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SADX model import/export Done right this time

#1 User is offline   Dude

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Posted 18 November 2008 - 12:36 AM

Posted Image

I've been working on a model exporter for sadx for some time now, I've gotten it to the point where it will reliably export triangle strip data from an obj file. I need to fix the parser to parse and properly handle the texture coordinates, and integrate OBJ2VT into the main program. once texture coordinates are added, completely custom levels and character models will be very easy to implement.


-------- old post -------
Sonic Adventure dreamcast level hack. Replaces speed highway part 1.
http://x-hax.cultnet...peedhighway.rar (2.7mb)
Use UltraISO to insert these files into a US Sonic Adventure iso. NOT sa international or jp. It should work just fine on real hardware, I play test it on my black sega sports dreamcast.
Gameplay Video
Posted Image

(first post edited for reference)

This post has been edited by Dude: 31 March 2010 - 10:36 PM


#2 User is offline   Sazpaimon

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Posted 18 November 2008 - 03:07 AM

A good deal of your notes were carried over here: http://www.info.soni...dventure_DX:_PCI don't think I have your ct file anymore, but here is a good chunk of memory addresses you and I found: http://www.sonic-cul...i...d=1&artid=7And if there were ever any utilities for SADX, they would be here: http://www.hacking-cult.org/?utils

#3 User is offline   Usernamehere

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Posted 18 November 2008 - 05:32 AM

Here are the PVM tools Created by Nettapu: http://www.megaupload.com/?d=TGNAM2Z3And the PVR plugin for Photoshop: http://www.megaupload.com/?d=R3N95KVE

#4 User is offline   khorney

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Posted 18 November 2008 - 02:58 PM

i remember that, never got to play though. a shame, because it was one of the few mods i actually wanted to play in a sea of jesus mcfuck recolours, glad you're picking this up again!

#5 User is offline   Dude

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Posted 18 November 2008 - 03:04 PM

View PostSazpaimon, on Nov 18 2008, 03:07 AM, said:

A good deal of your notes were carried over here: http://www.info.soni...dventure_DX:_PCI don't think I have your ct file anymore, but here is a good chunk of memory addresses you and I found: http://www.sonic-cul...i...d=1&artid=7And if there were ever any utilities for SADX, they would be here: http://www.hacking-cult.org/?utils
By the way saz the address for the level segment is wrong on that page, you have 03B22DDC when it really should be 03B22DEC.

#6 User is offline   Tweaker

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Posted 18 November 2008 - 05:27 PM

If there's stuff wrong on the page, feel free to edit it--the Sonic Retro Wiki uses the old SWS2B member database, and you should have an account there.Nice to see you again, by the way. :)

#7 User is offline   Dude

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Posted 19 November 2008 - 02:52 AM

View PostTweaker, on Nov 18 2008, 05:27 PM, said:

If there's stuff wrong on the page, feel free to edit it--the Sonic Retro Wiki uses the old SWS2B member database, and you should have an account there.Nice to see you again, by the way. :)
Thanks, but I was referring to the sonic-cult link saz posted with all the in-game memory addresses. I'll take a look at the wiki though and update things as I go.

#8 User is offline   Dude

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Posted 22 November 2008 - 02:51 AM

Can't run the game in windowed mode on this shitty computer (1.8 ghz processor, 128 mb ram with onboard video) so all I can offer until the next time I use my friend's pc are some texture/ui edits.Posted ImagePosted Image

#9 User is offline   IUG

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Posted 22 November 2008 - 09:55 AM

View PostDude, on Nov 22 2008, 02:51 AM, said:

128 mb ram
Sheesh, ram is like, 60 bucks for 4 gigs, and that might be too much. I hope you mean that was the videocard's ram, because that just doesn't sound possible.

#10 User is offline   Mikey

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Posted 23 November 2008 - 04:55 PM

need any help?

#11 User is offline   Dude

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Posted 24 November 2008 - 12:21 AM

View PostMikey, on Nov 23 2008, 04:55 PM, said:

need any help?
Yes actually, I'm looking to revive x-hax as a full team this time.So, I'm making an open call. Anyone who is interested should post their best work in this thread, or talk to me on aim (omgwtfsonic) or msn (dude dot dudeness at gmail dot com). Passionate hackers who know the object layout have the obvious advantage, but I'll need help with textures as well.

#12 User is offline   Sazpaimon

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Posted 24 November 2008 - 12:33 AM

you still have your old hosting or do you need some this time around.

#13 User is offline   Dude

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Posted 24 November 2008 - 12:45 AM

View PostSazpaimon, on Nov 24 2008, 12:33 AM, said:

you still have your old hosting or do you need some this time around.
Yeah jamesseph died loooong ago lol. If you would be so kind as to help me out with that, I'd be incredibly greatful.

This post has been edited by Dude: 24 November 2008 - 12:46 AM


#14 User is offline   Sazpaimon

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Posted 24 November 2008 - 05:26 AM

PM me stuff like password details and I'll set you up.

#15 User is offline   Dude

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Posted 25 November 2008 - 01:45 AM

Posted Imagelol wut?Below is a list of all sonic/metal sonic's animations. The address the current animation is stored at likes to jump around alot so posting the address would be useless (07315264 is the current offset working for me). You can use these values plus a debugger to find the assembly code in sonic.exe to make your animation swaps permanent.
>> C0DE-B0X
>> 
Sonic Animation Log(all values are in decimal ftw)00: Standing01: Transition to surf stance02: Surf Stance03: Looking around04: Bored Comment05: Bored Comment 206. 05 transition to 0007: Lean Forward08: Lean Back09: Walk 110: Walk 211: Walk 312: Run 113: Run 214: Spin15: Spin16: Spring flight (loop)17: 16 transition to 1818. Falling19: landing20: Skid stop21: Push (start)22: Push (loop)23: Take damage24: 23 (landing)25: Skid Stop26: Air Flip27: Hit wall 128: 27 recovery29: Slow backflip30: turn around31: Slide stance32: Spin Ball (no flash)33: Pick up object34: object Run35: Object stop36: Object Turnaround37: Object stand38: Object walk39: Trampoline Flight40: Trampoline Backflip41: instance of 3942: Trampoline Flip 243: instance of 3944: Slip45: Slip 4446: slow frontflip47: Hanging48: Pull49: Shake Tree50: Pickup object51: Shake object52: Stop shaking53: 00 transition to 5054: idle holding tree55: object spring56: 55 transition to 5757: Object fall58: Object landing59: Throw object60: Toss object61: Air throw62: Air toss63: Put object down64: Light dash flight65: Ready to pull66: monkeybars (broken eyes)67: monkeybars (broken eyes)68: monkeybars (broken eyes)69: climbing ladder70: Shot from cannon71: dunno (come back to this)72: Jump pad invert73: Flight to jump pad74: Surfer stance75: Win level76: 75 transition to 0077: 00 transition to 5478: instance of 5479: holding rocket80: holding rocket81: gassed/drunk sonic82: pain flight83: Spin (no flash?)84: breathe bubble85: Drowning86: hit87: death anim 188: Falling89: Skydeck grasping cyl90: 89 shimmy91: reverse of 9092: 89 slide down93: 92 transition to 8994: holding icicle95: Slipping on icicle96: jumping from icicle97: Flight of 9698: latching onto icicle99: moving on icicle100: flip of 99101: instance of 100102: snowboard stance103: turning on board104: turning on board105: jumping on board106: transition from 105?107: board stance 2108: board stance 2109: wavering on board110: hit on board111: Falling on board112: same as 111113: hit on board114: Standing on board115: eh more boarding animations116: Jump trick 1117: Jump trick 2118: Jump trick 3119: Jump trick 4120: Spin jump trick121: Same as 120122: Transition from 121123: Melon grab124: Crouch on board125: Spin (no flash?)126: Sonic shower127: Shower 2128: Shower 3129: Shake off water130: Pet chao131: Pet chao loop146: Metal Sonic Hover


#16 User is offline   Dude

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Posted 26 November 2008 - 09:50 PM

Grandmasterjimmy has documented knux's anims with a little help, here's his list and original posthttp://forums.sonicr...amp;qpid=250588

View PostPolygon Jim, on Nov 26 2008, 09:37 PM, said:

Found Knuckles animations. Some might be mislabeled, and I didn't know what some were.Decimal again
>> C0DE-B0X
>> 
00: Standing01: stand alternate?02: stand again03: stand alternate again?04: wait05: wait 206: not sure07: lean forward08: lean back09: walk 110: walk 211: walk 312: run 113: run 214: jumbled ball of knuckles15: roll16: ball, no flash17: spring18: falling19: fall20: land21: stop?22: dodge?23: push24: push 225: hit wall26: knocked back?27: get down and shake head28: get down and stay and shake head29: dodge/stop?30: wind flip31: Knocked back?32: shake head33: partial back flip34: spin35: glide 136: ready to pull37: hurt?38: drown39: end pose40: not sure41: ready to dig42: dig 243: glide up?44: fall from glide45: stand still, not moving.46: lay 147: lay 248: lay 349: wall climb50: fall from wall?51: glide52: jumpy glide?53: glide to stand54: punch 155: punch 256: punch 357: stand58: stand 259: stand 360: stand 461: stand 562: stand 663: stand 764: jump back65: stand66: stand67: stand68: stand69: stand70: pickup object71: walk object72: throw object73: throw object in air?74: hold object75: walk object76: spring77: fall78: spring79: fall after spring80: fall81: spring82: land on ground83: idle84: hang from 1 arm85: push86: push tree87: shake start88: shake loop89: put down90: ready to push?91: ready to push?92: spring object93: fall object94: fall object 295: land object96: punch97: throw98: punch99: throw in air object100: drop object101: monkey bars102: monkey bars 2103: moneky bars 3104: climb wall105: spring106: idle107: not sure108: ready to push?109: hanging?110: same111: not sure112: still not sure113: still not sure114: I HAVE NO IDEA D: !


#17 User is offline   khorney

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Posted 27 November 2008 - 10:48 AM

i was musing this before, but you know the way that old shadow mod had new level geometry, would it be possible to use the extracted '06 levels (i believe Gen has them)? obviously gimmicks etc.. would have to be worked around, but it would make an interesting proof of concept

#18 User is offline   Usernamehere

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Posted 27 November 2008 - 11:51 AM

From what I remember, editing level geometry has the same limitations as editing character geometry, you can only move vertex positions.though that's only from my own experience, it could be possible Dude figured out another way to edit levels, but I doubt it.

#19 User is offline   GrandMasterJimmy

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Posted 28 November 2008 - 11:05 AM

Impossible. SA1/DX has the worst rendering engine known to mankind. It would crash and lag like shit if geometry like that was imported.

#20 User is offline   MIkeTC

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Posted 28 November 2008 - 12:02 PM

View PostGrandMasterJimmy, on Nov 28 2008, 11:05 AM, said:

Impossible. SA1/DX has the worst rendering engine known to mankind. It would crash and lag like shit if geometry like that was imported.
If your good enough you can get around limitations like that, or you could try changing the Renderer to a more powerful one.

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