![]() The issue is with things like enemies that store data making use of the Ninja format's cache. ![]() ![]() MainMemory's SALVL can rip level geometry. Here's a list of all of the character files. The _FOG, etc, files are for handling other aspects of the stage.Īll character data is stored inside any files with a character name in it and MDL also in the filename. SA2 just happens to use them for a lot more stuff than just objects.Īll stage data is stored in STG file names with just the stage ID attached. If you're familiar with SADX modding, they're the same thing. The MH files, if memory serves, are for Omochao and monitor hints in levels.Īll of the SET files are files that place objects in a level. The files with EH are for the Emerald Hunt hints that come from the monitors. "Sound Effect files are stored in the files with SE in beginning of the filename. This is likely what resulted in some cutscenes using Dreamcast models and others using higher-poly ones. Objects are included in the archive for every instance they're used (so stages that use the same items have duplicates in their folder). PRS files in root: particle and effect textures, PRS may have been used on DC. PRS: Texture/Stage/Model/Main Menu and Stage Map Files (in the PAK format) Ninja Chunk: Model format (characters, objects, and stages)įont: font (which isn't actually used for most things, as text is usually prerendered) M1V : Technically a video file, but often used for particle effects (Chaos Control)ĭDS (Direct Draw Surface): Textures (Microsoft's format, interestingly) Uncompressed (not in an archive, anyway): However the dozens of ports of the game left out these lighting effects in favor of using drop shadows instead, until now.Developed by Sonic Team, published by SEGA. The original Dreamcast version featured a “Lantern” engine which provided impressive looking lighting effects using palettes on SEGA’s then cutting edge game console. A combination of technical hurdles and creative liberties can dampen the original artistic intent, and Sonic Adventure is no exception. But why is it such a difficult thing to remain consistent when converting this to other game platforms? The game featured an artistic shift that occurred when the game was converted to other platforms. Lighting can be used to set a specific tone or mood in an environment. You can download the mod from the discussion thread in our forums. The difference gives off more vibrant colors in the environment that also reacts to objects and characters. Sonic Retro user Morph and several others have gone through Sonic Adventure DX and created a mod that restores the lighting effects that were previously seen in the original Sonic Adventure into the PC version. You can also join the discussion on our forums regarding the contest on the dedicated thread for 2021 here. ![]() This year includes a change to the judging process including additional judges separated between the three categories, Retro (For hacks based on vintage Sonic titles), 3D (For mods based on 3D titles and 2DPC which includes mods for 2D titles such as Sonic Mania including the RSDK decompilation projects.įor further information regarding the contest you can check out additional details, such as contest judges and categories, from the Sonic Hacking Contest website here. UPDATES DEADLINE – End of Sunday 12th SeptemberĮXPO DEADLINE – End of Sunday 26th SeptemberĬONTEST WEEK – Monday 11th to Sunday 17th October This year the contest has revealed the deadlines for entries as well as the date for the contest week which you can see below.ĬONTEST DEADLINE – End of Sunday 5th September Among the celebration of three decades of the blue blur comes the annual Sonic Hacking Contest. The 30th anniversary of Sonic the Hedgehog is upon us. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |