Sonic Adventure DX (Preview) Discussion

Discussion in 'Prototype Discussion' started by Sazpaimon, Feb 24, 2008.

  1. Sazpaimon

    Sazpaimon

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    I disagree somewhat, I think there's more to it than just that. Try going on a garden transporter, some more values will show. I think there are some other disabled modes that can be enabled via RAM editing. I had a go at it, but setting finding the value for that specific debugger caused the game to crash every time, no idea why.
     
  2. Krigo

    Krigo

    Robotics;Notes shill Member
    Maybe it's only a leftover of the debugger? It wouldn't make sense scrapping half of the mode.
     
  3. Sazpaimon

    Sazpaimon

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    Yes, but the question is how much is leftover and how much of it is functional. None of it is available in the Preview copy, so it intrigues me
     
  4. flarn2006

    flarn2006

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  5. Dude

    Dude

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  6. flarn2006

    flarn2006

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    I think I found an unused object in Twinkle Park. It's called "O BALL" and it looks like a bowling ball. When you place it it stays in midair, but if you touch it it falls and starts rolling. (Never gonna give you up... :psyduck: ) If you are in a corner and it hits you, it can push you out of bounds. Perhaps it could have been used in the bowling area before they decided you would be the ball?
     
  7. evilhamwizard

    evilhamwizard

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    <!--quoteo(post=257700:date=Dec 17 2008, 07:55 PM:name=Dude)--><div class='quotetop'>QUOTE (Dude @ Dec 17 2008, 07:55 PM) [​IMG]

    Also as a side note, you may see files with an underscore either in the extension or in the filename. These appear to be alternate/different versions of those files. There are about 50 more where these came from, so if you want them just ask. :(

    PS: Should help you A TON, but I also included some debug output trash someone left on the review disk for the file Set0500S. It's the .lst file in the root of the 7z. Just open it up in your favorite word processor and get stuff like this:

    Code (Text):
    1. //Name:Set0500S
    2.  
    3. //No.0
    4. ID  :       79
    5. rotx:       0
    6.    y:       0
    7.    z:       0
    8. xpos:       -3808.640
    9. y   :       1082.810
    10. z   :       -2058.510
    11. xscl:       0.000
    12. y   :       0.020
    13. z   :       0.000
    14. //No.1
    15. ID  :       0
    16. rotx:       73
    17.    y:       53742
    18.    z:       146
    19. xpos:       -3649.520
    20. y   :       1144.690
    21. z   :       -2322.090
    22. xscl:       2.300
    23. y   :       0.200
    24. z   :       1.800
    25. //No.2
    26. ID  :       28
    27. rotx:       0
    28.    y:       28293
    29.    z:       0
    30. xpos:       -3907.990
    31. y   :       1179.310
    32. z   :       -1983.950
    33. xscl:       1.890
    34. y   :       1.780
    35. z   :       0.000
    I also have a favor to ask one of you who can translate something in Japanese to English from a .txt file. There's some stuff at the top of this document that I can't seem to get that might be interesting.
    Take a look.
     
  8. By no means am I a translator, but compare that to this:

    Code (Text):
    1. C:\empty>dir
    2.  Volume in drive C is ACER
    3.  Volume Serial Number is DC59-C4A2
    4.  
    5.  Directory of C:\empty
    6.  
    7. 12/17/2008  08:29 PM    <DIR>         .
    8. 12/17/2008  08:29 PM    <DIR>         ..
    9.                0 File(s)              0 bytes
    10.                2 Dir(s)   4,076,011,008 bytes free
     
  9. Dude

    Dude

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    <!--quoteo(post=257748:date=Dec 17 2008, 09:25 PM:name=evilhamwizard)--><div class='quotetop'>QUOTE (evilhamwizard @ Dec 17 2008, 09:25 PM) [​IMG]

    Also as a side note, you may see files with an underscore either in the extension or in the filename. These appear to be alternate/different versions of those files. There are about 50 more where these came from, so if you want them just ask. :(

    PS: Should help you A TON, but I also included some debug output trash someone left on the review disk for the file Set0500S. It's the .lst file in the root of the 7z. Just open it up in your favorite word processor and get stuff like this:

    Code (Text):
    1. //Name:Set0500S
    2.  
    3. //No.0
    4. ID  :       79
    5. rotx:       0
    6.    y:       0
    7.    z:       0
    8. xpos:       -3808.640
    9. y   :       1082.810
    10. z   :       -2058.510
    11. xscl:       0.000
    12. y   :       0.020
    13. z   :       0.000
    14. //No.1
    15. ID  :       0
    16. rotx:       73
    17.    y:       53742
    18.    z:       146
    19. xpos:       -3649.520
    20. y   :       1144.690
    21. z   :       -2322.090
    22. xscl:       2.300
    23. y   :       0.200
    24. z   :       1.800
    25. //No.2
    26. ID  :       28
    27. rotx:       0
    28.    y:       28293
    29.    z:       0
    30. xpos:       -3907.990
    31. y   :       1179.310
    32. z   :       -1983.950
    33. xscl:       1.890
    34. y   :       1.780
    35. z   :       0.000
    I also have a favor to ask one of you who can translate something in Japanese to English from a .txt file. There's some stuff at the top of this document that I can't seem to get that might be interesting.
    Take a look.
    [/quote]
    You sir... have just recieved over 9000 awesome points. I know a girl who can translate, I'll have her look at it.

    EDIT: Could you do me a favor, and go into the light editor again, and cycle through the lights and take a screenshot of the numbers it gives you for each light - also a total of the lights in said stage would help, alot of the formats in this game have headers that say how big they are. I'm trying to do a file comparison between .rel files but HW is being gay atm.

    Thanks for all your help so far... I have to remember to have lizzie look at that file you sent me, but by the looks of it, its just a compile output.
     
  10. Gabbit

    Gabbit

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    Does this save the SETxxxxx BIN files when you edit them?
    Also, would it be possible to edit a level with this game, then take the edited BIN's and put them into SADX PC, where you'd have much more interesting levels and easier modding?

    There must be some way to rip the editor and place it in the game.....hex editing? :)
     
  11. Dude

    Dude

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    If you could find debugassistant.exe and sega's method of connecting the gc to your computer, then yes. But we don't have those tools. Its easier just to edit the pc version of the game.


    Also, I think I may have found some of the lighting data for the preview version. If I uploaded a file, could anyone try running it on their gc?
     
  12. Gabbit

    Gabbit

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    SA2 mod.....
    Ah, but surely placing objects in the levels is easier thsn having to find out x,y and z positions, then typing the appropriate hexadecimal values into the file?

    debugassistant.exe eh? Sounds interesting, would this be a converter or an actual debugger?
     
  13. Dude

    Dude

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    You can use cheat engine to get coordinates from levels in the pc version, and copy-paste them into hex workshop. I've actually made tutorials on the subject that come along with images but the image links are long since broken... and the tutorial only applied to placing rings specifically and had no special instructions on object useage.

    Also, by the looks of it, debugassistant.exe is just a program that takes input from the game and saves it to the pc. It probably didn't do any actual debugging, as the debug mode itself takes care of most of that.
     
  14. shobiz

    shobiz

    Tech Member
    GrandMasterJimmy made a tutorial which seems somewhat similar, it can be found at SCHG How-to:Edit Sonic Adventure levels.
     
  15. Gabbit

    Gabbit

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    Yes, I have read such tutorials (when the pics where actually there), but to me, this seems a bit too complicated and time-consuming. There are a lot of steps (or at least a lot of things you gotta do) just to get one item...and, me being the idealistic visionary that I am, this would be rather hard to edit an entire level/story :P

    All I need to know is this: Could one use this prototype to develop their own levels without the need of time-consuming hex editing and then use the edited levels in SADX PC? (Of course, PC version would be easier to modify.) :v:
     
  16. sonicblur

    sonicblur

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    No.

    Theoretically if you used a debugger like GCNrd, or the USB Gecko (if that works with backups) you could place a bunch of shit in a level and make a RAM dump, get the placement data from RAM, but you still woudn't be able to use it directly without first converting it from Big Endian to Little Endian.
     
  17. Polygon Jim

    Polygon Jim

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    All the bitches.
    Not at all, this doesn't save your level edits. Think of it like Sonic 1/2/3 debug, you can place objects, but they don't stay there.


    Plus even if it saved them, the game is so buggy, and crashes so much it would take way more time to do.



    Anyway, it doesn't take that much time to do, sit down and try it sometime.

    Or use this tool to help you.
     
  18. Gabbit

    Gabbit

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    Hmm...I don't see much point in a debugger if it doesn't save, you'd have to customize the levels every single time, or just go with the original, neither of which sound too appealing.

    Thanks for that upload, Jim, although I have a feeling hex editing is easier (all those numbers and letters.....gives me the creeps).

    Thanks to all for the info!
     
  19. Polygon Jim

    Polygon Jim

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    All the bitches.
    Erm, that tool is much easier, though, it is better to learn to hex.

    In that program, there's an add item button, you click it, then you can change it's type, rotation, position, ect. Very simple to use.



    And the reason SADX doesn't have anything fancy, is it never needed too. Remember, the layouts are from SA1 on the DC, they already had them built, why would they need a level designer built in.
     
  20. Gabbit

    Gabbit

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    That makes more sense than my hat! Seriously though, it makes sense. But I wish they'd left it in, that would've been sweet as.

    I'll give that program a try...I assume you can use it during the game, then save afterwards?