Meme Maker 2

By Speeps
 

This is a remake of a mod I created called the Meme Maker. Using this, you can turn SADX into a Garry's Mod-like environment, freely able to spawn characters, props and things that otherwise only exist in cutscenes (Like planes, or Eggman's capture beam). With this mod, it's fully possible to create your own machinima or as the title says, memes, with the game.

How do I use it?

For quick access to in-game areas I recommend using the Mod Manager's Test Spawn. If you don't see the tab for it, update your Mod Manager.

Press either the TAB Key or Z+D Button (LB+SEL) to activate the editor. When the editor is open, you can use the D-Pad to move the cursor and Y Button (or the menu shortcut keys: 1-9) to choose the mode you want. You can toggle the editor's display by using CAPS LOCK/D Button (SEL), doing it this keeps the editor active.You can still move normally while using the editor, but it's still easy to enter free move! It's the default option in the main menu and you can press the A Button to exit it. While frozen (an option in Free Move), you can use the B Button to change menus, intended for those used to the original mod's controls.

Modes that have movement of some kind (Free Move, Camera etc.) have an option in their menus labeled LOAD/SAVE. When that's highlighted, press D-Pad Right to Save coordinates and D-Pad Left to load them. All movement responds to Analog/LR button pressure, so if you only move them slightly you can get slower, more precise movement.The controls for the modes are explained in-game, but several features also have keyboard shortcuts:

  • < > - Load/Save
  • - + - Movement Speed/Priority
  • [ ] - Adjust Rate
  • B N - Motion Mode
  • C - Loop (Animation Player)

Most lists can be fast-scrolled by holding Y Button.Animation, queued cameras and/or face sequences can be played from any mode using these keys:

  • SHIFT+P: Play Camera
  • SHIFT+[1-8]: Play Animation for Player [1-8]
  • CTRL+[1-8]: Play Face for Player [1-8]
  • CTRL+P: Play Camera + Animation for all players
  • CTRL+SHIFT+P: Play Animation+Camera+Face for all players

Custom Text Box

Meme Maker 2 comes with the ability to spawn an in-game textbox that says whatever you want. It's associated with any specific mode, so you can trigger the message anytime you like.In the mod's folder you'll find a file called "text.txt". This file is used to create custom dialogue. When you first open it, you should see this:

  • Line 1
  • Line 2
  • 400
  • 180

These correspond to the first line, second line and voice ID of a text box respectively. This can be set to anything you want and any changes you make to these lines can be played in game as soon as the file is saved. The default voice clip is Sonic's "Ah Yeah!", the first of the event voices. The last line is the number of frames to display the textbox for, the default being 180 (3 seconds).In-game, press L Key/C Button (LB) as P1 to spawn the text box and see what you've written! Cool, huh?See this list on the SA Docs Wiki for a full list of voice IDs.If you want to play a voice clip on its own or create a text box without a voice, make the relevant lines blank.

Character Spawner

Press DPad-Right on the Main Menu to switch the selected player. If no player exists in the current slot, It'll give you a list where you can choose which one you want to spawn (By pressing the Y Button). Any non-1P characters can be despawned by pressing Z Button (RB) on the Main Menu.Want to know a cool thing you can do with this? Open the editor in a cutscene, and now you can see which slots the player NPCs use! NOTE: In-game player controls vary. 1P/2P are fully coded by the game, and 4P can usually move, but the others may or may not. Regardless, you can still move them with the editor.

Other Main Menu Options

At the bottom of the main menu are a few options:

  • Character Visibility: Become invisible.
  • Reset Mode: Resets the player's mode to standard standing/falling. For the next three options, use this to stop.
  • Spawn Cart: Creates the character's Twinkle Circuit cart at their position.
  • Spawn Snowboard: Sonic/Tails only, spawns their snowboard and puts them in snowboard mode.
  • Become Pinball: Sonic/Tails only, puts them in pinball mode.
  • Super Sonic: Sonic only, toggles Super Sonic

Mode List

Mode 1: Free Move / Animation Viewer

Basic player free move based on the existing debug movement state. You'll see your character's current position/rotation/scl and can change the animation they're currently playing.You can freeze the player by either toggling the option in the menu or pressing the F key. Frozen players won't start moving again after leaving free move, so if you wanted a character to float or otherwise stay in place this is how you do it.

A line connects the currently selected character to a point in front of the camera, so you can keep track of them when they're offscreen. If you lose track of them anyway, or they're too far away, you can also use "WARP TO CAMERA" to teleport them to the camera's coordinates at any time. You can change SCL values by holding the Z Button. Holding Z+Y allows you to change Y SCL, and with Z+X you can change all 3 values at once. The only character who supports scaling by default is Big, but there's an option to enable it for the other characters in the config. Motion Mode for animations can also be changed, which is a value that determines how each animation plays:

  • MD_MTN_LOOP (Loop)
  • MD_MTN_NEXT (Proceed if next exists, for linked animations eg. 1->2 )
  • MD_MTN_STOP (Stop on final frame, eg. Sonic's damage animation)
  • MD_MTN_POTS (Stop on first frame, will play animation backwoards if it wasn't already)

Mode 2: Camera Settings

You can choose one of two options:

  • Change Camera
  • Free Movement

Change Camera: This allows you to change the camera to any of those in the game. When a camera is active through this, it'll override the normal ones in the map until you turn it back to NONE/reset it.Free Movement: Like it says, this is free movement mode for the camera. It has the same analog controls as the player version, but the LR triggers are used to change Y position, meaning you can move the camera up/down while moving in other directions.You change Camera FOV (Up/Down) or Camera Spin (Left/Right) by using Z Button + Right Analog.You can store cameras and play them back as a sequence. For each node, you can set the number of interpolation frames and whether it moves at a fixed speed or smoothly. In addition to adding and clearing the queue, you can choose to only clear the last camera added to it, so you won't need to remake the entire thing if you don't like how it looks.To play the camera sequence, either select the option in the menu or use SHIFT+P.

Mode 3: Head/Face Settings

Meme Maker 2 can queue and play any face animation, or give a character a fixed facial expression of your choice.

In the mod's folder, you'll find a file called face.txt. The first 8 lines in this correspond to a face animation for each player slot, and can be called individually or all together (see the keys at the top of the page). You can also press Z Button (RB) / RSHIFT to play the animation for the current player slot.The way that face animations are loaded in this game is through strings, with each letter signifying a different animation.

For a list that describes each letter for a face, see this table on the SA Docs wiki.There're 5 options in the menu for this mode:

  • Change Face Animation Speed - Toggle between 2x (IN-GAME) speed and 1x (EVENT) speed. Cutscenes play the game at half speed, so the latter mimics how they look in those.
  • Angle - Change head angle using the game's default looking behaviour. The character's head is restricted by the in-game limits and their eyes move automatically.
  • Point - Character's head follows a fixed point, spawning by default at the player's location. There's an option to move this point around, which you can do by selecting the option in the menu or pressing the F key.
  • Object - Character's head follows an object.
  • Custom Head Controls - Similar to Angle, but there are no limits and you can move the player's eyes manually.

In Object mode there are a few different types of objects to look at:

  • Camera
  • Players (More specifically their p.eyes_height)
  • SET List Object (An object loaded by the SET file)

Mode 4: Animation Player

Play animations using the game's event animation player. You can choose to loop the animation and the speed it plays. It has the following characters:

  • Player (Gameplay) - Regular animations for the current character
  • Player (Event) - Cutscene animations for the current character.
  • Player (Custom) - Meme Maker 2 supports importing and playing custom animations through.saanim files, for which there's one in the mod by default - Gangnam Style for Knuckles (set up by HedgeWedge)
  • ZERO
  • Pachacamac
  • Tikal's Chao
  • Eggmobile
  • Chaos Emeralds
  • Police
  • Planes
  • Cars

Like cameras, you can store chains of animations! Add one to the queue by pressing Y+Z Button (RB) or the CTRL key. When an animation is stored, the loop option is replaced by interpolation frames - that's the number of transition frames from the previous animation to this one. Since the first animation doesn't have a previous one, it doesn't need it. You can play the animation queue for a specific player using SHIFT+[1-8].With this feature, you can now do Sonic's "Ah Yeah, this is happenin'!" sequence, which is the following (adjusted for gameplay speed):

  1. SONIC_ACTIONS[1], 0.500
  2. action_s_s0064_sonic, 1.000, 16
  3. action_s_s0065_sonic, 1.000, 30
  4. action_s_s0066_sonic, 1.000, 30

You can pad it out with extra start/end anims in the queue if needed.For certain characters there's extra options in this mode to toggle stuff they usually only use in events:

  • Sonic: Pointy Finger (Replaces his hand with the pointing finger model he sometimes uses in cutscenes)
  • Tails: Tail Animation (Stops Tails' tails moving, used in some cutscenes)
  • Amy: Bird Disable (Get rid of the bird)
  • Amy: Hammer Scale (Show her hammer. It's always there, but its scale is 0 by default.)

Mode 5: Particle Generator

You can spawn a number of particle effects from the following list:

  • Bomb (Explosion effect)
  • Fire (Flame effect)
  • Lightning (Electrical effect)
  • Snow (Ice breath effect)
  • Smoke (Smoke effect)
  • Water (Splash effect)
  • Ripple (Water Ripple effect)
  • Spark (Small line)
  • Star (Shooting star effect)

For each effect, you can change its velocity, scale and spawning interval. You can also change whether the effect follows the player or stays in a fixed spot.

Mode 6: Event Functions

Access things the game usually keeps for cutscenes, and a few other things I added. Each effect has different settings, but all of them are activated by pressing the Z Button (RB).

  • dsInitInt - Change the game's framerate + speed. It divides from 60, so you can't go above that but you can go below it, so you can play at 1 FPS if you want to. Gameplay uses (1,1), Cutscenes use (2, 1) and DC gameplay uses (2, 2)
  • Rotary Emerald - 7 Rotating Chaos Emeralds, with their radius and speed able to be toggled.
  • CIchimaie2 - Creates an image on a flat plane that always faces the camera, notably used for the prerendered background in Sonic's intro and the flashbacks for Amy and Gamma. Its priority (distance from the camera) can be changed by either selecting the option or pressing -/+. The image can be found in the mod's textures/ICM_BG folder, and can be changed even while in-game, though you'll need to reload it if you do.
  • CSkyWalk - Spawns an invisible floor at the player's feet, often used in cutscenes to make the player stand in places that don't actually have collision (Eg. the Perfect Chaos cutscene platform). Want to create a greenscreen? Put the player in the sky and use this with Cichimaie2!
  • SphereBomb - The spherical bomb explosion effect. You can customize its frame count, scale, radius, deceleration while expanding, and the speed of its texture animation. (The default settings are Gamma dying)
  • crushLight - The light beam effect mainly used for Chaos transforming. You can customize the number of beams, as well as how long each one exists, its start colour/width and its end colour/width.
  • CaptureBeam - Eggman's Steal Thing From Sonic Beam. You can customize its scale and animation speed, and its spawn and despawn are both animated.
  • WaterPillar -Chaos's Steal Thing From Sonic Beam. This one is a fixed animation so you can't choose when to despawn it, but you can still customize its speed and scale.
  • E101Factory - Only usable in the main Egg Carrier interior map. It spawns and teleports you to E101's room on the Egg Carrier.
  • Last1AHigh - This spawns the cutscene platform in the Perfect Chaos map and teleports you to it. When the cutscene platform exists, Sonic won't die when the editor is turned off and Perfect Chaos's cutscene mode will be enabled, preventing him from attacking.
  • Boss Spawner - Spawn Chaos 0's event actor. Though, he doesn't do anything else.
  • Disable Object Collision - Not an event function but I didn't know where to put this. Use this to disable Player-to-Object collision, which is everything that can still push you away in Free Move mode. However, it'll also stop you being able to pick things up or use springs while active, since those rely on the same collision.

Mode 7: Prop Spawner

This reads the mod's system\props folder and allows you to spawn them in-game.

You can choose the prop's scale and the type of collsion the prop has, which are the following:

  • None (No collision)
  • Fixed Box (Just spawns a basic small box.)
  • Dynamic/Collision File (Either uses the model's shape or colli.sa1mdl. This one is unstable because the game's code for this type sucks though, so try not to use it too much)
  • Holdable (Can pick up)
  • Push/Pull (A behaviour only unused objects have)
  • Liftable by Big (Nothing for most characters, but Big can lift them over his head)
  • Chao Garden Tree (Shakable)

Currently, there are a few models to choose from:

  • Purple Chaos Emerald
  • Pokeball (by kawaiikaorichan)
  • Card/Sign from Mission Mode (with edited textures)
  • Laser Blaster (ripped by SoloSlacker)
  • Mario Party 4 Toad (from Models Resource)
  • Sonic Unleashed Sonic (from Models Resource)

It's possible to import other props. If you'd like to do so, please refer to how the other folders are organized. (They contain a model, texture and texture list)

Mode 8: NPC Mode

This is a funny experiment I did based on the event animation viewer's code.You can choose any of the Station Square NPCs and play as them, meaning if you wanted to you could have the burger statue fight the Egg Viper, or beat Sonic in a race.

Mode 9: Field Flags

Allows you to change adventure field flags, such as the runway at Tails' workshop. Each entry has an explanation for what each flag does.You can also override the time of day in this mode to Day, Evening or Night if you need to, though you'll need to leave the adventure field and come back for it to correctly take effect.You can access an event flag list by pressing Y Button + Left/Right. This list is how the game keeps track of which cutscenes you seen, primarily for choosing which hints, NPCs and recap screens load.

Config Features

There are a few toggleable config features. I kept them disabled by default because they cause the editor/game to behave in strange ways, or require risky patching.

  • Enable ZERO - Adds the event ZERO player to the character spawner. Aside from the bare minimum, he's not coded like a player at all.
  • Allow Duplicate Characters - Allows spawning multiple Sonics etc.. Disabled because the game only has one head object per character and crashes trying to delete duplicates.
  • No Death Disable - Enables 1P damage/dying when the editor is active.
  • Uncapped Camera Rotation Speed - Camera rotation is usually capped at 5.0 to prevent it becoming too fast. This will remove that cap.
  • Enable Hint Box Display Flag - Allows FLAG_EVENT_HINTBOX_DISP to function outside events. Disabled by default because they'll be hidden until you toggle the flag.
  • Enable NPC Display Flag - Same as above but for FLAG_EVENT_NPC_DISP, which does the same thing but for NPCs.
  • Enable Character Scaling - Allows SCL to have an effect on more characters than Big. (Except E102).

Mod Compatibility

Meme Maker 2 is, of course, compatible with all the "definitive version" mods (DC Chars, DC Conversion, HD GUI etc), as shown in the gallery below.

  • If you're using SADX Debug Mode, the key shortcuts for modes will be disabled due to this mod using them.
  • If using Dreamcast Conversion, go into its config -> Miscellaneous and turn off "Restore Y Button" so you won't put down props while navigating the menus. Also, if you're planning to use the cars in the animation player, their textures will look broken until Station Square has been loaded at least once.
  • Also for Dreamcast Conversion, make sure "Cutscene skip mode" in its config is set to "Default SADX" if you plan to use Meme Maker 2 in cutscenes. An issue with the other skip options causes D-Pad input to trigger them.
  • The mod will also turn off the editor when Edit Mode Restore's editor is active to prevent obvious controller conflicts.

Last Words

You can use this mod to create anything you want with the game. So, go nuts!

Credits
  • HedgeWedge - Knuckles animation
  • kawaiikaorichan - Pokeball model
  • SoloSlacker - Laser Blaster rip
  • Jehtt - Feedback
  • X-Hax - Feedback
  • Sonic Adventure Central - Feedback
  • Models Resource users lemurboy12 and Sonic Konga - Toad and Sonic Unleashed models.
Gallery
Download

File Type: rom/zip

File Size: 1.47 MB

One-Click Install
SADX Mod Loader

Wave3prime15 @ 2026-10-23 19:02:59

OMG ATARIX MIGHT USE THIS W MOD

manzen @ 2026-10-26 11:10:38

damn this is cool!!