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Sonic Unleashed 360/PS3

Discussion in 'Engineering & Reverse Engineering' started by evilhamwizard, Jul 20, 2010.

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  1. evilhamwizard

    evilhamwizard

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    I kinda wanted to make a full fledged topic full of stuff from this game (since the .ar format has been cracked open). But I don't have a lot of free time these days, so I'm mainly going to talk about debug crap that might possibly still be in the game in some shape or form.

    Before I begin, just a reminder that you can get more information about unpacking the files from Unleashed in this topic over at CulT. Much much much much much thanks to Link for everything.

    First of all, the files are sorta formated like this (sorry for any inaccuracies or an error in my terminology):

    1.) Anything with a # next to the file name are where the .xml files are stored. The object layouts in levels, menu positions, configs, etc are all in these files for everything.
    2.) The .arl files contain the list of filenames that the .ar files have.
    3.) Any other .ar.## files are where the actual files are kept. Textures and GUI/Menu graphics are in .dds format for easy viewing. The models themselves, I have no idea (but it's easy to differentiate what's a model, material, etc because the filenames are a direct representation of what they are). Most of the sfx for each stage are in the .ar files in .csb format, so if you can listen to all the sound effects and music using CriWare's publicly released tools.

    Now onto the debug stuff. First of all, let's start with the executable (the .xex file). After decompressing and unencrypting the .xex with XexTools, I was able to see all the strings in the .xex. The .xex contains the graphics for the achievements, so if you were wondering where they were, they're in here. Upon further investigation, the debugs that were featured in the Hedgehog Engine presentation are still in the game. The title bar of each application is written in Unicode, so that's why it probably went undetected. Not sure where the graphics are for the actual menus are, but I'm sure they're tucked away in the .xex somewhere. But how do you possibly activate these debugs? Well...

    Code (Text):
    1. <?xml version="1.0" encoding="utf-8" standalone="no" ?>
    2. <Debug.prm.xml>
    3.  
    4. &nbsp;&nbsp;<Flag>
    5. &nbsp;&nbsp;&nbsp;&nbsp;<Category>
    6. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<EvilEnemy>
    7. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Param>
    8. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DisableBodySparkle>false</DisableBodySparkle>
    9. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DisableFrustum>false</DisableFrustum>
    10. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DrawDrivingBehavior>false</DrawDrivingBehavior>
    11. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DrawEyeSight>false</DrawEyeSight>
    12. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DrawInformation>false</DrawInformation>
    13. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DrawMoveDirection>false</DrawMoveDirection>
    14. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DrawWayPoint>false</DrawWayPoint>
    15. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<EnableDebugDraw>false</EnableDebugDraw>
    16. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Param>
    17. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</EvilEnemy>
    18. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<NPC>
    19. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Param>
    20. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DrawNPCInfomation>false</DrawNPCInfomation>
    21. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Param>
    22. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</NPC>
    23. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Person>
    24. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Param>
    25. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Naito>false</Naito>
    26. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Nakazawa>false</Nakazawa>
    27. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Okada>false</Okada>
    28. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Takeshima>false</Takeshima>
    29. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Param>
    30. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Person>
    31. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<SonicEnemy>
    32. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Param>
    33. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DrawDayEnemyInfo>false</DrawDayEnemyInfo>
    34. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Param>
    35. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</SonicEnemy>
    36. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<System>
    37. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Param>
    38. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DrawNavigationMesh>false</DrawNavigationMesh>
    39. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<DrawPlayerPosition1D>true</DrawPlayerPosition1D>
    40. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<eAlwaysChanceAttackBackward>false</eAlwaysChanceAttackBackward>
    41. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<eAlwaysChanceAttackForward>false</eAlwaysChanceAttackForward>
    42. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Param>
    43. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</System>
    44. &nbsp;&nbsp;&nbsp;&nbsp;</Category>
    45. &nbsp;&nbsp;</Flag>
    46.  
    47. &nbsp;&nbsp;<Trace>
    48. &nbsp;&nbsp;&nbsp;&nbsp;<Category>
    49. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Category>
    50. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Param>
    51. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Camera>false</Camera>
    52. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Enemy>true</Enemy>
    53. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Havok>true</Havok>
    54. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Hedgehog>true</Hedgehog>
    55. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Hoge>true</Hoge>
    56. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Memory>true</Memory>
    57. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<Sound>true</Sound>
    58. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<SoundError>true</SoundError>
    59. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Param>
    60. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</Category>
    61. &nbsp;&nbsp;&nbsp;&nbsp;</Category>
    62. &nbsp;&nbsp;</Trace>
    63.  
    64. </Debug.prm.xml>
    In #SystemCommon.ar, the .xml file for possibly activating this debug is located here. While it isn't clear what setting would cause the actual debug to show up, I think it's safe to assume that you have to choose the "Person" (programmers last name) who's debugging to bring it up. Again, I'm not sure if this is all you have to do, but it would be nice wouldn't it? It seems that it might be the only thing that needs to go from false -> true, since the Params are already activated by default, they just need something to permit the debugs to load.

    Of course, there's also a version of SystemCommon without the #, which holds the files used by the debug. It has your debug models (arrows, cameras, etc), and possibly some other stuff.

    Now of course, the actual debug needs configurations too. I think this is where #Applications.ar comes in, which has the .xmls for a Stage list, a stage jump, a movie player, a flag list, etc. But from the looks of the stage list, there are no test maps. The only reference to a test map is in the .xex, but the actual files for it are all gone. :(

    Unfortunately, this is all I kinda care about for the moment. If I have time, I'll go through the game with a comb and see if I can find anything interesting. But I don't want to end the topic with just text so, I did find a few weird ass graphics pertaining to the debug:

    [​IMG]
    [​IMG]
    [​IMG]

    Another thing you have to note, I don't HAVE A JTAGGED 360. So I can't really mess around with anything. I'm hoping Saz, or Jimmy, or someone who cares could possibly try to investigate a little bit more.

    But I hope you found this interesting. There has to be a way to get the debug out of this game somehow...
     
  2. Afti

    Afti

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    I'm just curious- are there actually a model and its relevant textures in BossHydra.arl?
     
  3. evilhamwizard

    evilhamwizard

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  4. Polygon Jim

    Polygon Jim

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    across town from Hinchy
    All the bitches.

    It part of the final boss like I said when the game first got released.
     
  5. evilhamwizard

    evilhamwizard

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    Anyway, here are the (#)Application.ar and the (#)SystemCommon.ar unpacked so you can take a look at:

    http://dl.dropbox.com/u/38216/suntsc360-systemappextract.7z

    There used to be test maps, but the data is gone. I think they only made 5 of them anyway, lol.

    - <DefArchive>
    <Name>ActD_Test</Name>
    <Archive>ActD_Test_Dummy</Archive>
    </DefArchive>
    - <DefArchive>
    <Name>ActN_Test</Name>
    <Archive>ActN_Test_Dummy</Archive>
    <Archive>TestEvilEnemy</Archive>
    <Archive>TestEvilLargeFloor</Archive>
    <Archive>TestEvilPathFinding_01</Archive>
     
  6. evilhamwizard

    evilhamwizard

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    Yay double posting rules, but thanks to Jimmy, here are the window graphics for the in game debug. Since these were loaded in the "reddog" folder and not inside the xex, I guess the debug is nicknamed "red dog". It might be the name of the theme of the windows though...

    http://img706.imageshack.us/slideshow/webp...uttonclose1.png (use the player to browse)

    Also notice that they're using a severed Sonic arm (with bone and all) for the mouse cursor...I think anyway.
     
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