SA1 reverse enginering.

SMS, Genesis, 32X, Sega CD, Saturn, Dreamcast
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GrandMasterJimmy
16-bit
Posts: 65
Joined: Wed Apr 02, 2008 11:08 am

SA1 reverse enginering.

Post by GrandMasterJimmy »

SA1 beta dragon, put back into game.
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Lost cowgirl from casino.

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To add the dragon yourself add this to SETSHT1S.BIN then add 10 to the first byte in the file.

Code: Select all

1000BF00000073FAE4A3AE434484B5436C68CFC4000080410000803F0000803F11004C050
080C7D41E8C7344B43081C3A36B54C3000060410000803F0000803F12000C0000E0C8006E6513
C2049031446F4A71C40000803F0000803F0000803F13004C050080C7D405197C4468616EC3F79A
9B43000060410000803F0000803F1400ED06008043D718416644FA648FC3D2E97FC400006041000
0803F0000803F150073FB0000C82F8A4C8BC47DB212C4FE15ADC3000098410000803F0000803F1
60073FB0000C82FDB5D8DC47DB212C46A627E42000098410000803F0000803F170073F70000C82
AF6E16CC4FA64A3C324C97EC4000090410000803F0000803F180073FB0000C82F20187AC4FAE49
CC3AF05ADC3000098410000803F0000803F190014F90000BE282EAF53C4C5B37EC3A5B2A6C400
0090410000803F0000803F

Also model editing. (Notice the tail and bottom wings of Tornado 2.
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GrandMasterJimmy
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Post by GrandMasterJimmy »

Level editing also.
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molotovwars
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Post by molotovwars »

very cool
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GagaMan
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Post by GagaMan »

If this mens we'll eventually see level hacks on the scale of the ones we have seen made for the Mega Drive games, I'm excited.
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racketboy
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Post by racketboy »

More info please?
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D.D.D.
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Post by D.D.D. »

When I saw the title, I thought SA1 was the SNES SA1 chip...
GrandMasterJimmy
16-bit
Posts: 65
Joined: Wed Apr 02, 2008 11:08 am

Post by GrandMasterJimmy »

Heres a few places for info about this until I have time to edit this post.

http://www.assemblergames.com/forums/sh ... post270893
http://forums.sonicretro.org/index.php?showtopic=10255

I have this on like 3 other sites, it's hard keeping them all up to date :P I'll update this later, But I have to do school work first.
GrandMasterJimmy
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Joined: Wed Apr 02, 2008 11:08 am

Post by GrandMasterJimmy »

Oh and also By editing the executable I made the game load different files than normal. I replaced were it said WINDYVLY1.ADX with SKYDECK1.ADX and now the games loads the Skydeck 1 music isntead of Windy Valley 1 music. I can change ingame text too. I changed TAILS to PENIS were it tells you "You can now play as TAILS" it now states "You can now play as PENIS" The word penis was just a test as it needs to be the same length of sentence.

And for refence the files in the main directory of the disk named "SONICADV_" are the files for online downloads. All they do is tell it to load different .html files, and icons.




Heres some debug text from the 1ST_READ.BIN
USR FUNCTION

SET MODE:

CAMERA MODE:

CAMERA LEVEL:

EDIT ELEMENT:

COLLISION TYPE:
MOVING SPEED:

ADJUST MODE:

PRIORITY:

X COLPOS:

Y COLPOS:

Z COLPOS:

X COLSCL:

Y COLSCL:

Z COLSCL:

X COLANG:

Y COLANG:

X CAMPOS:

Y CAMPOS:

Z CAMPOS:

X DIRPOS:

Y DIRPOS:

Z DIRPOS:

X CAMANG:

Y CAMANG:

DISTANCE:
eDWARNING: STRIP buf is FULL

WARNING: NEAR-poly is FULL


WARNING: OBJECT buf is FULL
lMAX:

WARNING: RANGE-poly buf is FULL
WARNING: TOUCH-poly buf is FULL
< WALL >

< >

->
-> ROT Y
-> YOKO
-> TATE
< OTTOTTO >
-> O OKU3
CANT GET COLLI_WORK!!!!

HIT CYLINDER2 SIDE

HIT CYLINDER2 FLAT

HIT_CAPSULE_SIDE

HIT_CAPSULE_UPPER

HIT_CAPSULE_LOWER

RECTANGLE2 UPPER!!

RECTANGLE2 LOWER!!

RECTANGLE2 SIDE!!


-> ROTATION Y

-> STAGE & ENTRANCE & ACT

-> SCALE X

-> SCALE Y

-> SCALE Z

DirLight R

DirLight G

DirLight B

DirLight AMB

DirLight DIF

DirLight SPC
The holy grail of debug :P
<Main menu>

<Debug info menu>

DEBUG INFO: %s

<EROB COLLI>

< >

-> TYPE

-> ROT Y

-> OFFSET(0xAFH0)

->

-> SCL X

-> SCL Y

-> SCL Z

(A>E_KILL)

(A>E_OUT)

(A>E_APPER)
(A>E_BLIND)
(E>E_KILL)

(E>E_OUT)

(E_NOENTRY)

<KN ITEM COLLI>
< >
-> TYPE

-> ROT Y

->

-> SCL X

-> SCL Y

-> SCL Z

R_NOITEM

O_RINGSPR

(REGULAR)

(ONE SHOT)

<- SCALE
" TO EXIT

SAVE < [FILE] > LOAD

< [SAVE ?]

FOG_MR02.bin

[LOAD ?] >

SELECT STAGE

SELECT ENTRANCE

SELECT SECTION

PLPOS X:

PLANG X:

<SELECT PROGRAM>

p?fff?fff?33s?33s?G

> POSITION

> ROT RATE

> ID (0-3):
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