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Boos Begone! - A Mod for Sonic Adventure 2

WARNING! This mod will break the King Boom Boo boss fight. The boo holding the hourglass does not spawn, and the game will crash when you get close to the hourglass. I forgot to test the fight under the assumption that the data was separate (lesson learned, never assume). I'm not nearly savvy enough to figure out how to fix this right now, so for the time being just disable the mod when fighting King Boom Boo and you'll be fine.

Ever wished while playing SA2 that those annoying ghosts would stop grabbing you or jumping out at you or just generally being creepy? With this simple cheat I made in less than an hour, you can say goodbye to that feeling. Special thanks to MainMemory, who walked me through the steps to make this and was just generally really helpful.
  • MegaBlueGamer avatar
    MegaBlueGamer Joined 8mo ago
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    6mo 6mo
    Good, the boo enemies are very annoying and actually slow down the pacing unlike other enemies.
    Bananite
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    Ellasent Joined 3y ago
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    7mo
    Yo heck, I'm real glad to see this be done. I'm pretty surprised it was able to be done by a simple code. It's been an idea that I've been wanting to pull off for quite some time since I have a good understanding of SET editing, but I never got around to it.
    It's so nice to be able to actually explore the stages I don't have memorized to a tee. Like heck, the game literally has emerald shards placed in areas where you literally HAVE to take the boo, which just really stinks. Like yeah, I can close my eyes and walk in that direction and open them after the boo does their thing, but it's just a much better experience for me to just get the emerald shard/key without having to worry about that.

    It does stink that it seems that all types of boos are logged under the same thing, like yeah it's efficient on a programing level, but it'd be nice if there was some way to have every other type of boo while leaving the ones that specifically jumpscare you to rot without all of the work of SET editing, but whatever, having some boos I'd rather have around gone is a small price to pay to get rid of those jumpscare ones.

    Maybe someday I'll actually get around to SET editing the 9 files that have jumpscare boos to get rid of them without touching anything else, but hey, this good for now.
    Bananite
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    TheCongressman Joined 4y ago
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    7mo 7mo
    I love that this request was met, if only to spite those who complained, and insulted people over the request. Which is absurd and unacceptable, tbh. It's a mod, it existing has absolutely no bearing on their own life. But I'm also glad that people can get some use out of this, good work :)
    Bananite
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    Jbulleit97 Joined 5y ago
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    7mo
    It's worth noting that, in theory, any enemy in the game can be removed using a similar tactic to what's employed here. If anyone else wants to make a mod targeting a specific enemy type (say, Gamma replicas or Artificial Chaos'), you'll want to look at the Codes.lst file in this mod. Convert it to a .txt file and look at the second line. The string of numbers in the middle is the code associated with all boos in the game. You can find codes like that for other enemies by using the Project Manager in SA Tools to look at object lists for the levels. If that sounds interesting , I encourage you to research the topic yourself and give it a shot, maybe hit up the X-Hax Discord for advice. Trust me, it's not as hard as it seems.
    Bananite
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    7mo
    What will they think of neeeext?

    end me
    Bananite
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    Seasalt3664 Joined 2y ago
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    7mo
    Great mod. It allows people to have options while playing the game. IU was wondering though. Does it work for Sonic's pyramid level where they are spammed in the tunnel to make?
    Bananite
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    SourPatchKid Joined 2y ago
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    7mo
    why
    Bananite
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