I post random stuff to do with Sonic games, usually the Adventure series but sometimes others. I also do YouTube videos from time to time! Discord: speeps
There are 3 path cameras (Cameras that follow him on a fixed spline) for E102 in Red Mountain 2, named ye1-3, according to the leaked symbols.
ye1 and ye2 are both unused, since the pointer to the function that processes camera paths was removed from their data.
ye1: 0x24C09E8 (PC)
ye2: 0x24C1240 (PC)
ye3 is the camera in the tunnel after the checkpoint:
A common thing I found when seeing unused paths was that oftentimes they were still used in the AutoDemo. Sure enough, that's the case with these, starting around 0:46.
So I meet a guy the other day that was having a lot of trouble getting SA Mod Manager set up for SA2. And from a tech nerd position. Why doesnt he realize that ItsEasyActually?
Over a year ago, me and some of my friends had the brilliant idea of creating our own Shadow and Maria focused fanzine. A few days ago, that finally became a reality. I’m pretty proud of the talent we managed to pull in for this project, despite all the issues that plagued it through its entire development. I’m also proud of the fact that we didn’t rely on Twitter at all to attract potential…
Sonic Channel has started a new “Development Staff Column” with a six-part series of posts by Frontiers director Kishimoto Morio. He is accepting feedback and questions in the linked survey and will try to answer them in future posts. This seems like a much more manageable and sane alternative to constantly putting up with the Mean Girls ghoulishness of 22 year old armchair game designers on Sonic Twitter 24/7. That said, be sure to be polite if you want to send in your impressions and so forth. If you grouch at him, he will likely ignore you.
Hello! I’m Kishimoto Morio, and I served as the director of Sonic Frontiers. For those who don’t know me, here’s a brief overview of my back
What's a character you would love to see be included in more Sonic Fan games and mods?
My personal pick is Billy Hatcher. Billy Hatcher and The Giant Egg was such a fun game and Billy himself is so adorable with a lot of fun gameplay. Like his Egg roll dash, the egg slame, and hatching egg animals, and there are a lot of sonic games that would be fun to use in. It was fun to see Billy and his friends go on this adventure and they could all do that. But Billy also has something unique to him, his courage gives him an aura in the final boss Dark Raven. Dark Raven has these spheres of darkness that Billy can grab and turn into spheres of golden light. He also seems to be faster and stronger in this state. So in his courage form could act like a super form but I love the idea of him using the chaos emeralds and getting an actual super form just because I'm curious what it might look like. I think his courage form could be used to have Billy grab the ball shaped energy blasts some badniks have so he can use the balls of light if there aren't any eggs around, plus they probably do more damage with the dash then the eggs do, but on the flip side they don't have egg animals so there is a trade off for that more damage. Billy has a similar personality to Sonic but Billy isn't a static character like Sonic his. Although Billy is a pretty polite kid. Billy Hatcher got some character development Billy Hatcher and The Giant Egg so there is some story potential for fan games. Plus Sonic, Tails, Knuckles, and a Choa all appear in Billy Hatcher and The Giant Egg, and Billy Hatcher appears in sonic all star racing and more importantly Sonic Riders Zero Gravity. Oh and a gun in Shadow The Hedgehog references his game. There is a lot of story potential in fan games and potential for fun interactions. I would love to see him actual interact with Sonic, Tails, Cream, team chaotix, Amy, Surge, Kit, Tangle, Whisper, Trip The Sunglazer, and especially Shadow, I would to have him amd Shadow both be playable in a fan game, especially if Billy gets a Shadow boss with dialog and vice versa.
Also the games I personally would love to see him get modded into are Sonic Adventure, Sonic Adventure 2, Sonic Battle because of the shear moveset potential, Shadow The Hedgehog, Sonic and the Black knight just to see a kid in a chicken costume use a sword, and Sonic Frontiers. I think he would fit extremely well in the adventure games, plus his model is small meaning he would be easier to do then vector the crocodile or eggman he is a kid after all so he is probably about Sonic or Tails's size. Also I hope his voice clips from his game get used, he has some cute English lines and all stars racing and especially Zero Gravity cut out a lot of his English lines and just used sounds instead. All his voice lines from Billy Hatcher and the Giant Egg can be found on YouTube along with their files assumedly.
Maria maybe, if just because my girlfriend loves her.
Hey there. While playing through the 'fixed' SA1 Autodemo that you guys done such a brilliant job patching up, the most interesting part for me was finding a bunch of random furniture objects like chairs and a refrigerator in Sky Chase's object bank. The objects don't look like they'd fit anywhere in the game never mind Sky Chase. Any theories at all on why they're in there?
They share the same code, just told to use a different model.
They're not decorative objects according to the code they use - they're technically enemies. They have code for being shot and destroyed by the Tornado, and adding 5 points for doing so.
ZakkaTask sub (PC: 0x62DEA0)
Bizarrely, they use crushlight, which is the light beam effect usually used for big explosions, dying bosses and transforming chaos.
I tried using its settings in my mod that lets you spawn those, but the length was off because I guess I didn't include that part in this menu lol:
Anyway, the only other thing that gives you 5 points are the bullets fired by the small red turrets. So, if they were going to be anything, my guess would be projectiles, like a Sky Chase version of the random stuff you see dropping out of Sky Deck 3:
what do you think about the weird dark and green early twinkle park we only have seen in that little clip of tails, it fascinates me
This?
We've seen very little of it and I hope we get to see more one day.
There's a reflection texture that seems to be from it:
There was more footage of it shown at the Tokyo International event during the live performance of Open Your Heart, but it didn't make the video tape (1:23):
And ofc the strange rooms Amy and Big were in that may be the same area.
Is it know why having the Lightning Shield/Magnet Barrier stops Rings from spinning in Sonic Adventure and Sonic Adventure 2?
There's a function called PlayerVacumedRing (PC: 0x44FA90) that always returns 0 if you don't have the powerup, where it applies the rotation:
If you do, then it skips this part because it returns 1 instead. I guess when you have the powerup the game considers all Rings being drawn to you, even if they don't do anything until you're close (dist < 50.0f as shown)
The geometry piece is only drawn if this is either 0 or a variable called MaskBlock contains the same bit. If it fulfils either of these, then it goes on to do a general camera distance cull.
MaskBlock is used for a more targeted cull by the stage's round manager. The following stages have code to use it:
Twinkle Park 2
Speed Highway 3
Icecap 4
Sky Deck 1/2
Perfect Chaos
In SADX, the geometry for Twinkle Park, Speed Highway and Perfect Chaos have this value set to 0, so they don't do anything anymore. I don't know if this was because of the hardware being able to load it or if it's just because of the stage geometry being changed.
Here's Twinkle Park's code (In a cleaned up form, the raw output is a little confusing). Despite no longer doing anything with this part, all of the code is intact in SADX:
checkCamera: 0x61CDE0 (PC)
Here's how the first check looks in-game - left is with camPosZ 1000 and right is with CamPosZ 1001.
In SADX, the blockbit value of most land geometry is 0, so none of the MaskBlock model switching runs.
In Sky Deck, a lot of the objects around the cannon in Act 1 rely on MaskBlock to be drawn:
sub of Bg_Skydeck: 0x5ED0B0 (PC)
Granted, you need to be close enough to spawn them in the first place and then go backwards, but if you're trying to place one outside this area for a mod then it cause issues pretty easily.
Blockbit is also the core of how the mechanic where the stage breaks apart in Act 2 works.
ControlSkydeck_wing_childgen: 0x5F2C00 (PC)
When the player reaches the point the stage breaks apart, it hides the original level pieces using this system.
Lastly, it's still fully intact in Icecap 4. I guess because the devs didn't change much compared to the other areas.
It only loads one half of the stage and one of the two connecting pools. The latter is based on height, so if you follow Sonic's path up to where it stops you can see the lower pool missing if you've broken the ice.
After a plenty long wait, the Event and Specular update is here! Finally adding long awaited graphical features, such as specular highlights
Render Fix 1.5 by Shaddatic for SA2 PC is now released. This is a huge overhaul for SA2's graphics that fixes a ton of errors.
This also means that my old mod, Cutscene Revamp, is now obsolete - Render Fix ported all the events from the Dreamcast version and overhauled the renderer to play them correctly.
My mod lasted 5 and a half years. It was a great run, so we had to give it a good send off.
CR is back and better than ever!... A Sonic Adventure 2 (SA2) Mod in the Events category, submitted by HedgeWedge
For anyone who misses having Sonic's normal shoes, Amy's eyeliner, or any of the other customizable options CR had, there's now a mod by HedgeWedge and Mars23 that adds them using Render Fix's event system!
At several points in the game, the game uses characters to show you where cutscene triggers are. These are the same object as the character NPCs you can interact with (Big in Station Square etc.), just without any text since you're not supposed to be able to walk up to them.
For Sonic and Tails, NPCs of Amy and Eggman spawn when the flag for clearing Sky Deck is enabled, but since the cutscene they're meant to accompany begins as soon as you enter the area they can't be seen normally.