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13 November 2025

  • 23:3123:31, 13 November 2025 Sonic Adventure/Character Faces (hist | edit) [7,111 bytes] Speeps (talk | contribs) (Created page with "right|320px|Faces The expressions characters make in events can be loaded at any time, in contrast to later entries in the series where they're baked into cutscenes. ==Faces in Events== In events, face animations are called using <code>void EV_SetFace(task *tp, char *str)</code>. The parameters are player's Task and a character string that creates a queue of animations to play, with each letter representing an animation. The strings are cas...")

28 October 2025

  • 19:5719:57, 28 October 2025 Sonic Adventure/CAM & SET Files (hist | edit) [4,410 bytes] Speeps (talk | contribs) (Created page with "In Sonic Adventure and its ports, placement data for cameras and objects is read from binaries beginning with "CAM" and "SET" respectively. Each file's name contains its type (CAM/SET), stage, act and character. For example: '''SET0400S.BIN''' corresponds to Speed Highway 1 as Sonic. The naming for stages is different depending on whether it's an action stage or not. For action stages, the stage's internal ID is used (In the example, 04 is Speed Hig...")

26 October 2025

21 October 2025

20 October 2025

  • 08:3208:32, 20 October 2025 Sonic Adventure/Sound Effects/Stage Background Sounds (hist | edit) [11,809 bytes] PkR (talk | contribs) (Created page with "This page contains lists of sound effects loaded into soundbank slot 5 in SADX. == EMERALD_COAST_BANK05 == {| class="mw-collapsible wikitable" style="width:auto;" |+ style="white-space:nowrap; border:1px solid; padding:3px;" |Emerald Coast Sound Effects !Filename !ID !ID (hex) !Internal Name !Description |- |B05_00_00 |946 |0x3B2 |SE_CSE_KAMOME | |- |B05_00_01 |947 |0x3B3 |SE_CSE_DUMMY00 | |- |B05_00_02 |948 |0x3B4 |SE_CSE_WAVE | |- |B05_00_03 |949 |0x3B5 |SE_C...") Tag: Visual edit
  • 07:0707:07, 20 October 2025 Sonic Adventure/Sound Effects/Stage Sounds (hist | edit) [39,283 bytes] PkR (talk | contribs) (Created page with "This page contains lists of sound effects loaded into soundbank slot 1 in SADX. == EMERALD_COAST_BANK01 == {| class="mw-collapsible wikitable" style="width:auto;" |+ style="white-space:nowrap; border:1px solid; padding:3px;" |Emerald Coast Sound Effects !Filename !ID !ID (hex) !Internal Name !Description |- |B01_00_00 |40 |0x28 |SE_CS_DUMMY00 |Empty |- |B01_00_01 |41 |0x29 |SE_CS_BRIDGE |Bridge creaking |- |B01_00_02 |42 |0x2A |SE_CS_DAIBREAK |Wreckage |- |B01_00_03 |43...") Tag: Visual edit
  • 05:1605:16, 20 October 2025 Sonic Adventure/Music Files (hist | edit) [12,658 bytes] End User (talk | contribs) (Created page with "The following is a list of all music tracks that are included within ``Sonic Adventure``. With the exception of the 2004 PC release, all music files are stored in the CRI ADX format. Dreamcast places these files within the <code>SONICADV</code> folder. GameCube stores the files on the root of the disc. The 2004 Windows PC release places these files within the <code>SYSTEM/SOUNDDATA/BGM/WMA</code> folder path, saved as <code>.wma</code> audio files. The 2010 Steam re...")

19 October 2025

  • 05:0905:09, 19 October 2025 Sonic Adventure/Fish List (hist | edit) [2,263 bytes] End User (talk | contribs) (Created page with "{|class="wikitable" style="width:auto;" !Model Filename(s)||English Name||Texture File||Screenshot |- | <code>anko_a_hontai</code>, <code>fish_tuno_oya</code> | Deep Sea Angler Fish | <code>ANKO</code> |frameless|500px <br /> frameless|500px |- | <code>h_head_hh_hontai</code> | Hammerhead | <code>HAMMER</code> |frameless|500px |- | <code>isidai_hontai</code>...")
  • 04:1204:12, 19 October 2025 Sonic Adventure/Sound Effects (hist | edit) [62,151 bytes] End User (talk | contribs) (Created page with "SADX PC stores sound effects in DAT soundbanks, which can be edited with SADXSndSharp in SA Tools. Some banks are only available in some levels or when playing with a specific character. Here is a quick overview of the sound bank system. <h1>List of Soundbanks</h1> There are eight soundbank slots: - Bank 0 - Common sounds. This always loads <code>COMMON_BANK00.DAT</code>.<br /> - Bank 1 - Level sounds. This loads a <code>_BANK01</co...")
  • 03:0903:09, 19 October 2025 Sonic Adventure/Character Actions (hist | edit) [15,665 bytes] End User (talk | contribs) (Created page with "Character actions ("modes" for the game developers) are the main character states. They can be set without crashing the game, but most will return to the normal state immediately because of failsafes. Pointers to the main characters data ("taskwk" for the game developers) are listed at <code>0x03B42E10</code>, one per player (8 players are possible internally, but only the first and second for the AI are used). The action is the very first byte that the pointer points t...")

16 October 2025

  • 07:5707:57, 16 October 2025 Sonic Adventure 2/Music Files (hist | edit) [12,123 bytes] End User (talk | contribs) (Created page with "This table lists every ADX file packaged within Sonic Adventure 2. The 2012 port of the game places these files within the <code>resource\gd_PC\ADX</code> folder path. All other versions of the game place them in the root directory alongside the other game files. Blank entries in the Sound Test Name column indicate that the audio track is not included in the Sound Test. {| class="wikitable" style="width:auto" !Filename||OST Track Name||Sound Test Name||Description||No...")

14 October 2025

  • 00:3000:30, 14 October 2025 SADX Mod Installer (hist | edit) [4,796 bytes] PkR (talk | contribs) (Created page with "== Introduction == SADX Mod Installer is a tool for Sonic Adventure DX PC that installs the latest version of MainMemory’s SADX Mod Loader, the Mod Manager and their dependencies, as well as Dreamcast Conversion and several other mods, which are sorted and configured automatically. The installer includes an easy to use ''Guide Mode'', which shows comparison screenshots to help you decide which mods to install. It can also convert the Steam version of SADX into a fully...") Tag: Visual edit

13 October 2025

  • 15:0715:07, 13 October 2025 Game Troubleshooting Guide (hist | edit) [13,054 bytes] PkR (talk | contribs) (Created page with "This guide contains solutions to most common problems related to Sonic Adventure games and their mods. == Troubleshooting SA Mod Manager == === Mods and codes don't appear === This means you haven't selected the Game's location, unlike the previous Mod Manager, this Manager can work anywhere and with multiple games, so you have to set the game path manually. Note that if you had the previous Mod Manager before, you can directly update from it to install the new one and...") Tag: Visual edit
  • 13:2613:26, 13 October 2025 Other Tools (hist | edit) [2,102 bytes] PkR (talk | contribs) (Created page with "This page lists tools that aren't part of the SA Tools suite but can be used for modding Sonic Adventure 1/2. == Texture Tools == {| class="wikitable" !Tool !Applicable games !Applicable file formats !Desciption !Link |- |Puyo Tools |Dreamcast and Gamecube games |PVR, GVR, PVM, GVM, PVP, GVP, PRS |This tool can be used as an alternative to SA Tools' Texture Editor. It can work with PVR, GVR and other textures, as well as PVM, GVM etc. archives. |https://github.com/n...") Tag: Visual edit
  • 12:3312:33, 13 October 2025 Dreamcast Image Builder/Modding Games (hist | edit) [3,161 bytes] PkR (talk | contribs) (Created page with "This guide explains how to use Dreamcast Image Builder to apply mods and create modified GDI or CDI images of Dreamcast games. == Building a Modified Game Image == # Download and run the latest version of [https://gitlab.com/PiKeyAr/dreamcast-image-builder/-/raw/main/release/DreamcastImageBuilder.exe?ref_type=heads&inline=false DreamcastImageBuilder.exe]. # Switch to the <code>Games</code> tab and select the game you would like to mod in the games list. # In <code>Sele...") Tag: Visual edit originally created as "Dreamcast Image Build/Modding Games"
  • 12:2412:24, 13 October 2025 Dreamcast Image Builder/Adding Mods (hist | edit) [1,703 bytes] PkR (talk | contribs) (Created page with "In addition to built-in mods, Dreamcast Image Builder can load mods from the <code>mods</code> folder located in the same folder as <code>DreamcastImageBuilder.exe</code> (if the <code>mods</code> folder doesn't exist, create it). none|thumb|The <code>mods</code> folder Each mod goes in a subfolder in the <code>mods</code> folder. For example, if you have a mod called <code>My Hack</code>, all of its files sh...") Tag: Visual edit
  • 12:0412:04, 13 October 2025 Dreamcast Image Builder/Creating Mods (hist | edit) [16,097 bytes] PkR (talk | contribs) (Created page with "Dreamcast Image Builder comes with several built-in mods, and it also supports custom made mods. You can create new mods by clicking the <code>+</code> button to the bottom right of the mod list. User created mods are placed in the <code>mods</code> folder in the same location as <code>DreamcastImageBuilder.exe</code>. Each mod is placed in a subfolder within the <code>mods</code> folder. When you create a new mod, you can import a DCP file created by Universal Dreamca...") Tag: Visual edit
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