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Sonic 06's "standard.lub" file too powerful for mortal eyes

#1 User is offline Saturnine Sable 

Posted 17 November 2018 - 06:16 AM

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So over at the Lost Legacy Discord we've caught wind of an LUB file that's apparently not possible to decompile without heavy editing, as it allegedly contains non-LUA data that the XEX needs for the game to run. It seems to be an absolutely massive file - from what we can see, it might hold relevant data to Super forms, the Rainbow gem, homing attack delay/flips, and tons of other stuff that was cut from the final game.

Problem is that none of us can find exactly where said non-LUA data is in the file, to strip it and create a normal LUB. Here's the link - if this isn't okay, feel free to obliterate me :v: Attempting to decompile it using ShadowLag's 06 SDK leads to a massive file that loops a conditional after a certain point - and luadec just straight up doesn't work. So, if anyone wants to take a crack at it... Yeah.
This post has been edited by Saturnine Sable: 17 November 2018 - 06:17 AM

#2 User is offline biggestsonicfan 

Posted 17 November 2018 - 03:45 PM

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View PostSaturnine Sable, on 17 November 2018 - 06:16 AM, said:

XEX needs for the game to run

What about the PS3 executable?

#3 User is offline Irixion 

Posted 18 November 2018 - 06:24 PM

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if I remember correctly the PS3 uses (mostly) the same files. I'm sure it's the same with PS3 only code bolted onto the front of it. The game is an alpha at best.

As far as Standard.lub, it's not the only lua that can't be decompiled. There's a few others. Of course this extends beyond my knowledge but if someone wants to have a crack at it

#4 User is offline Lostgame 

Posted 25 November 2018 - 07:29 PM

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>> the game is an alpha at best

Hehe, you can say that again. ;)

#5 User is offline Strike 

Posted 08 December 2018 - 02:03 PM

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Bumping this. Please, if anyone has an idea of how to get around this, share it.

#6 User is offline Clownacy 

Posted 08 December 2018 - 02:30 PM

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Bumping? Seriously?

#7 User is offline Strike 

Posted 10 December 2018 - 03:50 PM

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Maybe if someone cared enough to respond?

#8 User is offline Pokepunch 

Posted 10 December 2018 - 07:34 PM

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Maybe if someone knew enough about this to respond they would?

#9 User is online HyperPolygon64 

Posted 25 January 2019 - 04:59 PM

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The reason standard.lub can't be decoded is because Sonic '06 SDK for some reason has trouble decoding the embedded for loop in the file, which is strange because I'm pretty sure there are other LUB files in the game that use the same for loops. Ironically, after reaching the loop, it'll just repeat the contents of the file infinitely until it finishes 'decoding' to the file's intended size.

View PostIrixion, on 18 November 2018 - 06:24 PM, said:

if I remember correctly the PS3 uses (mostly) the same files. I'm sure it's the same with PS3 only code bolted onto the front of it.

Both the Xbox 360 and PlayStation 3 use an identical file structure. The only differences being the xenon folder has been renamed to 'ps3' for obvious reasons. The only code I've come across in other files around Sonic '06 that suggests differences between both versions is in cache.arc, but it only changes how things are rendered to accommodate for how differently the game needs to be rendered on both systems. The PlayStation 3 also uses ATRAC 3 audio, rather than the Xbox's XMA format, again for obvious reasons.

#10 User is offline Irixion 

Posted 31 January 2019 - 08:18 PM

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Yes, so PS3 only changes bolted onto it :v:. I don't recall off the top of my head, but I think I've ran into a few files getting into an infinite loop. So the assumption is that it isn't a standard "version" of lua?

#11 User is online HyperPolygon64 

Posted 01 February 2019 - 11:39 PM

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View PostIrixion, on 31 January 2019 - 08:18 PM, said:

So the assumption is that it isn't a standard "version" of lua?

Some speculate that some LUB files contain more than just text data, but I doubt that'd result in the SDK refusing to decode for loops. =P

#12 User is offline Irixion 

Posted 02 February 2019 - 12:31 AM

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So then why the infinite loop then? Not so standard if lua decompilers can't read it

#13 User is online HyperPolygon64 

Posted 03 February 2019 - 05:49 AM

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View PostIrixion, on 02 February 2019 - 12:31 AM, said:

lua decompilers can't read it

It's not that they can't read it, they're perfectly capable of doing so. It just has trouble getting past the for loop, which is the purpose of this thread, because we literally have no idea why it refuses. There could be many reasons for why, such as; an unsupported Lua version, miscellaneous data stored in the file interfering with the decoding process, etc.

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