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Sonic Adventure 2 Hacking

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

  1. Dude

    Dude

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    Random VR/AR trash
    Why is sonic so much darker once I apply the trial model? He's almost black.
     
  2. darkspines35

    darkspines35

    It's Easy Actually. No, seriously. Tech Member
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    Released a no upgrades variant here if anyone wants it. And I have no idea why he's so dark for you Dude. I did think his textures seemed a little darker, but not almost black...
     
  3. Chaos Fusion

    Chaos Fusion

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    Tried playing the main story with the Original Shoes and when I got to the first boss, the game crashes as the camera pans towards Sonic...I can assume that the trial model doesn't agree with cutscenes.
     
  4. MainMemory

    MainMemory

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    Normally such a list would be in the first post, but the person that started this thread has long since stopped participating in it.
    All the SA2 tools I have made so far are available in the SA Tools package, in the "SA2PC" folder.
    The three hacks I've made are available on the hacks page on my website.
     
  5. Azu

    Azu

    I must be stupid. Member


    Oh thanks. I found the cheat table for cheat engine, but every time I try to load lua scripts, it says it's not a valid cheat table. I'm using Cheat Engine 6.0. cheatengine-i386.exe is the one I'm launching. There's two others exe in there. "cheatengine-x86_64" and just the standard "CheatEngine.exe". I'm not sure if any of them affects cheat tables.
     
  6. Caverns 4

    Caverns 4

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    Sonic: Retold
    I actually like the SOAP shoes, but I downloaded this so I'll have it if I change my mind. Very interesting light shoes I notice.
    If Halloween Rouge is fixable, I'd be ecstatic.

    The fact that some of these models crash is really puzzling - If a character lacks certain upgrade models, or in the case of Eggman, certain entire parts, is understandable, but I really have to wonder what the colossal difference is between character's 1P and 2P outfits, especially considering some of the 2P only models work without fault.

    I guess the rules are just a little different in 2P mode.

    Edit: In fact, Halloween Rouge doesn't even work in 2P mode.
     
  7. darkspines35

    darkspines35

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    Yeah, Dude let me know of this issue yesterday. It doesn't surprise me. So I hate to say this, but there's no way, as of right now, to fix this. So I apologize in advance for that, but until we know more about cutscenes and how they really work, I can't do anything about it.
     
  8. Caverns 4

    Caverns 4

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    Sonic: Retold
    http://info.sonicretro.org/SCHG:Sonic_Adventure_2_%28PC%29/EXE_Editing

    Fix for alternate characters in levels that start with a cutscene (like Big Foot)
    Change 57D92 to 03.
    MainMemory posted this fix a long time ago.
     
  9. MainMemory

    MainMemory

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    That only affects the alternate characters, not model edits/ports.
     
  10. darkspines35

    darkspines35

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    I was referring to fixing it so we could still view the cutscenes. Plus I didn't know that skipped those cutscenes, haha.
     
  11. Random thought, there's that Cream model in DX that's in SA2 format, could that be used somewhere in SA2?

    Don't really wanna use it, just curious :p
     
  12. MainMemory

    MainMemory

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    Well her model has no skeleton, so whatever you would use it for would display a completely static model, unless you recoded it to show the models in sequence like SADX does.
     
  13. flarn2006

    flarn2006

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    It sometimes says that when there are Lua errors. Let me check to see if I accidentally added a new bug...
    EDIT: It works fine for me. Maybe try downloading it again? If you see a "Lua Engine" window appear, post whatever you see in the big Output box.
     
  14. Azu

    Azu

    I must be stupid. Member
    Right after I load it, it says "This not a valid cheat table." I've downloaded it twice and I don't see anything about a lua engine in cheat engine.
    I did see a "Table Extra"

    I saw this in the Lua script tab.
    Code (Text):
    1.  
    2.  
    3. -- script/form created by flarn2006
    4. -- Thank you, MainMemory, for all your help!
    5. dofile("sa2lua/common.lua")
    6. -- Functions for the tweaks dialog
    7. dofile("sa2lua/tweaks.lua")
    8. -- Functions for saved locations dialog
    9. dofile("sa2lua/teleport.lua")
    10. -- Functions for object chain dialog
    11. dofile("sa2lua/objchain.lua")
    12. dofile("sa2lua/objspawn.lua")
    13. dofile("sa2lua/remote.lua")
    14. -- Functions for the character select dialog
    15. dofile("sa2lua/charsel.lua")
    16. -- Functions for the Call Function dialog
    17. dofile("sa2lua/callfunc.lua")
    18. -- Initialization
    19. timer_setEnabled(ObjectChain_Update, true)
    20. form_show(Tools)
    21.  
    And I got this error when I tried to execute it.

    [​IMG]


    Google suggest that something is wrong with the CT file or it was saved with another version of CE? What version did you use to make this?
     
  15. SF94

    SF94

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    The latest version of Cheat Engine is 6.2, so go grab that and see if it helps.
     
  16. flarn2006

    flarn2006

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    Yeah, that's almost definitely the problem.
    http://www.cheatengine.org/
     
  17. Azu

    Azu

    I must be stupid. Member
    Ah. Question, how does the Object placement work?
     
  18. flarn2006

    flarn2006

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    You mean how do you use it or literally how does it work? Just for the hell of it, I'll answer both.

    To use it, just click the Object Chain button, and then Place Objects. Click "Enable Object Placement", and then either "Level Objects" or "Common Objects" (I think.) The list will then fill up with different object types. Click one and then click Spawn Object, and it will put one in the level right where you are. You can also click Spawn Movable Cylinder, pick up the cylinder it spawns and put it where you want, then select an object and click Replace Selected to spawn it there.

    As for how it works, clicking "Enable Object Placement" is when most of the magic happens. When you click that button, it allocates some memory to SA2 and loads in a file called hook.bin, which contains some custom assembled code. Then it modifies a function that's called every frame to also call the code that was loaded. What this code does is checks a certain area of memory specifically allocated for that purpose for some data about what object to spawn, where to spawn it, et cetera. If it says to spawn an object, it calls the function in SA2 to spawn the object. If you know assembly language, you can look at the assembly language for the code it adds in sa2lua\hook.asm.

    Hope I answered your question!
     
  19. Azu

    Azu

    I must be stupid. Member
    So, I did that, then the game crashed as soon as I hit "Enable Object Placement". Does it not work on the decrypted exe? Do I have pick a Base Address?
     
  20. MainMemory

    MainMemory

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    When the game is running, the encrypted and decrypted EXEs are practically identical.