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SA Tools

From Sonic Retro

Revision as of 10:16, 30 December 2012 by MainMemory (talk | contribs) (moved SADXPCTools to SA Tools: Renaming tools to more accurate title.)

SA Tools is a collection of tools for editing data in various versions of Sonic Adventure and Sonic Adventure 2. It is written by MainMemory in C# 2008. It requires the .NET Framework 3.5, and the model/level editing tools require the DirectX Runtimes to run.

Programs

splitSADX and buildSADX

splitSADX is a tool for extracting data from the original US PC version of Sonic Adventure DX. Models are exported in binary container formats, and other data is converted to human-readable formats (generally INI files).
buildSADX will take the data produced by split, and put it into an unedited EXE file, creating a new file with _edit appended to its name. This avoids the problems older tools had with managing free space and constantly expanding the EXE.

split

split works in much the same way as splitSADX, but supports SA1 and SA2. There is currently no equivalent build program.

SADXTweaker2

This program is a "sequel" to the original SADXTweaker, and has some of the same functions. It provides a graphical interface for the files exported by splitSADX, but lacks features which edit values in the EXE file.

SADXLVL2

This sequel to the original SADXLVL edits levels in the PC version of SADX. It features more advanced object definitions, improved transparency handling, the ability to view a level's skybox, and the ability to easily add level parts, death zones and start positions. However it is still very much a work in progress, and lacks several features of the original currently.

SALVL

Views and edits level layouts in sa1lvl/sa2lvl files or from an offset in a binary file. Has less features than SADXLVL2 due to being a general tool.

SAMDL

A sequel of sorts to SADXMDL, views and exports models in sa1mdl/sa2mdl files or from an offset in a binary file.

LevelExtractor

Takes level data from an offset in a binary file and exports an sa1lvl file. SALVL can also perform this function, but this is quicker and doesn't require DirectX.

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