the trial model, so the cutscene heads are trying to load a texture that doesn't exist and crashes.
     
  18. MainMemory

    MainMemory

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  19. Hamzawesome

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    Hello, guys.

    In Sonic Adventure 2, I've always hated how the spindash, somersault, light speed dash, and bounce attack were all mapped to a single button, so I'm wondering if it's possible to change that?

    Like for example (let's say we're using a 360 controller), X is only for the spindash, B is for the somersault while on the ground and bounce attack while in the air, and Y would be for the light speed dash. A control scheme that is fairly similar to Sonic Generations in a way.

    The reason why this mod would be cool is that sometimes while I want to perform the light speed dash in front of a trail of rings, I end up doing the somersault which really messes up my run. It's just something to make the game easier to play.

    Also, it would be cool if the same thing could be done in the Chao Garden; a button for holding the Chao, another for petting, and another for whistling. Sonic Adventure 1 did the same thing, not sure why SA2 didn't.
     
  20. Hamzawesome

    Hamzawesome

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    Sorry for double post, but I wanted to ask: Is a 2 player Chao Garden possible?