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Sonic Jam animations preview.

Discussion in 'Engineering & Reverse Engineering' started by MarmitoTH, Nov 18, 2017.

  1. MarmitoTH

    MarmitoTH

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    Well, I was surfing on the internet then I found this video:

    [youtube]https://www.youtube.com/watch?v=wtSAIyXJUdE[/youtube]

    So, basically the guy somehow managed to access all Sonic animations in Sonic Jam. I wonder if anyone has any clues on how to do this. I know some emulators like yabause that can debug vdp's to extract textures, hide and show layers of the game and acess informations about the memory adress of the assets, but no clue on how to exactly access models animations to display them. I'm interested in this and wonder if it's also possible to do in other games.
     
  2. InvisibleUp

    InvisibleUp

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    From that video, it looks like they just used a RAM editor to change the value of the "current animation" variable. They mention that this variable isn't override by any animations forced by RAM hacking (or however they did it.) They also probably toggled some layers on the VDP to disable everything but the grass floor. I'm not sure what address this is at, though.
     
  3. MarmitoTH

    MarmitoTH

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    There must be some more specific information to help find this address. Finding this in an emulator is pretty trick, almost impossible i thinky.
     
  4. McAleeCh

    McAleeCh

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    I'm fairly certain the creator of that video is a member here on Retro under a different name, so hopefully they'll spot this topic and be able to elaborate on the method used to achieve this.
     
  5. MarmitoTH

    MarmitoTH

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    I found a lot of variables that changes when sonic is moving(changing animations), 35 I think, it's not hard at all. Changed then I manage to get a twisted sonic, scale them up, and the rest don't do anything, resulting in crash. Must be something more that I need to do to achive the animation control. I get SPEEPSHighway's discord tag, hope he answer my question or see this topic.
     
  6. MarmitoTH

    MarmitoTH

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    I found it! :v:/>/>

    Speeps have answered me! Apparently my problem was the emulator that returns me many unnecessary values ​​and probably hide what I was looking for. Instead of using yabause, I used SSF(same as Speeps) and scanning for Byte values. The process with Cheat Engine is: start a nem scan for unknown values, move the camera and search for unchanged values(removing everything from the camera), move the player and scan for values that have changed and repeat it until you have 35 values or so. Them you need to scroll the table adress till you find the one that respond according to the animations.

    Here is a pic: [​IMG]

    Thanks to Speeps!