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:
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:
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:
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:
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:
Mode 2: Camera Settings
You can choose one of two options:
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:
In Object mode there are a few different types of objects to look at:
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:
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):
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:
Mode 5: Particle Generator
You can spawn a number of particle effects from the following list:
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).
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:
Currently, there are a few models to choose from:
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.
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.
Last Words
You can use this mod to create anything you want with the game. So, go nuts!
damn this is cool!!
OMG ATARIX MIGHT USE THIS W MOD