GameBanana shows no ads to members. Sign up now!
Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

Fixes, Adds, and Beta Restores

A Mod for Sonic Adventure DX (2004)

Updates

Version 2.0 1y
  • Addition Added Red Mountain pillar restore option.
  • Removal Removed the Barrier Loss sound option.
  • Addition Added new option to restore Final Egg entrance animation.
  • Removal Removed Nightopian Egg fix option.
  • Addition Added in 'Extra' mode layouts from Dreamcast Conversion.
  • Addition Added option to make furniture in Emerald Coast make sound.
  • Addition Added options to give Tails, Amy, and Big more animations.
  • Addition Added draw distance improvement option for platforms in Lost World.
  • Addition Added option for Japanese spike trap behavior in Lost World.
  • Addition Added option to fix the look of the final Speed Highway's unused trashcan.
  • Addition Added option to reveal Tikal's Father's eyes.
  • Addition Added option to enable full paths in Perfect Chaos.
-Removed the Barrier Loss option, as it turns out its sound effect is used normally.
-Knuckles and Amy no longer speak their damaged dialogue if they get hit with no rings if you're using the no rings options.
-The Angel Island door now always spawns closed if you're using the option to enable its animation.
-Sonic's light-speed sound effect now loops while you keep the charge, and instantly cuts off when you let the charge go.
-Fixed a problem with Big's ranker system playing during certain cutscenes in the main story.
-When using the option to allow characters to use their landing animations, Amy now gains a new ability that was actually being prevented from being seen normally in the same way the landing animations were. If you swing Amy's hammer in midair and she lands on the ground in the middle of her swing, she'll use a unique animation slot where she lands, but then enters her falling animation. I'm not quite sure what this was meant to be, but I figured that it might've been a bounce ability. So, with this option enabled, you can now bounce with Amy by swinging the hammer just before you land. The height you gain is higher than a normal jump, but lower than a hammer jump. This was programmed by me, so it's just an idea that I had for what it could've been intended for. For clarification, the actual bounce functionality was not made by Sonic Team, but Amy using that animation slot when landing on the ground while swinging her hammer was made by Sonic Team.
-Fixed crashing when viewing certain Sonic/Super Sonic animations in the in-game animation viewer.
-When using the animation fixer option, Big now gains a unique animation for being blown about by a gust of wind. This animation isn't unused, but you can never see it in normal gameplay as Big. Additionally, Amy's new animation for being blown around by wind has been slowed down.
-Improved the transition and speeds of Knuckles' boss battle animations.
-Removed the Nightopian Egg Fix, as it's now been added to the Dreamcast Conversion mod, which is where it belongs. There are still automatic fixes in place to correct the models for the egg, however.
-The mod will now automatically fix the animations of the underwater weeds in Big's Ice Cap and the giant gear mechanism in Red Mountain to freeze their animations while the game is paused.
-The item voices option will now play the correct voice/sound if you use the Character Select mod to swap characters mid-level.
-Fixed an error with Gamma's idling animation when using the option to enable the landing animations.
-The mod will now automatically extend the object list for the Perfect Chaos boss fight to add five more unused objects! These five objects are broken and worn posters, whose models and textures are normally completely unused. These posters have been made as objects 38-41 in the list. In order to see these objects, you'll need to use the option to enable the 'Extra' mode layout files option.

-Added new configurable option to re-implement the Red Mountain Act 2 pillar model from the Autodemo. Its model still exists in the final game, and it's unused normally. It was set to load at the very start of Act 2, at the top of the tunnel that you fall through. If you're using the Autodemo Red Mountain mod, there's no need to use this option, as that mod restores the pillar too.
-Added new configurable option that restores an unused animation for the entrance to the Final Egg Base in Mystic Ruins. When you enter the door in the jungle, you'll see a tram zoom out through the tube and into the base! Note that you'll need the Dreamcast Conversion mod to see the tram due to transparency issues.
-Added new configurable option to use all the "Extra" layout files that were previously in the Dreamcast Conversion mod. These layouts were designed to be compatible with the Dreamcast Conversion mod, and add lots of unused objects to various levels. The level layouts will be tweaked in the future, and more unused objects will be added.
-Added new configurable option to make the various furniture in Emerald Coast play a sound effect that isn't normally used by the level when you destroy them.
-Added new configurable option to give Amy some new, normally unused animations. Three are used after she idles for a little while (stay in place and let her idle; don't move), while the other three are used after she gets dizzy from spinning her hammer (also don't move to see these). (During her new animations after idling, pressing Y will make her use the third animation.)
-Added new configurable option to give Tails more unused animations. These will play after he is left idle for a while. To see them, do not move at all for a bit. After he idles at least twice, you'll see him use them. (Press Y while he's laying down to see the other animation.)
-Added new configurable option to give Big more unused animations. To make him use them, follow the same instructions as Tails' new animation option. You can also use the Idle Chatter mod to speed the processes up.
-Added new configurable option to make the platforms in the snake room of Lost World have have higher draw distances, which will make sure that none of the decorations or switches on top of them are seen floating.
-Added new configurable option to allow changing the moving spike trap behavior in Lost World back to the original Japanese release behavior. In that release, each spike trap could move independently, but in all other versions, triggering one will trigger all traps currently loaded. The Dreamcast Conversion, as of the latest update at the time of writing, will now set the spikes to use this behavior if you choose to use the original Japanese SA1 object layout files, but if you always want the behavior, you can set it here.
-Added new configurable option to fix the position of the models for the final version's version of the unused trashcan object in Speed Highway. This will not revert it to its Autodemo appearance, however.
-Added new configurable option to make Tikal's father open his eyes when he appears in cutscenes at the burning altar. He will keep his eyes closed otherwise, however. Normally, he never opens his eyes, which means his white eyeball model goes unseen, as well as his actual eyes and their texture.
-Added new configurable option to make Super Sonic use the full splines that are used when you ram into Perfect Chaos. Normally, the game cuts you off about halfway through each and delivers the attack to Chaos. The reason why they didn't use the rest of the paths is because the other half of them use corkscrews, which are really jank and easily broken in this game's engine (See Beta Windy Valley Act 3 wind paths). I've gone in and fixed their rotations so you can make it all the way through the paths most of the time. Also, even if you run out of momentum, as long as you get at least as high as you normally need to successfully attack Chaos, the game will count it and you will still deal damage. These will hopefully be polished further in the future.
Version 1.5 1y Addition5 Version 1.2 1y Removal Addition2 Adjustment Improvement Version 1.15 1y Version 1.1 1y Addition2 Removal
Hi! I'm back with another mod, one that adds and restores a boatload of content to SADX PC.
This is more of a misc. mod that doesn't add levels, but instead adds features. Here is the full list:

-You can add the unused Jackle card to the Nights pinball table, bringing the total amount of cards up to 10. It's fully functional.
-You can add a fix for the the ring that is meant to encircle the purple drop target objects on the pinball tables so that it actually does.
-There is a model fix for the unused egg nightopian object for the Nights pinball table. You should only use this if you're using Dreamcast Conversion.
-There's a UV fix for the unused rank crystal object for the Nights pinball table to make it appear correctly when it lands on a F rank.
-There's a model fix for the unused Lost World switch meant for when you're using Dreamcast conversion, but currently it's still WIP.
-There's a model fix for the unused Lost World beam of light object.
-There's a model fix for the unused orange awning for Speed Highway, however you don't need to use this one if you're using the Autodemo Speed Highway mod.
-You can enable the beta leaf effect for Windy Valley, as seen in the Autodemo Windy Valley mod, but for the final version of the level! (This is compatible with the AD Windy Valley mod, don't worry. It won't crash if you have this and that mod enabled at the same time.)
-There's several coding fixes for the Windy Valley tornado (both the final's and the beta's) to make it properly suck up each color of leaf, as well as sometimes suck up a rhino tank enemy! These features were intended to be seen in gameplay, but they will never show up normally because of how the rest of the tornado is programmed. (This is also compatible with the AD Windy Valley mod, but you won't see a difference in the leaves.)
-There's a fix for two cutscenes in the game: when Sonic encounters the Egg Viper, he will now stand in the correct spot, and a fix for Chaos 2 for when Knuckles first encounters him so that he's not stuck in the floor a little bit.
-You can make Big's beta hotel puzzle part of his main story campaign. The text associated with the puzzle has been translated to all languages, and he'll now even speak an unused line when he picks up one of the keys.
-A draw distance improvement for a couple objects in Sky Deck that are normally too far away to load in, and even if they do, getting them to is suicidal.
-You can make it so characters that have unused "Victory pose -> Idle" animations use them when they clear a stage. This will also fix Sonic's cutscene in Red Mountain when he's supposed to jump onto the tornado.
-You can add the unused star jump panel back into the game, appearing at the end of every jump panel sequence.
-You can allow access to the TGS Mode from any of the main menus. There's more instructions on additional functionality in the included ReadMe.
-You can add back in some minor detail to that water bridge just before the whale chase sequence in Emerald Coast Act 1. It's a small metal bolt model that was meant to hold all the pieces of the bridge together.
-You can add back in the unique plants that were seen in the very first version of the Chaos 0 boss fight. There's plants and trees.
-You can add back in the patrol helicopters to the Egg Carrier map while it's still airborne, although their behavior is purely hypothetical as their coding was completely wiped. They're still placed on the map in-game, though, but they just don't show up due to a lack of coding.
-You can restore the beta lightning effect, or something similar at least, to the Egg Carrier while it's still airborne, and untransformed.
-You can add an unused hologram sign that says "Good!" to the E G G M A N machine that grants access to the Egg Carrier Chao Garden Warp Room.
-You can make some unused dialogue meant for the start of Final Egg Act 1 as Sonic play.
-You can make some unused Eggman taunt lines play when Amy picks the wrong color door in her Final Egg.
-You can make some unused dialogue meant for Sky Deck Act 1 as Sonic play.
-You make make some unused altitude warning dialogue play in Sky Deck Act 2.
-You can make an unused line of dialogue play that was meant for when the ship tilts 90 degrees in Sky Deck Act 3 as Sonic.
-You can make Gamma speak some unused dialogue at the start of his rematch with Beta.
-You can add in a conversation between Tikal and Super Sonic at the start of the Perfect Chaos fight, consisting of unused lines.
-You can restore Big's failed fishing music, and add in unused dialogue for when Big snaps his line.
-You can add in some unused water sound effects: a very quiet underwater ambient sound that plays when you go underwater, and two variants of exiting water: by jumping out and by walking out.
-You can make it so an unused sound effect plays when Sonic charges a light-speed dash/attack.
-You can add in the unused sound effect for when you get hit while you have a shield, although it's very quiet.
-You can add back in an unused sound effect for whenever Tails is flying, but it's very quiet. This sound effect is from Sonic Jam.
-You can add in unused dialogue meant for most characters that remain silent for when they get hit with 0 rings.
-You can add unused lines for when Amy and Knuckles take damage.
-You can add unused lines for when characters other than Gamma get certain items. Example: Amy gets Speed Shoes, "Here I come!".
-You can add in unused sound effects meant for the boat and the raft that take you to and from the Egg carrier.
-You can add in the unused lines for when you play Sky Chase Act 2 as Sonic; a different variant of the conversation between him and Tails will play when the tornado transforms.
-The mod will fix a problem with the textures for the cards for the Nights pinball table, allowing the unused set of card graphics to be used as intended. (That's what the PVM files included with the mod are for.)
-The mod will fix Sonic's idle line for Chaos 4, which can be easily heard using the Idle Chatter mod.
-The text for the unused Chao card item will be translated to all languages.

-Finally, there's an in-game animation/action viewer that I coded for fun. It lets you see all of the animations of the character you're playing as. More details and controls are included in the ReadMe.

Whew! That's a lot, and hopefully there's more to come in future updates. When using this mod, please load it AFTER the Dreamcast Conversion and BEFORE any Autodemo mods.

Files

Sign up to access this!
1-10 of 19
1
Pages
  • 1
  • 2
Go to page:
  • Professor_Eevee_YT avatar
    Professor_Eevee_YT username pic Joined 10mo ago
    Offline
    933 points Ranked 41,970th
    7 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • Returned 100 times Medal icon
    • Received thanks 5 times Medal icon
    • 1 post awarded Exemplary Feedback Medal icon
    • 6 months a member Medal icon
    2mo
    how do i get the tails chao?
    The creator of A.I.R Eevee avatar
    Mantra
    The creator of A.I.R Eevee
    URL to post:
  • Roosterspeed avatar
    Roosterspeed Joined 3mo ago
    Offline
    191 points Ranked 59,132nd
    2mo
    Can the red mountain cutscene as sonic be fixed without reverting him to his idle while in victory pose? 
    Bananite
    URL to post:
  • CoolDudeT avatar
    CoolDudeT Joined 1y ago
    Offline
    115 points Ranked 68,442nd
    2mo
    I cant get the TGS mode to work
    Bananite
    URL to post:
  • fazelfarrokhi20 avatar
    fazelfarrokhi20 Joined 7mo ago
    Offline
    383 points Ranked 49,549th
    7 medals 1 legendary 1 rare
    • Returned 5000 times Medal icon
    • Returned 1000 times Medal icon
    • Returned 100 times Medal icon
    • One month a member Medal icon
    • Thanked 5 submitters Medal icon
    • 1 post awarded Exemplary Feedback Medal icon
    4mo 4mo
    also can you add light speed dash beta animation while standing and holding the input trigger for sonic it kinda like movie sonic i like sonic adventure beta stuff
    Bananite
    URL to post:
  • fazelfarrokhi20 avatar
    fazelfarrokhi20 Joined 7mo ago
    Offline
    383 points Ranked 49,549th
    7 medals 1 legendary 1 rare
    • Returned 5000 times Medal icon
    • Returned 1000 times Medal icon
    • Returned 100 times Medal icon
    • One month a member Medal icon
    • Thanked 5 submitters Medal icon
    • 1 post awarded Exemplary Feedback Medal icon
    4mo 4mo
    hello sorry but i think with the update of dreamcast conversion the big puzzle does not work any more that means you can not open the door i had to remove that mod in order to open the door by using big puzzle not sure why but every time a mod or mod manager gets a update this problem happen with all mods i wish the crators made it compatible
    Bananite
    URL to post:
  • Ruanicaracanjo avatar
    Ruanicaracanjo Joined 1y ago
    Offline
    133 points Ranked 65,365th
    4 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • Returned 100 times Medal icon
    4mo
    Can you add the idle lines from characters battle (Sonic, Tails, Knuckles and Gamma) back? Oh, and the "Tails Race Lost" voice clip (Tails Crying) in his stages?
    Bananite
    URL to post:
  • SharpieSkunk avatar
    SharpieSkunk Joined 3y ago
    Offline
    446 points Ranked 47,929th
    6mo
    Are there any plans to restore the bridge to Ice Cap? Its absence in act 1 always bugged me ever since I noticed act 3 starts in the same place and you see the bridge get destroyed even though it was replaced with a rocket.
    furry trash
    URL to post:
  • Ruanicaracanjo avatar
    Ruanicaracanjo Joined 1y ago
    Offline
    133 points Ranked 65,365th
    4 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • Returned 100 times Medal icon
    6mo
    Do you intend to add these voice clips to the chao garden?
    https://twitter.com/SPEEPSHighway/status/1135394333845348352?s=19
    Bananite
    URL to post:
  • ChanTheMan avatar
    ChanTheMan Joined 9mo ago
    Offline
    112 points Ranked 69,037th
    7mo
    how come the animation viewer wont work
    Bananite
    URL to post:
  • AgustinTTBlue avatar
    AgustinTTBlue Joined 2y ago
    Offline
    659 points Ranked 44,366th
    6 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • Returned 100 times Medal icon
    • 6 months a member Medal icon
    • Thanked 5 submitters Medal icon
    • 1 year a member Medal icon
    8mo
    This mod is a relic.
    Bananite
    URL to post:

Embed

Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Credits

Key Authors
supercoolsonic
Mod creator
Original Authors
Sonic Team
Asset creators

Submitter

supercoolsonic avatar
supercoolsonic Joined 1y ago
Offline
1,142 points Ranked 23,951st
supercoolsonic
Creator
  • Paypal Donate
Sign up to access this!
Sign up to access this!
Sign up to access this!

Game

Sign up to access this!

Category

License

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Best of the Banana
    Featured on May 14 2019
  • Best of Yesterday
    Featured on May 13 2019
  • Today's Pick
    Featured on May 12 2019
  • 22
  • 3.7k
  • 43.8k
  • 57
  • 1y
  • 1y
  • 1y

More Gameplay Game files