Sonic Adventure DX: Fixed Edition

Discussion in 'Engineering & Reverse Engineering' started by SF94, May 19, 2011.

  1. E-122-Psi

    E-122-Psi

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    <!--quoteo(post=588439:date=May 21 2011, 05:42 PM:name=Hendricks 266)--><div class='quotetop'>QUOTE (Hendricks 266 @ May 21 2011, 05:42 PM) <a href="index.php?act=findpost&pid=588439"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=588350:date=May 21 2011, 09:34 AM:name=E-122-Psi)--><div class='quotetop'>QUOTE (E-122-Psi @ May 21 2011, 09:34 AM) <a href="index.php?act=findpost&pid=588350"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->* When ZERO turns invincible after too many hits ('AMY: Hurry Up')<!--QuoteEnd--></div><!--QuoteEEnd-->
    That song is used in the cutscene before Tails' Speed Highway. Don't you think it would be annoying to hear that little jingle over and over and over in the level instead of normal music?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Depends. How much do you hate Big's fishing music or the countdown theme? Add to that it is for a less pivotal situation (how many bother wacking ZERO senseless until he turns invincible rather than just trying to get through the level?).

    <!--quoteo(post=588439:date=May 21 2011, 05:42 PM:name=Hendricks 266)--><div class='quotetop'>QUOTE (Hendricks 266 @ May 21 2011, 05:42 PM) <a href="index.php?act=findpost&pid=588439"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=588350:date=May 21 2011, 09:34 AM:name=E-122-Psi)--><div class='quotetop'>QUOTE (E-122-Psi @ May 21 2011, 09:34 AM) <a href="index.php?act=findpost&pid=588350"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Perhaps the extended versions of tracks used in the OST could also be used in place of the truncated ones (eg. the full versions of Tikal's theme or Azure Blue World).<!--QuoteEnd--></div><!--QuoteEEnd-->
    At least in Tikal's case, I'm pretty sure the cuts were made to allow the song to get to the melody faster, because it's only played in cutscenes.

    Everything else is good in theory.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Makes sense I suppose. That said the music never really fit perfectly with some of the cutscenes anyway (par some exceptions, notice how Theme of E-102 syncs perfectly with Amy's prison cutscene for example). The most ideal situation would be having loads of different arrangements for the tunes played to sync with the actions like in SA2, though I don't know how much effort that would require.
     
  2. TheBalishChannel

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    Sonic The Hedgehog 1 / CD Sonic sprites & pallete in Sonic The Hedgehog 2, no Tails.
    I think this is what kills projects here on Sonic Retro. We're all piling and stacking up ideas that may not even be possible at the moment. I'm not saying a little input is a bad thing, but we need to take in that some of the ideas and features we're asking for might never come to be.
     
  3. Mr Lange

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    I however believe this is what makes projects strong. The strong show of interest will lead to more support, which if anything will motivate the advancement of the project, eventually incorporating even trivial or difficult ideas.
    I say, keep em comin.
     
  4. SF94

    SF94

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    <!--quoteo(post=588454:date=May 21 2011, 03:30 PM:name=Bareirito)--><div class='quotetop'>QUOTE (Bareirito @ May 21 2011, 03:30 PM) <a href="index.php?act=findpost&pid=588454"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=588439:date=May 21 2011, 06:42 PM:name=Hendricks 266)--><div class='quotetop'>QUOTE (Hendricks 266 @ May 21 2011, 06:42 PM) <a href="index.php?act=findpost&pid=588439"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->It is possible to change the subtitle font back to the DC/GC one? I hate the PC one. :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not only that, but also restore the original HUD. For some reason I prefer the original more than the PC version one. And any ideas for the unused 'EXTEND' music?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I did a comparison between SA1 and SADX, and I only noticed a difference between the subtitle fonts, not the HUD; although I'll have to look at it again. The only gripe I have with changing the subtitle font is that it isn't something that necessarily needs to be <I>fixed</I>. The current subtitle font actually does its job. Although I'm sure if you grab the PVM from the original Sonic Adventure and throw it into the system folder, it may work. I'm just not sure which one it is—or if it's even a PVM as opposed to a PVR just sitting there. (And on that note, PVMs are inside the PRS files)
     
  5. MainMemory

    MainMemory

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    <!--quoteo(post=588439:date=May 21 2011, 04:42 PM:name=Hendricks 266)--><div class='quotetop'>QUOTE (Hendricks 266 @ May 21 2011, 04:42 PM) <a href="index.php?act=findpost&pid=588439"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->While we're on unlikely suggestions, how about support for the original ADX and SFD formats?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><~MainMemory> ...
    <~MainMemory> I wonder
    <~MainMemory> if somebody could write a DLL to replace Windows Media Player in SADX
    <~MainMemory> make a DLL with the functions SADX uses, have it use vgmstream, ???, PROFIT!
    <~MainMemory> <a href="http://msdn.microsoft.com/en-us/library/dd757765.aspx" target="_blank">WMCreateReader</a> in WMVCORE.DLL is the function used<!--QuoteEnd--></div><!--QuoteEEnd-->
    Unfortunately I don't know how this function or WMP in general work, and I don't code C/C++.
     
  6. <!--quoteo(post=588564:date=May 22 2011, 12:36 AM:name=Morph)--><div class='quotetop'>QUOTE (Morph @ May 22 2011, 12:36 AM) <a href="index.php?act=findpost&pid=588564"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->I did a comparison between SA1 and SADX, and I only noticed a difference between the subtitle fonts, not the HUD; although I'll have to look at it again.<!--QuoteEnd--></div><!--QuoteEEnd-->
    He may be talking about the colors of the menus.

    In any case, the Dreamcast version originally had a "clear pause" feature if you held X+Y while paused. This feature never made it to any ports.
     
  7. Ch1pper

    Ch1pper

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    And yet even that tiny aspect even made it into the GameCube's SA2 Battle port.

    I know in the GameCube SADX menus, the X button backed out to previous menus as if it was merely an all-around secondary B button. I always found this strange (as in SA2 Battle this was restricted to occurring only during in-stage play). Was this also the original DC version's case?


    And, er, not that this matters; I've no qualms with either font, but the PC's font certainly looks... cleaner. Not nearly as overused, at the very least. Hardly matters, though - it certainly doesn't save the subtitles from looking any less poorly-typed out. I swear, it looks like they meant to center each and every line and never got around to all of them; not to mention the strange "multiple spaces" that would separate sentences in such jarring fashion.
     
  8. TheBalishChannel

    TheBalishChannel

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    I suppose while we're at it. Is it possible to record the cutscenes during gameplay, edit them via Sony Vegas for instance (make em' all have special effects and such,) and then place them back in the game? It would make the cutscenes a lot more bearable if you ask me. ;)
     
  9. MainMemory

    MainMemory

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    Short answer: no.

    Long answer: you would have to replace them all with video files and somehow get the game to play them instead of the ingame cutscenes. Doing this would also increase the size of the game a lot. The 10 existing MPG files total 182MB.
     
  10. TheBalishChannel

    TheBalishChannel

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    Sonic The Hedgehog 1 / CD Sonic sprites & pallete in Sonic The Hedgehog 2, no Tails.
    One thing I suppose you could fix is that one line Tails has where he's like, "Good thing you're okay-" It sounds as if SEGA cut off a bit of dialogue. The only problem is if the full voice clip isn't in the game's data anymore. :(
     
  11. SF94

    SF94

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    <!--quoteo(post=588989:date=May 23 2011, 01:18 PM:name=TheBalishChannel)--><div class='quotetop'>QUOTE (TheBalishChannel @ May 23 2011, 01:18 PM) <a href="index.php?act=findpost&pid=588989"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->One thing I suppose you could fix is that one line Tails has where he's like, "Good thing you're okay-" It sounds as if SEGA cut off a bit of dialogue. The only problem is if the full voice clip isn't in the game's data anymore. :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, there's not too much I can do about that unless I have the "full" clip, or if I have another clip of Tails saying "OK" that would be better sounding in that situation.

    Also, I've updated the to-do list a bit. While playing SADX on my GameCube with my little siblings, there were a few things I noticed, so I quickly wrote them down (excluding the Emerald Coast one):

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->&nbsp;&nbsp;&nbsp;&nbsp;Fix water issues just after the start of Emerald Coast part 2 (hopefully)
    &nbsp;&nbsp;&nbsp;&nbsp;Fix a collision issue with a spring in the tornado of Windy Valley on the bridge (if I even can)
    &nbsp;&nbsp;&nbsp;&nbsp;Fix the random ring capsule in the 3rd part of Windy Valley on the island thingy to not be in the floor
    &nbsp;&nbsp;&nbsp;&nbsp;Fix spawn point in Casinopolis for Sonic to not be in the floor (which I noticed before, but forgot about)<!--c2--></div><!--ec2-->

    I did end up making those buildings solid in Speed Highway as Dude suggested, but I'll release that with the next bunch of fixes/update release.
     
  12. SF94

    SF94

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    Double post for update! Here's what's changed:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->&nbsp;&nbsp;&nbsp;&nbsp;Fixed spawn point in Casinopolis for Sonic to not be in the floor (special thanks to MainMemory for help on this)
    &nbsp;&nbsp;&nbsp;&nbsp;Fixed the random ring capsule in the 3rd part of Windy Valley on the island thingy to not be in the floor (for Sonic and Tails)
    &nbsp;&nbsp;&nbsp;&nbsp;Fixed some ottotto objects (they cancel out the spindash and sometimes movement in general) in Emerald Coast 2 just before the second checkpoint (and by some I mean a lot)
    &nbsp;&nbsp;&nbsp;&nbsp;Fixed a spring a bit in the third part of Speed Highway (for Sonic and Knuckles)
    &nbsp;&nbsp;&nbsp;&nbsp;Fixed a few barriers in Speed Highway for Sonic and Tails
    &nbsp;&nbsp;&nbsp;&nbsp;Fixed Tails' and Sonic's spawnpoint in Speed Highway act 1 so you actually start ON THE GROUND as opposed to floating above it
    &nbsp;&nbsp;&nbsp;&nbsp;Fixed a collision issue near a lightning shield on the island thingie in Windy Valley 3 as Sonic
    &nbsp;&nbsp;&nbsp;&nbsp;Fixed YET ANOTHER Rhino Tank in Windy Valley for both Sonic and Tails<!--c2--></div><!--ec2-->

    Yeah, I found <I>another</I> failing Rhino Tank:
    <img src="http://sf94.reimuhakurei.net/SA/DX/FE/ANOTHER_RHINO.png" border="0" class="linked-image" />
    ... which as you can see, is now fixed. It's not the most practical place for a rhino tank. But hey, it's fixed, so that makes it cool right?

    No patch this time, just a full update. Downloads:
    <a href="http://sf94.reimuhakurei.net/SA/DX/FE/SADXFE%20Preview%206-9-2011.7z" target="_blank">Download for SADX PC 2004</a>
    <a href="http://sf94.reimuhakurei.net/SA/DX/FE/SADXFE%20Preview%206-9-2011%20-%20SADXPC%202010.7z" target="_blank">Download for SADX PC 2010 (Dreamcast Collection edition)</a>
     
  13. Dude

    Dude

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    You know what else you could do? You could fix the platforms inside of the tornado that have no bottoms - in the dreamcast version the bottoms are there so you could use those models as source material. There are also a ton of places that could use UVW fixing
     
  14. SF94

    SF94

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    Wow, I never noticed that before. That looks pretty bad. I'll get right on it.
     
  15. Clutch

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    Not much I can offer help on, but best of luck to you guys on this. I love the concept.
     
  16. SF94

    SF94

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    <!--quoteo(post=594222:date=Jun 10 2011, 03:18 PM:name=Clutch)--><div class='quotetop'>QUOTE (Clutch @ Jun 10 2011, 03:18 PM) <a href="index.php?act=findpost&pid=594222"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Not much I can offer help on, but best of luck to you guys on this. I love the concept.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks.

    <!--quoteo(post=594128:date=Jun 10 2011, 11:42 AM:name=Dude)--><div class='quotetop'>QUOTE (Dude @ Jun 10 2011, 11:42 AM) <a href="index.php?act=findpost&pid=594128"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->You know what else you could do? You could fix the platforms inside of the tornado that have no bottoms - in the dreamcast version the bottoms are there so you could use those models as source material. There are also a ton of places that could use UVW fixing<!--QuoteEnd--></div><!--QuoteEEnd-->

    Done! And although you in particular already know, I'll explain how it ended up getting fixed anyway:

    It would seem that Windy Valley part 2 (inside the tornado) was simply "missing" two textures that the Dreamcast version has, and SADX PC has... in different sections of the level. After decompressing the PVM, I found that the textures <I>were</I> there, just that they were a solid color and were marked with the alpha tag ingame. (in other words, see-through)
    So I copied the textures over, fixed the flag, and the problem was solved. I wonder how it even happened in the first place, but oh well.

    Here are some images for comparison:
    <img src="http://sf94.reimuhakurei.net/SA/DX/FE/windy02_before.png" border="0" class="linked-image" /><img src="http://sf94.reimuhakurei.net/SA/DX/FE/windy02_after.png" border="0" class="linked-image" />
    It's obvious which one is the fixed one.

    And here's a patch for the last update I released:
    <a href="http://sf94.reimuhakurei.net/SA/DX/FE/SADXFE%20Preview%20-%20PATCH%206-10-2011.7z" target="_blank">Download for SADX PC 2004</a>
    <strike>Download for SADX PC 2010</strike>

    There isn't one for the 2010 version, because just the PVM won't help. It requires some modifying done to the flags of the level geometry, and I don't really have the knowledge myself to be able to find out where that is in the newer executable.
     
  17. MykonosFan

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    I'm not sure if this counts, but I haven't seen it suggested yet so I'll just throw it out there. Consider it adding onto the following:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->or maybe add the tracks intended to play in certain areas (eg. Calm After The Storm on the crash landed variant of the Egg Carrier, the Hedgehog Hammer theme not activated in the Adventure Field version) don't know how possible it is to implement them but they'd make a nice touch.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm almost certain Leading Lights was meant to play in Sonic's Lost World from the mirror portion onwards. It plays in Knuckles stage (which takes place after the mirror portion), and the track name is "Leading Lights", I mean, come on. :v:

    I realize it hasn't been fully figured out how to do this, but just wanted to address it.
     
  18. <!--quoteo(post=596637:date=Jun 18 2011, 03:40 PM:name=Mykonos)--><div class='quotetop'>QUOTE (Mykonos @ Jun 18 2011, 03:40 PM) <a href="index.php?act=findpost&pid=596637"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->I'm almost certain Leading Lights was meant to play in Sonic's Lost World from the mirror portion onwards. It plays in Knuckles stage (which takes place after the mirror portion), and the track name is "Leading Lights", I mean, come on. :v:

    I realize it hasn't been fully figured out how to do this, but just wanted to address it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Leading Lights does play in the very last section of Sonic's Lost World, with a capsule, "leading lights" on either side of the path to the capsule, the mural/mosaic of Perfect Chaos, and nothing else. I don't think it would be possible to add a music change in the middle of a section like that, and I don't know if it's even possible to break them up.
     
  19. MykonosFan

    MykonosFan

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    <!--quoteo(post=596645:date=Jun 18 2011, 05:16 PM:name=Hendricks 266)--><div class='quotetop'>QUOTE (Hendricks 266 @ Jun 18 2011, 05:16 PM) <a href="index.php?act=findpost&pid=596645"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=596637:date=Jun 18 2011, 03:40 PM:name=Mykonos)--><div class='quotetop'>QUOTE (Mykonos @ Jun 18 2011, 03:40 PM) <a href="index.php?act=findpost&pid=596637"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->I'm almost certain Leading Lights was meant to play in Sonic's Lost World from the mirror portion onwards. It plays in Knuckles stage (which takes place after the mirror portion), and the track name is "Leading Lights", I mean, come on. :v:

    I realize it hasn't been fully figured out how to do this, but just wanted to address it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Leading Lights does play in the very last section of Sonic's Lost World, with a capsule, "leading lights" on either side of the path to the capsule, the mural/mosaic of Perfect Chaos, and nothing else.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I knew it played there, but forgot all about the lights on the side of the path. Hmm. Well, there goes that.
     
  20. MainMemory

    MainMemory

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    <!--quoteo(post=596645:date=Jun 18 2011, 04:16 PM:name=Hendricks 266)--><div class='quotetop'>QUOTE (Hendricks 266 @ Jun 18 2011, 04:16 PM) <a href="index.php?act=findpost&pid=596645"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->I don't think it would be possible to add a music change in the middle of a section like that, and I don't know if it's even possible to break them up.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It would be easier to copy an existing "area trigger" type object (like the scene changer used in adventure fields) to change the music than it would be to create a new level segment.