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 Hacking SOR2 Syndicate Wars

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Candra Software

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PostSubject: Hacking SOR2 Syndicate Wars   Thu Jun 02, 2016 10:59 am

(I felt that this deserved its own topic)

Revision 0.9 Download

Simply customizing some of the enemies in Syndicate Wars produced some glitches, that I had to fix by restoring values from a previous revision of my edit.

After customizing Abadede:
5BBE:51EA Reset vault counter upon release
5BC0:0053 (see above)

After customizing Hakuyo:
34DE:0038 Proceed to intro, instead of going to a blank screen
34E0:0880

If you want to see these glitches for yourself, set the values to 0000.

There were other minor Hex Value edits that look suspicious... and the "Player Hakuyo Jump of Death" somehow made it into my next Syndicate Wars edit. Go figure! My only guess as to why these glitches occur might have something to do with the hitbox data, because when I restored previous values after customizing one of the enemies (don't remember exactly what it was, but it was either Kusanagi, Zamza, Jet or Jack), his hitboxes were reverted back to their original values.

Also, I wonder what these hex values mean:
Spoiler:
 
I hope those don't involve any of the stage backgrounds, as there have been a few times when Stage 1-1-2's background would mess up.


Last edited by Candra Software on Tue Aug 09, 2016 10:32 am; edited 1 time in total
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gsaurus

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PostSubject: Re: Hacking SOR2 Syndicate Wars   Thu Jun 02, 2016 11:10 am

Candra Software wrote:
Also, I wonder what these hex values mean:
Spoiler:
 
I hope those don't involve any of the stage backgrounds, as there have been a few times when Stage 1-1-2's background would mess up.
For the look of it it looks like attack hitboxes of some character
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Candra Software

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PostSubject: Re: Hacking SOR2 Syndicate Wars   Thu Jun 02, 2016 11:16 am

Could be. I'm still using revision 0.9, though. I'd use the 2016 revision if someone has a request.
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Candra Software

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PostSubject: Re: Hacking SOR2 Syndicate Wars   Fri Jun 03, 2016 10:01 am

Also, I've nearly maxed out the file size of my next Pancake edit. There are only 4 or 5 more characters left to customize. Even if I generate a sprite over an old address, Pancakes always selects the newest address available. I'm scared that I might end up messing up the sprites. I'd probably try manually taking the art address, and increasing its value by 4E0, 500, 600, 800 or 1000 (in hex), just to be safe.

Yes, manually increasing the values via calculator for every single sprite is quite tedious, but should be worth it. Between the addresses A9600-C7600 would allow for up to 60 sprites to be generated over them.

I think Galsia's Animation 40 (in hex) is actually used for his fall intro.
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Candra Software

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PostSubject: Re: Hacking SOR2 Syndicate Wars   Sun Jun 19, 2016 3:06 pm

The Import from Sprite Sheet function is pretty much flawless as far as I can tell. It's incredibly useful for color swapping characters' outfit/appearance (a la SOR3).
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