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Sonic xtreme, .anm files and player

Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Oct 14, 2011.

  1. Andrew75

    Andrew75

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    Hey guys , I have these here Sonic xtreme .anm files along with the player and what looks to be the source code,
    the player does not work on 64 bit windows,
    I cant recall where I found these at, as it was floating around the net some years back.

    If Possible, I'm looking for someone to be able to read into the files to find out what FPS the sprites played at.
    along with any other significant info that could be dug out.
    For example, are there more sprite frames that could be missing from what we currently have? ( attacks for eample)
    Do enemies have behaviors for environment interaction or movement? if so, what are they.
    Do frames really play in order as shown by the sprite naming?
    Ahh Hell, if someone could recompile the player to work with a modern OS that'd be great too.

    The info gathered here will be used for Project AXSX , recently changed to Sonic XGDK , since its moved over to sonic GDK.

    I've packed in all the sonic and enemy sprites that seem to correspond to the .anm files
    however I have a feeling the texture sizes on some sprites may be a bit off , I'm not sure if its sonic or the enemies, as both sprite sets have different sizes.
    I can get you whatever size is correct if its needed,

    If Anyone is up to tackle this job, have at it.
    and good luck!

    http://www.megaupload.com/?d=KZCB88EK
     
  2. Andrew75

    Andrew75

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    OOps, apparently I was to lazy to read the txt file supplied in the package.
    Damizean brought to my attention that there are some key information elements retaining to the .anm files housed in that text file.

    One such scrap of info was the name of the program used to (create/edit?) the animations, called Deluxe Paint animations ( separate program than the main one). http://en.wikipedia.org/wiki/Deluxe_Paint
    Personally I don't have the time to learn how to extract the information myself,
    As I'm working on the meat of the project's art assets,( among lots of real life crap) and doing so would significantly slow the project down, yet again....
    (as has happened many times over the past uhh how many years, since this project had been started?,, oh ya 5! 5 years !? since 2006....)

    Also a new team member has joined up, taking over the role of main programmer from Xeniczone.
    Xaklse, has basically been coding the new Xtreme engine from scratch (well using GDK as a base). ( as the old AXSX code is unusable (unportable) to UDK since its in GM and Ult 3D Lang) Xaklse has basically caught up about 83 % to where the old one was at for playfields in just a few months, ( excluding the boss stage)
    Man, I tell you ,,, this guy, glad to have him helping out.

    I really hope to expand the team, or outsource small projects to the people with the propers tools and skills, so as we can finally put the nails in the coffin and bury this project, once and for all.

    so come on guys, we have fisheye, we have the sprites, we have textures, we have custom textures to represent missing textures, we have models, we have some nice gameplay mechanics started,,, just need some more fucken info and research !
     
  3. Violet CLM

    Violet CLM

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    This page has links to tools to view and convert .anm files.
     
  4. FFmpeg can also convert these files.
     
  5. Andrew75

    Andrew75

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    Thanks guys. there are a few interesting tools in the links. ( 1 tool states that it does not display the proper FPS though)

    I want to say,, Personally I'd like to have some-one just be able to grab that sprite FPS information for the project real quick,
    as it requires setting a bunch of stuff up I don't have time for like dos-box.
    Things like this really slowed down the project in the past. so Many thanks to whoever wants to tackle the problem!
    It'll also give anyone the chance to add there name to the credits of the game.

    P.S.
    As a treat, I'm gana show you guys some of the hard programing work Xaklse has put into porting the ideals of our old AXSX engine over to UDK.
    Some aspects even have improvements,( collision issues that plagued the old engine for example) I'm very happy with how this is going!
    So please many thanks to Xaklse!!

    http://www.youtube.com/watch?v=Ll_pilRws5I&feature=youtube_gdata
     
  6. Dark Sonic

    Dark Sonic

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    Working on my art!
    You know while I get the point of this project is to be as close to Xtreme as possible, I feel like things such as a 3D Sonic model and 3D rings wouldn't be such a bad thing, at least perhaps as an option to those of us who would kind of like something like that. Like I think that something like the Sonic Generations classic Sonic model would work really well for something like this.

    Just a thought. Looking cool though.
     
  7. Andrew75

    Andrew75

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    I like the idea of using a 3D model for sonic, If I did that, than it would have to be done from scratch and resemble the original Xtreme sprite sets.
    perhaps something as an add on like you mentioned.
    also with the udk engine , this could easily get some HD models and graphics for the play fields as well.
     
  8. Willie

    Willie

    Each day the world turns Laugh 'til it all burns Member
    I think it's best to use 3D models and just make it 3D in general if the animations can match the charm of the original sprites. I absolutely love how the project is going. Great work.
     
  9. Namo

    Namo

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    Personally I'm for having the option of either sprite or model. I'd rather have the sprite, myself.
     
  10. Elratauru

    Elratauru

    Little Shiny Emurralds Member
    Well that indeed looks awesome, also I agree, recreating the Sonic Xtreme Model from Sprites shouldn't be that hard and would provide the game a much more smooth (and easier to animate) looking.
     
  11. Andrew75

    Andrew75

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    Seems the .Anm files have better shading than the Sprites we currently have.
    our current sprites to the left, and the .anm sprites to the Right
    [​IMG]
     
  12. Guess Who

    Guess Who

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    lol
    If anything the anm files look like compressed versions of the sprites we already have.
     
  13. Andrew75

    Andrew75

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    at least the anm files contain 1 sprite set we don't have, the Hermit crab's full animation and attacks, and it is bad ass.
    looks like we will be re-ripping the anm files as they have a higher color pallet.

    Sonikku the Olympian over on Senntient will be doing the re-ripping,
    and I'll be handling the photoshop editing to re-center the sprites and edit the backgrounds out.
     
  14. ICEknight

    ICEknight

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    The pic on the right looks like a poor quality JPG of the other one... Just look at Sonic's belly, it's not supposed to go gradually from blue to peach.
     
  15. Andrew75

    Andrew75

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    hnmm ya, you may be correct...,,,,,,wonder if the viewer I was using caused this. >__<
     
  16. Andrew75

    Andrew75

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    hey ICE-knight, Dude, Good eye!
    Yes it turned out that the viewer that I was using, made the jpeg type artifacts.
    However,,, I have a properly extracted PCX here, and comparing it, there are in fact improvements between the files we originally had and the newly ripped .anm files,
    start by taking a look at sonics eye shading. than shoes.

    [​IMG]
     
  17. dsrb

    dsrb

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    Out of interest, where are the original rips from, and what might be the reason for the difference?
     
  18. Andrew75

    Andrew75

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    I got them from some sonic fan site some years back, don't remember where.
    but they were packaged in as pcx with the .anm files.
    also have no idea why they are different. could it be that they saved the files with a ripper which didn't save the pallet completely?
     
  19. dsrb

    dsrb

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    I guess? It was the larger areas of light red on the leftmost pair of shoes that was confusing me, almost looking like entirely different shapes (and, hence, perhaps sprite versions)—but tilting my monitor and looking really closely revealed that the new image has very subtly different pixels in just the right places! :v:
     
  20. Andrew75

    Andrew75

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    improvements are more noticeable when you have both animations playing side by side. especially for the gradient shading across Sonic.