Difference between revisions of "Sonic Adventure DX: PC"
From Sonic Retro
MainMemory (talk | contribs) (This doesn't really fit any of the pages.) |
MainMemory (talk | contribs) (→Action Lists) |
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| 87 | | 87 | ||
| Free Movement (Debug) | | Free Movement (Debug) | ||
+ | |} | ||
+ | |||
+ | ===Tails=== | ||
+ | {| class="prettytable" | ||
+ | !Value||Description | ||
+ | |- | ||
+ | | 0 | ||
+ | | Initialize | ||
+ | |- | ||
+ | | 1 | ||
+ | | Standing | ||
+ | |- | ||
+ | | 2 | ||
+ | | Walking/Running | ||
+ | |- | ||
+ | | 3 | ||
+ | | Running on wind path/loop | ||
+ | |- | ||
+ | | 4 | ||
+ | | Rolling | ||
+ | |- | ||
+ | | 6 | ||
+ | | Jumping | ||
+ | |- | ||
+ | | 7 | ||
+ | | Vertical Spring | ||
+ | |- | ||
+ | | 8 | ||
+ | | Springing | ||
+ | |- | ||
+ | | 10 | ||
+ | | Falling | ||
+ | |- | ||
+ | | 11 | ||
+ | | Braking | ||
+ | |- | ||
+ | | 12 | ||
+ | | Pushing | ||
+ | |- | ||
+ | | 13 | ||
+ | | Hurt | ||
+ | |- | ||
+ | | 15 | ||
+ | | Flying | ||
+ | |- | ||
+ | | 18 | ||
+ | | Object control | ||
+ | |- | ||
+ | | 20 | ||
+ | | Tail Attack | ||
+ | |- | ||
+ | | 21 | ||
+ | | Picking up object | ||
+ | |- | ||
+ | | 22 | ||
+ | | Putting down object | ||
+ | |- | ||
+ | | 23 | ||
+ | | Holding object | ||
+ | |- | ||
+ | | 24 | ||
+ | | Grabbing tree | ||
+ | |- | ||
+ | | 25 | ||
+ | | Walking with object | ||
+ | |- | ||
+ | | 26 | ||
+ | | Throwing object on ground | ||
+ | |- | ||
+ | | 27 | ||
+ | | Braking with object | ||
+ | |- | ||
+ | | 28 | ||
+ | | Falling with object | ||
+ | |- | ||
+ | | 29 | ||
+ | | Jumping with object | ||
+ | |- | ||
+ | | 33 | ||
+ | | Throwing object in air | ||
+ | |- | ||
+ | | 34 | ||
+ | | Shaking tree | ||
+ | |- | ||
+ | | 35 | ||
+ | | Nuzzle object | ||
+ | |- | ||
+ | | 38 | ||
+ | | Climbing ladder | ||
+ | |- | ||
+ | | 43 | ||
+ | | Bumper car | ||
+ | |- | ||
+ | | 48 | ||
+ | | Snowboard on ground | ||
+ | |- | ||
+ | | 51 | ||
+ | | Falling with snowboard | ||
+ | |- | ||
+ | | 52 | ||
+ | | Jumping with snowboard | ||
+ | |- | ||
+ | | 53 | ||
+ | | Snowboard launch | ||
+ | |- | ||
+ | | 54 | ||
+ | | Hurt on snowboard | ||
+ | |- | ||
+ | | 60 | ||
+ | | Dying | ||
+ | |- | ||
+ | | 61 | ||
+ | | Dash Hoop | ||
+ | |- | ||
+ | | 62 | ||
+ | | Victory/Loss | ||
+ | |- | ||
+ | | 64 | ||
+ | | Petting Chao | ||
+ | |- | ||
+ | | 66 | ||
+ | | Whistling | ||
|} | |} | ||
{{SCHGuides}} | {{SCHGuides}} | ||
[[Category:Sonic Community Hacking Guide]] | [[Category:Sonic Community Hacking Guide]] |
Revision as of 11:26, 18 October 2009
Template:SCHG SADX:PC
This is the Sonic Community Hacking Guide for the PC version of Sonic Adventure DX.
This page is for information that does not fit into another page and does not warrant its own page.
Model Editing
Disclaimer
"The information below on model editing is old, outdated, and generally a pain. It should be ignored, but for the moment I am way too lazy to give it an update proper. Look to the right for a list of much more useful, up-to-date, and pertinent information." - Dude Alright, so you want to edit models in SADX.
First off you need to think of what character you want to edit.
Let's say you want to do Sonic. His head model is name group5674388.
The 5674388 is the decimal offset in CHRMODELS.DLL you need to go to. Use a calculator to convert this number to hexadecimal; in this case the value is 569594.
Open CHRMODELS.DLL in a hex editor. Open the "go to" window (usually done by pressing Ctrl+G). If your editor supports decimal you can just paste in the original value, or you can choose hexadecimal and use that number. Most models end in something like _4 or _20; you only need the numbers before the dash.
Once you have gone to the offset for Sonic's head, you will see 04 00 00 00 (or 0400 0000, depending on how your hex editor is set up; every 2 numbers/letters is one hex byte).
So you want to skip the first 4 bytes, in this case that is 04 00 00 00. You should now see 68 95 56 10 (or another value for a different model). These four bytes are the next offset you want to go to, but they are in little endian and have had 10000000 added to them. Reverse the order of the bytes and subtract 10000000 to get 00569568, and then go to this address.
This time we do NOT skip the first 4 bytes, we select the first 4 bytes which are 78 73 56 10 and once again, reverse the byte order and subtract 10000000. You should get 00567378.
Go to this offset. You are now at the model =D. what you need to do now, is export your edited model in .obj format. (When editing the model do not use symmetry modifiers or mirror the model! You must edit each vertex by hand, you can't mirror it)
Drop your .obj file on obj2vt.exe and you will get an out.vt. Open the out.vt in a hex editor and check how many bytes it has. Off the top of my head, I believe sonic has around 4,000 something. well, check how many bytes that has, and go back to CHRMODELS.DLL. Select a block, the same size as the other file and hit the delete key. Go back to out.vt and select everything and copy it. Paste it in CHRMODELS.DLL were you deleted the old model.
Save, and it should work.
Action Lists
This is a list of actions for use with the Address in RAM or in code.
Sonic
Value | Description |
---|---|
0 | Initialize |
1 | Standing |
2 | Walking/Running |
3 | Running on wind path/loop |
4 | Spindash |
5 | Rolling |
6 | Light Speed Dash |
8 | Jumping |
9 | Trampoline/Vertical spring |
10 | Springing |
11 | Thrown |
12 | Falling |
13 | Braking |
14 | Homing Attack |
15 | Pushing |
16 | Hurt |
18 | Knocked back |
20 | Object Control |
21 | Picking up object |
22 | Putting down object |
23 | Holding object |
24 | Grabbing tree |
25 | Walking with object |
26 | Throwing object on ground |
27 | Braking with object |
28 | Falling with object |
29 | Jumping with object |
33 | Throwing object in air |
34 | Shaking tree |
35 | Nuzzle object |
36 | Monkey bars |
37 | Moving across monkey bars |
38 | Climbing ladder |
40 | Jumping from panel |
41 | Standing on Jump Panel |
43 | Frozen |
44 | Light Speed Attack |
45 | Bumper Car |
46 | Running down building |
47 | Rolling down building |
48 | Falling while running down building |
49 | Jumping while running down building |
50 | Hit while running down building |
55 | Hanging on icicle |
56 | Slipping off icicle |
57 | Moving left around icicle |
58 | Moving right around icicle |
59 | Jumping off icicle |
60 | Climbing up icicle |
61 | Jumping from icicle |
62 | Snowboard on ground |
65 | Falling with snowboard |
66 | Jumping with snowboard |
67 | Snowboard launch |
68 | Hurt on snowboard |
69 | Pinball mode |
70 | Pinball mode falling |
72 | Petting Chao |
74 | Whistling |
75 | Super Sonic standing |
76 | Super Sonic walking/running |
77 | Super Sonic running on wind path |
78 | Super Sonic falling |
81 | Super Sonic homing attack |
82 | Super Sonic jumping |
83 | Showering |
85 | Drowning |
86 | Dying |
87 | Free Movement (Debug) |
Tails
Value | Description |
---|---|
0 | Initialize |
1 | Standing |
2 | Walking/Running |
3 | Running on wind path/loop |
4 | Rolling |
6 | Jumping |
7 | Vertical Spring |
8 | Springing |
10 | Falling |
11 | Braking |
12 | Pushing |
13 | Hurt |
15 | Flying |
18 | Object control |
20 | Tail Attack |
21 | Picking up object |
22 | Putting down object |
23 | Holding object |
24 | Grabbing tree |
25 | Walking with object |
26 | Throwing object on ground |
27 | Braking with object |
28 | Falling with object |
29 | Jumping with object |
33 | Throwing object in air |
34 | Shaking tree |
35 | Nuzzle object |
38 | Climbing ladder |
43 | Bumper car |
48 | Snowboard on ground |
51 | Falling with snowboard |
52 | Jumping with snowboard |
53 | Snowboard launch |
54 | Hurt on snowboard |
60 | Dying |
61 | Dash Hoop |
62 | Victory/Loss |
64 | Petting Chao |
66 | Whistling |