I've been challenging myself lately with an interesting project: porting SA1 to the 3DS. So I've been decompiling parts of the game with a bit of help here and there... and here's the current state of it :) I'll tag updates with
#SA13DS
Are you ready? The SADX Multiplayer mod is finally available! The first version supports up to 4 players in local split screen and contains hours of fun! Try fishing with your friends ;-)
Introducing split screen in Sonic Adventure DX! It was a cool challenge, there's some minor stuff to deal with but it's quite stable! Now maybe
@Sora_yxow
and I have plans for this... :)
The SADX Multiplayer mod is still going behind the scenes, sorry it takes a lot of time to do! 😭 To keep you waiting, here's a cool redesign of the menu textures by SoloSlacker!
Just wanted to do a quick update on the SADX multiplayer project. I'm currently working on networking, and it's not easy lol. Levels and characters are done, but I still have to finish networking, auto cameras and other stuff!
Increased the draw distance of most objects and levels in Sonic Adventure 2, looks kinda cool! Aside from sound issues, the game handles it pretty well ^^
So this is Tails following his life goal in SA2, poor boy can't keep up for the moment. ^^ There are a lot of issues to tackle so don't expect this soon :p
So I'm slowly making a custom stage in SADX and I wanted to show you the beginning! It will be a combination of everything I learnt while modding SA1 & SA2. ^^
This is Cream in Sonic Adventure, without sounds because I don't have time :p Thank
@Shadowth117
for his awesome scripts and help, and the guys working on SAMDL!
New SA2 Better Radar update! This time I made the red radar faster to match the sound pace. Also added an option to remove the exclamation point icon ^^
So I'm working on a SA2 Conversion mod for SADX with
@Sora_yxow
. Here's what we have for now :p (Using the "SA2 Sonic" mod by MainMemory and End User)
SADX Multiplayer is working well with the next version of Heroes Conversion. I might port the 2P stages! The current version cannot have two level chunks loaded simultaneously so it's not really compatible ^^
So I'm working on a new Super Sonic mod that is compatible with all of Sonic's actions. It has a few extras like optional nerfed physics, an option to disable the rings limitation & to always be Super Sonic (even in cutscenes!)
I've been working on a better rail system for sadx, and I'm pretty happy with the result! It fixes every issue the previous version had, except the camera which is still bad.
So I found out why the car bug was happening in City Escape. It turns out the position calculation for moving cars has an oversight that makes it output invalid float numbers in some cases. Intel igpus probably interpret them as 0 which is the center of the drawing view.
We can load sa2 levels almost untouched now thanks to
@MainMemory_
! I had to fix a lot of issues, but now we have vertex colors :) here's the progress so far:
Big thanks to
@devkitPro
for the 3ds building tools, to the homebrew discord devs for their insight and to the usual folks at x-hax cause I got this far in modding thanks to them ^^
We've finally fixed SA2 particle rendering on intel iGPUs!
@Exant64
found out that the shader used by particles expect normals, but particles do no send them, resulting in undefined behaviour. The Mod Loader has been updated with a fix! ^^
You can now bring Chao in sa2b levels! Visit the Chao World, leave it with a Chao and then choose a level. They will fly above you by default, press L to release them.
I just updated my Super Sonic mod with a life icon! I also fixed ring consumption at 30 fps, fixed the bowling/pinball crash and added some other stuff.
I updated the Super Sonic mod to include a 1-up icon. I also added a secondary download on GameBanana for people who want the Shuffle artwork life icon.
SA2 Mod Manager & Loader update with improved window management (proper resizing, alt+enter, border image, windowed fullscreen...) & proper DPI support for the manager :)
I know I post a lot recently but LOOK IT WORKS. Elevators are proper entities now, you can edit the set files and add new ones everywhere! Maybe I will convert other objects so you could do your own stage layouts ^^
I made two SA2 Chao Partner updates since my last tweet with a lot of fixes and improvements. Chao can now wander around and get item boxes for you with Chao Assist! I also finally fixed Chao pick up among other things.
A huge thank you to all the testers! If you want to play online before the netplay update, use a remote play service. Have fun, here are the links:
GitHub:
Discord:
GameBanana:
Hill Top gets an update! With all the support you've shown I decided to stop being lazy and reworked act 2! Oh and act 1 now has an Adventure-styled remix of Hill Top freshly made by
@Snakeshroom
, please follow him if you like his work!
Another update for Chao Gameplay: if your chao has enough power and energy, he will attack surrounding enemies. Oh and if your Chao is lucky, he may get more animals :3
Been reworking my first mod little by little, it should come out after the next SA2 Conversion update! It's taking me ages cause it's very complete so I hope you'll appreciate it ^^
I've taken some time to adapt the chao HUDs using SonicFreak94's scaling API. It was challenging, the Black Market is still causing some issues, but it's almost done! *happy chao emoji*
I've updated Heroes Mod, mostly technical changes. The most visible change is the energy tank behaving more like it does in Heroes. Also water objects now have water collision. Oh and Hang Castle now has its clouds :)
Just made Drill Claw in SADX! :) I had a rendering issue with the afterimages for like 2 hours then
@Exant64
appeared and fixed it in seconds lol. Custom animation made with Justin113D's addon. Also Knuckles died.