Sonic Adventure reverse enginering.

Discussion in 'Sega Dreamcast Development and Research' started by GrandMasterJimmy, Apr 2, 2008.

  1. GrandMasterJimmy

    GrandMasterJimmy Member

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    Last edited: Apr 28, 2010
  2. GrandMasterJimmy

    GrandMasterJimmy Member

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  3. Blai

    Blai Enthusiastic Member

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    Cool, but what's this Dragon?
     
    Last edited: Apr 2, 2008
  4. GrandMasterJimmy

    GrandMasterJimmy Member

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  5. Blai

    Blai Enthusiastic Member

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    Nice. Thanks for sharing!
     
  6. -=FamilyGuy=-

    -=FamilyGuy=- Site Supporter 2049

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    Hey that's cool !

    It'd be easier for you to test this out on a devkit though :p it'd save you a lot of time :p

    THe dragon files are in the retail release ? I mean this code only "unlock" it or you took the files from the beta AND unlocked it ?

    I'd also like to know what you mean by add 10 to the 1st byte of the file: You mean to "replace" the 1st byte by 10, or add 10 to it (10 would become 20, in hex)

    Great stuff man !

    FG
     
    Last edited: Apr 2, 2008
  7. Mark30001

    Mark30001 Guest

    Yeah devkit! Another may actually be put to some good use! :p

    Awesome stuff man! Did you replace the Sonic sprite with Super Sonic, or did you just replace the color texture?
     
  8. Dreamcast

    Dreamcast Intrepid Member

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    No, remember, hex is base 16, so 10 (16) would become (1A). What value does the first byte start at? If the first byte is 06, then the picture shows what it should look like once it's changed (6 + 10 = 16, or "10" in hex). If that's what the file looks like, unmodified, then it should be 1A (26).
     
    Last edited: Apr 3, 2008
  9. GrandMasterJimmy

    GrandMasterJimmy Member

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  10. Mark30001

    Mark30001 Guest

    I know there are quite a number of members on these forums with a Dreamcast Development Box. I would really love to see this go somewhere, but unfortunately I no longer possess the tools necessary to test this.

    For those who have a Dev.Box but have no clue how to get games running on the internal hard drive, here's a guide:
    http://forums.segakatana.com/viewtopic.php?f=1&t=595

    It's pretty much what I did for my Sonic Adventure retexturing (the IP.BIN created from IPMAKER should overwrite the IP.BIN from the extracted game data). It saved me a lot of time + a lot of blank CD-Rs if I had done it on a retail Dreamcast. Better to test on the real hardware instead of an emulator.


    Put em' to good use!
     
    Last edited by a moderator: Apr 3, 2008
  11. Dreamcast

    Dreamcast Intrepid Member

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    Thanks for posting the link :thumbsup:. I'm also going to make a thread (why I was waiting) which will include the link once I finish writing / submit a few other guides to segakatana.com.
     
    Last edited: Apr 3, 2008
  12. -=FamilyGuy=-

    -=FamilyGuy=- Site Supporter 2049

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    @mark: Your devkit ain't working anymore ? Or you don't have time/scsi-cable ?

    @Dreamcast: I know but I wasn't feeling like "translating" numbers to HEX, I don't know many stuff about it beside it's base 16 (0123456789ABDEF). And pretty useful in copmputers :D And even if I like rather complex mathematics I like my good ol' base 10 a LOT, much less complicated !

    @GrandMasterJimmy: PM me if you want a template folder to create a data/data 45000LBA backup in nero format in less than 10 minutes without burning anything and only hacking the ip.bin It might be faster for you to test on NullDc this way !

    You really did a great job so far ! Maybe one day we'll see a fan-made "MOD" to SA :p

    FG
     
    Last edited: Apr 3, 2008
  13. neoblast

    neoblast Robust Member

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    Nice work man but it seems you took that part of the code from DRX's sonic adventure DX preview the one he released on that mass proto, I think Sazpaimon was the one who discovered the dragon there.
    Nice work I'm attempting to get supersonic on regular levels and I think that might be on the chaos boss programming as there are no track of supersonic anywhere else, maybe it is at some SETXXX.bin or CAMXXX.bin but yet in the logs mark sent me chaos 7 does not load any set or cam binary unless some file loading is missing on that part,
    Would you like to collaborate to get supersonic in regular levels or even adventure mode?


    anyway i already made a post about this subject a few posts below this one a few months ago..
     
    Last edited: Apr 3, 2008
  14. GrandMasterJimmy

    GrandMasterJimmy Member

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  15. neoblast

    neoblast Robust Member

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    nothing is impossible, its on perfect chaos programming and I bet that part could be added to some other stages, ( starting with 50 rings in supersonic,and dead if rings reach 0 )

    I know camXXX.bin are camera files, but setXXX.bin are only object placement?
    or is there anything else on them?
     
  16. -=FamilyGuy=-

    -=FamilyGuy=- Site Supporter 2049

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    I'll be happy to help in any way. btw you save a litle bit of space by doing it in data/data.

    About the nullDC/DC part, I actually think that NullDC automatically overclock the emulated CPU to keep a steady 60FPS. Which the DC obviously doesn't do.

    FG
     
  17. GrandMasterJimmy

    GrandMasterJimmy Member

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  18. Mark30001

    Mark30001 Guest

    I thought all sound effects were compressed in the one .AFS file?

    About the NTSC-J Sonic Adventure, try waiting a while & I'll see what I can do.
     
  19. neoblast

    neoblast Robust Member

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    Well then, Supersonic programming must be in one orboth of these files...since PRS are models and textures, mlt sound effects, adx music, and set/cam object and camera files so... It has to be in these 4 files....

    I'll hex compare them the similars loaded on another bosses and stages.

    SL_X0B.BIN
    PL_X0B.BIN


    SL_J1B.BIN
    PL_J1B.BIN
     
  20. GrandMasterJimmy

    GrandMasterJimmy Member

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    Last edited: Apr 28, 2010
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