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FatalFart
Hello. Im new to this forum. I just want to see what people think of some of the stuff i have found (and done) on Sonic Adventure 2
Heres a few videos:
Random Hacks Part 1: http://www.youtube.com/watch?v=zz2hMd0gV68
Random Hacks Part 2: http://www.youtube.com/watch?v=S5Pg1NHoAu0...feature=related
Lost objects+Springs Part 1: http://www.youtube.com/watch?v=yCRJunnBtw8...feature=related
Lost objects+Springs Part 2: http://www.youtube.com/watch?v=1PZjzP61MOg...feature=related

Sonic Adventure 2 Trial: http://www.youtube.com/watch?v=uK8Kyp2QW0g

The videos explain everything... Yeah.....
SSUK
First two videos: =/
Third video: =|
Forth video: >=(
Final video: =)

Is Sonic's B button command for that cylinder actually to push and pull the object? I don't recall ever having to push or pull ANYTHING in SA2. The monitor is used in Knuckles/Rouge's stage to give hints... I think... It's been ages since I played SA2, so someone please correct me. Those "Weird sensors" are collision triggers, they trigger the GUN robots falling from the sky when you touch them.

How you achieved these results through 'hacking' might be a nice addition to this topic, and make up for your shit taste in music. Although, that said it's an alright first post, but for the love of god... If you don't have fitting music for a YouTube submission... DON'T FUCKING ADD AUDIO. Don't add credits when it's just YOU who made the video. Title cards for videos like this are pointless, when you demonstrated in the 3rd video you can overlay text on the video without the 4 second blue screen with white text in Comic Sans.

EDIT: Also, the final video is very interesting with the prototype flame ring and light dash shoes.
FatalFart
QUOTE(SSUK @ Oct 4 2008, 04:36 PM) [snapback]77206[/snapback]
First two videos: =/
Third video: =|
Forth video: >=(
Final video: =)

Is Sonic's B button command for that cylinder actually to push and pull the object? I don't recall ever having to push or pull ANYTHING in SA2. The monitor is used in Knuckles/Rouge's stage to give hints... I think... It's been ages since I played SA2, so someone please correct me. Those "Weird sensors" are collision triggers, they trigger the GUN robots falling from the sky when you touch them.

How you achieved these results through 'hacking' might be a nice addition to this topic, and make up for your shit taste in music. Although, that said it's an alright first post, but for the love of god... If you don't have fitting music for a YouTube submission... DON'T FUCKING ADD AUDIO. Don't add credits when it's just YOU who made the video. Title cards for videos like this are pointless, when you demonstrated in the 3rd video you can overlay text on the video without the 4 second blue screen with white text in Comic Sans.

EDIT: Also, the final video is very interesting with the prototype flame ring and light dash shoes.

Ok sorry for my bad taste of music...?

To be honest, you shouldnt really care about the music or title cards. Its a bit better than Microsoft Sam explaining everything and its silent.

Back on topic i guess: I found this weird proberly Japanese voice speak before, when enabling 1 of these collision things. Then recently, i downloaded the Alpha version (The 1 with a stage for each character) and i tried these collision things, and they all worked, but this time, it displayed some Japanese text. Ill get a screenshot when i can, and hopefully it can be translated or something.

Those moniters were used in Sonic adventure 1, they display some text, and stop your controls, and you press A to close it off. It is the exact same thing for Sonic Adventure 2, but they werent used. The things that help Knuckles and Rouge dont freeze your gameplay, and they look like floating satelite's. Maybe im wrong somewhere, but usualy if theres no text, it says "No Text".

There are those giant cubes in wild canyon in knuckle's stage that you can push and pull, but its drags along more "Stiff" if you know what i mean.
I still havent gone through ALL the stages for lost objects, but i will do what i can, when i can.
GrandMasterJimmy
Do you mind sharing how you achieved this?
FatalFart
QUOTE(GrandMasterJimmy @ Oct 4 2008, 06:41 PM) [snapback]77210[/snapback]
Do you mind sharing how you achieved this?


Sure, Using CheatEngine (Download at http://www.cheatengine.org/downloads.php )
I thought someone would use Cheat Engine or some sort of memory editor to hack sonic adventure 2, but noone did, so i did, and it was worth it.
Also used Hex Workshop.
GrandMasterJimmy
Ahh, thanks. I tought you were using codebreaker. Mind sharing any of the memory addresses?
FatalFart
QUOTE(GrandMasterJimmy @ Oct 4 2008, 06:50 PM) [snapback]77214[/snapback]
Ahh, thanks. I tought you were using codebreaker. Mind sharing any of the memory addresses?

Sadly... sharing codes sometimes dont work. But its worth a try
I use demul to emulate SA2. I wish i could use NullDC but the addresses seem to change about when you close NullDC, ill upload my Demul now so you can try it, Here are some Addresses for Sonic adventure 2 Trial:

Floor Debug: 2C0AE83B
Set this to 1, and the floor will light up when your on it (Like the debug in SA1)

Fly Debug: 2C0AE841
Set this to 1, and your character will fly, along with making some sensors visible

Collision Sensors: 2C0AE83C
Set this to 1, and the green sensors will appear

Here are some that i forgot to name properly, 1 of them makes it so if you hold X and press Y (or A and press X...i forgot) then the weird "Level Editor" appears. I want to know where the real Level Editor address is. Ill find it someday.

2C0AE83C
2C0AE83E
2C0AE840
2C0AE83A

And for some misc addresses

Rings: 2C0AE880

Sonic's Action: 2CE0D1A0 (Set this to 58 and you go into Debug Fly)

Stage: 2C1FF594 (13 is city escape, if you set it to anything else, you get the name of the stage, then it goes into a black area)

Character: 2C1FF59C (Useless since theres no other characters)

2 Player: 2C0AE855 (Set to 1 to make 2 players...really havent tested it yet)

Remove Collision: 2C0AE7BA (Fall....)

This is the Trial i am using (The only 1 out there ) http://www.snesorama.us/board/showthread.php?t=25055


Heres Demul (Config it yourself) http://files.filefront.com/demul+045zip/;1...;/fileinfo.html
Sazpaimon
Can you upload these videos without the added captions and without additional audio? Otherwise I'll just record some of these myself.

Thanks for the debug info, a lot of it looks similar to the SA1 Dreamcast Debug (and consequently some of SADX's preview copy's debug)
GrandMasterJimmy
With the 2C0AE83A debug, when you move the camera left and right, Sonic's head looks at you... D: It tilts toward the camera.


EDIT: Setting the stage to 15, causes you to be at the top of the hill in city escape, with no board.
Sazpaimon
All of these debug messages are in 1st_read.bin, which is immensely different from the final version, which probably means porting the debug to the final would be impossible.

Edit: However, the .bin from the SA2 preview copy is a near match
Zeck
A new guy who isn't being hazed?!......shocker.

These debug values are interesting can't believe no one tried this before.
Sazpaimon
I found a couple more addresses, including something like an event editor. I'm gonna poke around more and upload my CHT file
GrandMasterJimmy
For the Sonic Action modifier, here's some actions. (Not in order.)

Also, the animations don't appear correctly on some of these.

69 - Bounce
68 to 66 - Somersault.)
76 - Snow board.
61 - Somersault.
60 - Floating higher and higher up.
69 - Running
10 - Falling
3 - Spindash
6 - Jump
10 - Homeing Attack
12 - Stop/skid
75 - Trick
71 - rail grind
8 - Hit spring
51 - pulley
18 - trick
21 - Holding Something
33 - Throwing
40 - Edge grab
15 - Hurt
18 - end pose

FatalFart
I was reading about SADX Preview, the 1 with the debugger and stuff, and i read that Controller 2 and 4 do things sometimes.
I activated some of these, and i think on controller 2, i held 2 buttons and it says "COLLISION OFF" When nothing actualy happened.
And i think there was a type of sound test, but i didnt understand it, with its dodgy controls. Mess around with other controllers.
FatalFart
Found some interesting text. Go to 2C0A8278 on cheatengine in the memory viewer, and theres a lot of test, such as:
EnemyBallExec
Set object
SOUND TEST MONITER CALL MODE
POSITION
ROTATION
SCALE
EDIT
ACT MODE:
SUB MODE:
ITEM NAME:
POS X: Y: Z:
SET DATA TYPE: COMMON SET

Wow it sounds like there might be a part of an Object Placer somewhere...
Overlord
Nice findings.

btw, don't double post - edit your previous one if it's gonna end up with 2 posts in a row by you in a thread.
Sazpaimon
Just a little note. In the preview version (not the trial), I messed around with some random values, and was able to activate the a+ menu, which is basically the menu from the final, but loading random textures as the ones it needs to load don't exist. You can't activate dark's story because Eggman's story from the beginning isn't loaded, but it shows that the preview copy is just a modified beta.

I haven't been able to figure out the exact address, because i just randomly filled areas with 01's to get that screen.
FatalFart
QUOTE (Sazpaimon @ Oct 5 2008, 07:12 PM) No. 77260
Just a little note. In the preview version (not the trial), I messed around with some random values, and was able to activate the a+ menu, which is basically the menu from the final, but loading random textures as the ones it needs to load don't exist. You can't activate dark's story because Eggman's story from the beginning isn't loaded, but it shows that the preview copy is just a modified beta.

I haven't been able to figure out the exact address, because i just randomly filled areas with 01's to get that screen.

Heh...Thats what i sometimes with me.
The final menu in the preview eh? The speech was usualy in japanese, maybe its possible to change it to english?
Also, Demul has a savestate thing. F5 saves, F7 loads. If you do a savestate of stage select in the normal SA2, then load it in the preview, you might get the menu?

Random question: In the normal SA2, when i set my Character value to 2, that should be mechless tails. But it loads Tails in the mech and it plays the sound effects from the mechless (Tails flapping, skid sound)
To make it work, i gotta do some werid thing involving the "Find out what accesses this address" function on cheatengine. Then tails works (With black smoke and sparks usualy coming out of his head). Anyway, the question is, why isnt there just 1 value that determines if your in a stage or chao world? i scanned for 0 in all action stages, then went to chao world and scanned changed value, but i never could get anywhere D: Is it possible to make mechless characters (and while im at it, 2Player characters) playable easily?

Random info: Most people know this already but, in the SA2 CD, there are some textures for the "Test Level" from the GC version, but the test level isnt in the dreamcast version, but theres that road texture for those ramps, the numbers for the numbers along the floor..........and thats basicly it. Theres also a SET_00.bin or something (The object placement for stage 00, the test level), inside it was barely anything, and i cant find out what those objects are because the damn level wont load :X
sonicblur
QUOTE (FatalFart @ Oct 6 2008, 01:35 AM) No. 77269
Random question: In the normal SA2, when i set my Character value to 2, that should be mechless tails. But it loads Tails in the mech and it plays the sound effects from the mechless (Tails flapping, skid sound)
To make it work, i gotta do some werid thing involving the "Find out what accesses this address" function on cheatengine. Then tails works (With black smoke and sparks usualy coming out of his head). Anyway, the question is, why isnt there just 1 value that determines if your in a stage or chao world? i scanned for 0 in all action stages, then went to chao world and scanned changed value, but i never could get anywhere D: Is it possible to make mechless characters (and while im at it, 2Player characters) playable easily?

No, there's not an easy way to do that. It's not a simple 0 or 1 like the debug modes. In Gamecube version, the extra 2P Battle characters as well as the Mechless characters were activated by modifying the level load routine. There's an extra branch in the code that only executes while loading the 2P modes, or Chao gardens, respectively. The AR codes modified the program to execute these branches while loading. To accomplish the same thing easily on the DC, you'd need a debugger to help you locate the routine that isn't firing and patch the game to run it.

I think Link was the one who figured out where the routines were, I just vaguely remember his descriptions of where to find them. I wish there was a remote debugger for DC. :-)
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