I really really wish we knew about the dovelopment of sa1, because it'd be cool but also because I think a b33133-esque mod for sa1 would be so good
That kind of mod would be great lol.
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@speeps-highway
I really really wish we knew about the dovelopment of sa1, because it'd be cool but also because I think a b33133-esque mod for sa1 would be so good
That kind of mod would be great lol.

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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.
Big The Cat Has Telekinesis
Move over Silver, watch a pro at work.
The boulders in Icecap have a very large grab radius, the longest distance Big can grab them from is this:
Viewed with PC's Debug mod:
If you hold the button down and move the analog, he attempts to push/pull it, but this just causes the boulder to go flying forward.
New vid! Happy Birthday Sonic

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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)
Blockbit Geometry Culling
The struct for land geometry objects has a bit flag, blockbit:
struct _OBJ_LANDENTRY { Float xCenter; Float yCenter; Float zCenter; Float xWidth; Float yWidth; Float zWidth; NJS_OBJECT *pObject; Sint32 blockbit; Sint32 slAttribute; };
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.
ListGroundForDrawing: 0x43A900 (PC), 0x82290538 (360)
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.
Hi
SA2B: Render Fix 1.5 Released
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!

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Unseen Character NPCs for Egg Carrier
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.
The Sky Deck entrance is open
The monitor near Sky Deck's front entrance changes depending on whether the character you're playing as can enter it.
You can't see the second (closed) line normally, since only Sonic and Tails can get to this area. Plus, the only way to enter this map is via the monorail, which is disabled until the ship is reverted in the story.
There are two oversights related to this line, though one is the result of changes made for SADX.
It doesn't account for SADX's "lock stage until clearing the next" thing, due to it only checking for you being Sonic or Tails. Granted, you have to go pretty far out of the way to come back here.
In French, it always says open:
In celebration of the recent Sonic Live In Concert tour announcement and as someone who has frequented Sonic events for the last few years, I've put together this handy map! Have fun!
"The egg carrier has taken off" yeah well that won't stop me
EC Monorail Entrance-based Code
The Egg Carrier's monorail follows the rest of the line into the second hole after it leaves. I found this years ago by stopping the stage transition, but it turns out this thing has more to it:
Unlike the train, the monorail checks if you're actually in it before it does the stage transition when it starts moving:
ObjectECMonorailAPart: 0x520CC0 (PC)
It can't leave on its own like this, but if it's hacked to do so it functions normally: You can still move and the monorail station is disabled until the monorail finishes its path around the map.

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Make Sonic Adventure your playground. (Again)... A Sonic Adventure DX (SADX) Mod in the Other/Misc category, submitted by SPEEPSHighway
Big update for the Meme Maker 2 (1.2) is out now!
Changelog below:
Debug Model Names
The names used by SA1/SADX's debug models were something we talked about in X-Hax at the end of 2024.
Most of these are unreferenced because they were part of debug build functions. They're all simple shapes and can be viewed in the
(Left->right list in order)
object_hakoirimusume
object_harataira3000
object_maruyama_namie
object__miho93_miho93
object__rie84_rie84
object__hideo16_hideo16
There's nothing special about the models themselves, but since a few of them had real Japanese names (found via leaked symbols) we speculated for a bit if they could be references to anything.
Take everything below with a grain of salt, it's easy to draw connections that aren't there for this sort of thing.
hideo16 is possibly a reference to a 1990s baseball player, Hideo Nomo, who at the time played with the number 16:
The other two are bigger guesses but I want to mention them anyway:
Rieko Kodoma (Credited as Phoenix Rie) was a Sega developer who started working there in 1984. She didn't work on SA1 though according to Sega Retro.
Miho Takayanagi is credited on SA1 under Field Art Support.