Sonic and Sega Retro Message Board: Shadow the Hedgehog general hacking discussion - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 7 Pages +
  • ◄ First
  • 5
  • 6
  • 7
    Locked
    Locked Forum

Shadow the Hedgehog general hacking discussion Formely Shadow the Hedgehog test level found

#91 User is offline crystallize 

Posted 03 May 2014 - 10:26 AM

  • Posts: 102
  • Joined: 22-November 09
  • Gender:Male
  • Location:Russia
"Game Extractor" claims to be able to work with Xbox ShTH's .ONE files. For PS2 files it only shows file list in the archive, and "extracts" 0kb files, or the whole archive, renamed into .TXD.

Converting models to 3DS format:
http://ps23dformat.w...ow+the+Hedgehog
http://ps23dformat.w...eplyId=63985376

TXD_2048 tool that was made for GTA and GTA stories, but seems to be working with Shadow. It worked with ADVERTISEMENT.TXD.
http://gta.nick7.com/
https://code.google.com/p/txd2048/
This post has been edited by crystallize: 03 May 2014 - 10:31 AM

#92 User is online winterhell 

Posted 03 May 2014 - 11:26 AM

  • Posts: 1081
  • Joined: 16-October 10
  • Gender:Male
It makes sense since GTA 3 and its expansions, Sonic Heroes and STH share the same Renderware engine.

#93 User is offline crystallize 

Posted 04 May 2014 - 04:19 AM

  • Posts: 102
  • Joined: 22-November 09
  • Gender:Male
  • Location:Russia

View Postwinterhell, on 03 May 2014 - 11:26 AM, said:

It makes sense since GTA 3 and its expansions, Sonic Heroes and STH share the same Renderware engine.

Heroes and Shadow seem to be using different or custom file formats, or else why do we need another .ONE format unpacker for Shadow and why are we having troubles even with texture mipmap levels in Heroes.
This post has been edited by crystallize: 04 May 2014 - 07:47 AM

#94 User is offline crystallize 

Posted 18 May 2014 - 08:05 AM

  • Posts: 102
  • Joined: 22-November 09
  • Gender:Male
  • Location:Russia
BTW I was bullshitting around with PCSX2, looking for a way to disable bloom, and figured out that ZeroGS with Xenogears TexAlpha hack does the trick. It also removes the menu, HUD, and majority of transparent (alpha blending?) surfaces though. So you have to enable it after you've loaded your save already. Textures may get screwed up, in that case you have to pause and unpause game from "Run" menu.

Posted Image
Posted Image
http://I.imgur.com/2zGpv13.png
http://I.imgur.com/rAskBt0.png


And in GC version, with early Dolphin versions (3 and earlier) you can disable lighting, making a game look like PSX, or as if you've entered "fullbright" console command in HL1. Just saying.
This post has been edited by crystallize: 21 May 2014 - 09:18 AM

#95 User is offline Herm the Germ 

Posted 20 May 2014 - 11:34 AM

  • Hmm, not bad. Well done, doctor!
  • Posts: 1461
  • Joined: 22-April 09
  • Gender:Male
  • Location:Dresden, Saxony, Germany
  • Project:MIDI-to-SMPS-conversions, mostly. Takin' requests, too.
  • Wiki edits:5

View Postcrystallize, on 04 May 2014 - 04:19 AM, said:


Heroes and Shadow seem to be using different or custom file formats, or else why do we need another .ONE format unpacker for Shadow and why are we having troubles even with texture mipmap levels in Heroes.

I actually figured out how to fix the Mipmap issue in Heroes years ago. Can't remember the EXACT way I did it off the top of my head, but if there is interest in the subject, I could try to research the issue anew. I remember it involved using basically every TXD-editing tool in existance since various tools set various flags and combinging those flags is what allowed custom mipmaps in Heroes to be used with the game itself having no issue with the files themselves.

#96 User is offline evilhamwizard 

Posted 28 June 2014 - 08:43 AM

  • Posts: 1262
  • Joined: 16-June 04
  • Gender:Male
  • Wiki edits:109
Kinda not hacking related, but something really bizarre.

Posted Image

The Official Playstation Magazine's 102nd demo disc contains a demo version of Shadow the Hedgehog. Judging from the file dates it appears to be final. But according to this post made a long time a go, they for some reason left a debug like level select screen if you press either the SQUARE or CIRCLE button at the title screen. The demo itself has some weird oddities, like the voices being messed up (they either play the wrong voice or no voice at all). They purged the game of the files it doesn't use except for the first stage, but they did leave files for the test map! They didn't even include those in the final.

NUKKORO.INI and the GINDOWS files still exist in this version. I believe they were removed in the final PS2 version. There's actually a copy of NUKKORO.INI that was left in the CVM. Here's the one I think the game actually uses:

#
# ぬっころ (sakaki 2004/10/15 15:54:00)
#
# ※数字は、10進,16進のみサポート 100 -100 0x100 -0x100 とか
# 区切りはスペース
#
# ALL項目で使用可能
# ●ROM         ロムバージョン                         DEVELOP/TEST/1ST/E3Media/E3Title/ALPHA/BETA/FINAL
# ●DEBUGWHO    デバッグ誰                              Sakakibara/Naito/Meso/Nakazawa/Takeshima/Sato/Okada/Artist/Player/Sound/FontInstance
# ●PREDVDLIST  あらかじめ用意されている                DVDLIST 使う1 使わない0
# ●HEAPINFO    ヒープの情報をデフォルトで表示          する1 しない0
# ●LOGFILE     ログをdiskImageに出力する(重い)       する1 しない0
# ●LOGREPORT   ログを出力                              System/Memory/File/Resource/Gadget/Event/Player/Enemy/Nop
# ●LANGUAGE    テキスト言語                            JAPANESE/ENGLISH/SPANISH
# ●SPEECH      音声言語                                JAPANESE/ENGLISH/SPANISH
# ●CHECKSIZE   読み込みサイズチェック                  する1 しない0
#
# Stage項目で使用可能
# ●PLAYER      プレイヤ位置[7]:                        プレイヤ番号 XPOS YPOS ZPOS XANG YANG ZANG
# ●STARTSPD    プレイヤ初速[4]:                        プレイヤ番号 XSPD YSPD ZSPD
# ●STARTDEMO   デモ再生か?[1]:                        1/0
# ●RANK_H      Heroランクスコア[5]:                    ランクAのスコア ランクBのスコア ランクCのスコア ランクDのスコア
# ●RANK_D      Darkランクスコア[5]:                    ランクAのスコア ランクBのスコア ランクCのスコア ランクDのスコア
# ●RANK_N      Normal/Bossランクスコア[5]:             ランクAのスコア ランクBのスコア ランクCのスコア ランクDのスコア
#                                                       ボスのランクは秒数を入れてください(1分30秒なら90、ボスは必ずNormalから判定します)
#
# ●GOALEVENTPOS_H      Heroゴール演出位置[3]:          XPOS YPOS ZPOS
# ●GOALEVENTPOS_D      Darkゴール演出位置[3]:          XPOS YPOS ZPOS
# ●GOALEVENTPOS_N      Normal/Bossゴール演出位置[3]:   XPOS YPOS ZPOS
# ●MISSIONCOUNT_H      Heroミッションカウンタ値[2]:    ミッション成功カウンタ値 ミッション失敗カウンタ値
# ●MISSIONCOUNT_D      Darkミッションカウンタ値[2]:    ミッション成功カウンタ値 ミッション失敗カウンタ値
#                                                       入力の仕方:
#                                                       ・成功カウンタ値について
#                                                         ミッションがターゲット破壊・起動系なら破壊・起動させる数を入力
#                                                         ミッションがエネミー倒せ系ならエネミーを倒す数を入力
#                                                         ミッションが制限時間系なら秒数を入力
#                                                       ・失敗カウンタ値について
#                                                         ミッション失敗がない場合は 0 を入力 (0にすると失敗判定を行わなくなります)
#                                                         ミッション失敗がある場合は、
#                                                           ターゲット破壊・逃したらダメ系は、ミッション失敗となるターゲット数を入力
#                                                       ・ミッションがない場合/数とか関係ない場合(ゴールリング触るとか)
#                                                         入力しなくてOK
# ●MIPMAPK				ステージ中のMIPMAP K値の10倍の値(ステージで一個限定、10倍なのは、小数点が書けないから)
# ●REGION				リージョンコード	NTSC/PAL60/PAL50
# ●AREA				エリアコード		JP/US/EU
#

[ALL]
#ROM : DEVELOP
#ROM : FINAL
ROM : TGS
PREDVDLIST : 0
DEBUGWHO : Player
#DEBUGWHO : Player/FontInstance
#DEBUGWHO : Player/Sakakibara
HEAPINFO : 1
# LOGFILE : 0
LOGREPORT : System    On
LOGREPORT : Memory    On
LOGREPORT : File      On
LOGREPORT : Resource  On
LOGREPORT : Gadget    On
LOGREPORT : Event     On
LOGREPORT : Player    On
LOGREPORT : Enemy     On
LOGREPORT : Nop       Off
LANGUAGE : JAPANESE
SPEECH : JAPANESE
REGION : NTSC
AREA : JP

#各ステージパラメータは、nukkori.infに移動しました。
#こちらのファイルは _(アンダーバーはついていません)
#更新したら、_をとらなくても反映されるようにして欲しいという要望があったため
#個人設定と、ステージ設定を分けました。(sakaki 2005/07/07 02:16:25)



Here's _NUKKORO.INF:

#
# ぬっころ (sakaki 2004/10/15 15:54:00)
#
# ※数字は、10進,16進のみサポート 100 -100 0x100 -0x100 とか
# 区切りはスペース
#
# ALL項目で使用可能
# ●ROM         ロムバージョン                         DEVELOP/TEST/1ST/E3Media/E3Title/ALPHA/BETA/FINAL
# ●DEBUGWHO    デバッグ誰                              Sakakibara/Naito/Meso/Nakazawa/Takeshima/Sato/Okada/Artist/Player/Sound/FontInstance
# ●PREDVDLIST  あらかじめ用意されている                DVDLIST 使う1 使わない0
# ●HEAPINFO    ヒープの情報をデフォルトで表示          する1 しない0
# ●LOGFILE     ログをdiskImageに出力する(重い)       する1 しない0
# ●LOGREPORT   ログを出力                              System/Memory/File/Resource/Gadget/Event/Player/Enemy/Nop
# ●LANGUAGE    テキスト言語                            JAPANESE/ENGLISH/SPANISH
# ●SPEECH      音声言語                                JAPANESE/ENGLISH/SPANISH
# ●CHECKSIZE   読み込みサイズチェック                  する1 しない0
#
# Stage項目で使用可能
# ●PLAYER      プレイヤ位置[7]:                        プレイヤ番号 XPOS YPOS ZPOS XANG YANG ZANG
# ●STARTSPD    プレイヤ初速[4]:                        プレイヤ番号 XSPD YSPD ZSPD
# ●STARTDEMO   デモ再生か?[1]:                        1/0
# ●RANK_H      Heroランクスコア[5]:                    ランクAのスコア ランクBのスコア ランクCのスコア ランクDのスコア
# ●RANK_D      Darkランクスコア[5]:                    ランクAのスコア ランクBのスコア ランクCのスコア ランクDのスコア
# ●RANK_N      Normal/Bossランクスコア[5]:             ランクAのスコア ランクBのスコア ランクCのスコア ランクDのスコア
#                                                       ボスのランクは秒数を入れてください(1分30秒なら90、ボスは必ずNormalから判定します)
#
# ●GOALEVENTPOS_H      Heroゴール演出位置[3]:          XPOS YPOS ZPOS
# ●GOALEVENTPOS_D      Darkゴール演出位置[3]:          XPOS YPOS ZPOS
# ●GOALEVENTPOS_N      Normal/Bossゴール演出位置[3]:   XPOS YPOS ZPOS
# ●GOALEVENTPOS_X      ハードモード時ゴール演出位置[3]:   XPOS YPOS ZPOS
# ●START2P				2Pバトル開始時演出位置[3]:	XPOS YPOS ZPOS
# ●MISSIONCOUNT_H      Heroミッションカウンタ値[2]:    ミッション成功カウンタ値 ミッション失敗カウンタ値
# ●MISSIONCOUNT_D      Darkミッションカウンタ値[2]:    ミッション成功カウンタ値 ミッション失敗カウンタ値
#                                                       入力の仕方:
#                                                       ・成功カウンタ値について
#                                                         ミッションがターゲット破壊・起動系なら破壊・起動させる数を入力
#                                                         ミッションがエネミー倒せ系ならエネミーを倒す数を入力
#                                                         ミッションが制限時間系なら秒数を入力
#                                                       ・失敗カウンタ値について
#                                                         ミッション失敗がない場合は 0 を入力 (0にすると失敗判定を行わなくなります)
#                                                         ミッション失敗がある場合は、
#                                                           ターゲット破壊・逃したらダメ系は、ミッション失敗となるターゲット数を入力
#                                                       ・ミッションがない場合/数とか関係ない場合(ゴールリング触るとか)
#                                                         入力しなくてOK
# ●MIPMAPK				ステージ中のMIPMAP K値の10倍の値(ステージで一個限定、10倍なのは、小数点が書けないから)
# ●REGION				リージョンコード	NTSC/PAL60/PAL50
# ●AREA				エリアコード		JP/US/EU
#

[ALL]
ROM : DEVELOP
PREDVDLIST : 0
DEBUGWHO : Player
HEAPINFO : 0
# LOGFILE : 0
LOGREPORT : System    On
LOGREPORT : Memory    On
LOGREPORT : File      On
LOGREPORT : Resource  On
LOGREPORT : Gadget    On
LOGREPORT : Event     On
LOGREPORT : Player    On
LOGREPORT : Enemy     On
LOGREPORT : Nop       Off
LANGUAGE : JAPANESE
SPEECH : JAPANESE
REGION : NTSC
AREA : JP

#各ステージパラメータは、nukkori.infに移動しました。
#こちらのファイルは _(アンダーバーはついていません)
#更新したら、_をとらなくても反映されるようにして欲しいという要望があったため
#個人設定と、ステージ設定を分けました。(sakaki 2005/07/07 02:16:25)



Hmm...

EDIT: You can download the extracted demo here. You can run this just fine in PCSX2, just load the .ELF file.
This post has been edited by evilhamwizard: 28 June 2014 - 10:03 AM

#97 User is offline Woofmute 

Posted 30 June 2014 - 03:48 AM

  • Y and -Y and XYZ-X-Y-Z.
  • Posts: 173
  • Joined: 22-December 08
  • Gender:Female
  • Project:Hacking and researching Rez.
  • Wiki edits:1
Interesting that they used Gindows here, seeing as it was also a Dreamcast debug system used in games like Rez. Guess they just kept the name for later debug systems.

#98 User is offline Lanzer 

Posted 01 July 2014 - 12:10 AM

  • The saber calls for its master...
  • Posts: 6649
  • Joined: 27-February 09
  • Gender:Male
  • Location:Glendale, AZ
  • Project:Doing Stuff.
  • Wiki edits:1
First off, crystallize thank you for all your hard work. we really appreciate your efforts and hopefully we see allot more from you in the future.

Second, evilhamwizard why would they leave files for a test level but go through the trouble of cleaning up the rest? doesn't make sense to me unless they actually forgot they had a test level in Shadow still.

#99 User is offline evilhamwizard 

Posted 01 July 2014 - 10:28 AM

  • Posts: 1262
  • Joined: 16-June 04
  • Gender:Male
  • Wiki edits:109

View PostLanzer, on 01 July 2014 - 12:10 AM, said:

Second, evilhamwizard why would they leave files for a test level but go through the trouble of cleaning up the rest? doesn't make sense to me unless they actually forgot they had a test level in Shadow still.


Beats me. The only two stages that have their files in the demo are STG0000 and STG0100. I don't recall STG0000 being in the final PS2 version, even though it's there in the Gamecube version. The Gindows.png file was definitely removed from the final PS2 version, as well as all the config files. The "URA Stage Select" is completely absent in any other version as far as I know. Sadly, STG0000 doesn't appear in the stage select so you can't load it.

I tried to change the NUKKORO.ini file by commenting out the parameters used for the ROM and DEBUGWHO and removing the comments from "ROM : DEVELOP" and "DEBUGWHO : Player/Sakakibara" with a hex editor, but nothing changed. I don't believe the game is looking at these files anymore. Or maybe I screwed something up while editing? I haven't been successful in finding something that can repackage CVM archives that also works with replacing files (Apache supposedly can do this but replacing files in a CVM doesn't work for me).

I believe since the demo files aren't as necessarily restricted as they would've been if they were on a disc, it'd be a lot easier to modify the files. I don't believe it was mentioned in this thread or not, but it is possible to run games on Dolphin without the games being in GCM format. You have to extract the entire GCM (all the files plus the APPLOADER and the game's .dol file) then go to the Paths tab in the Config window and then set the DVD Root path to the directory of the game's files, and set the Apploader directory to the place where the game's Apploader was saved. Then to load the game, just go to file and Open the game's .dol file. Dolphin can also tell you what files the game attempts to load by looking at the log output (View -> Log Configuration and enable all the Log Types and set the output to Write to the Console/Window, then View -> Show Log to show the log as the game runs). PCSX2 can do something similar.

EDIT: Crap, I forgot to mention. When I was checking the PS2 version of Shadow a while back, I found out that NUKKORO's settings are actually hardcoded in the game's executable. Turns out that's exactly the case for this demo. That explains why changes to NUKKORO.ini wouldn't work for me here. Check these out:

main:007CA930 aAllRomTgsPredv:.ascii "[ALL]\n"         # DATA XREF: sub_2CAB40+24o
main:007CA930                 .ascii "ROM : TGS\n"
main:007CA930                 .ascii "PREDVDLIST : 0\n"
main:007CA930                 .ascii "DEBUGWHO : Player\n"
main:007CA930                 .ascii "HEAPINFO : 1\n"
main:007CA930                 .ascii "LOGREPORT : System On\n"
main:007CA930                 .ascii "LOGREPORT : Memory On\n"
main:007CA930                 .ascii "LOGREPORT : File On\n"
main:007CA930                 .ascii "LOGREPORT : Resource On\n"
main:007CA930                 .ascii "LOGREPORT : Gadget On\n"
main:007CA930                 .ascii "LOGREPORT : Event On\n"
main:007CA930                 .ascii "LOGREPORT : Player On\n"
main:007CA930                 .ascii "LOGREPORT : Enemy On\n"
main:007CA930                 .ascii "LOGREPORT : Nop Off\n"
main:007CA930                 .ascii "LANGUAGE : JAPANESE\n"
main:007CA930                 .ascii "SPEECH : JAPANESE\n"
main:007CA930                 .ascii "REGION : NTSC\n"
main:007CA930                 .ascii "AREA : JP\n"
main:007CA930                 .ascii "[Practice]\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 0 0 0 0\n"
main:007CA930                 .ascii "MIPMAPK : -70\n"
main:007CA930                 .ascii "[Practice01]\n"
main:007CA930                 .ascii "[Practice02]\n"
main:007CA930                 .ascii "[Practice03]\n"
main:007CA930                 .ascii "[EVENT]\n"
main:007CA930                 .ascii "[City1]\n"
main:007CA930                 .ascii "PLAYER : 0 0 -93 260 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -4934 -6032 8887\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -2840 -9128 10976\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -2840 -9128 10976\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -2840 -9128 10976\n"
main:007CA930                 .ascii "RANK_H : 30000 25000 15000 5000\n"
main:007CA930                 .ascii "RANK_N : 32000 28000 20000 10000\n"
main:007CA930                 .ascii "RANK_D : 30000 25000 15000 5000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 35 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 45 0\n"
main:007CA930                 .ascii "[Circuit]\n"
main:007CA930                 .ascii "PLAYER : 0 -10000 0 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 17750 622 15360\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 12770 1200 15380\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 12770 1200 15380\n"
main:007CA930                 .ascii "RANK_H : 16000 12000 8000 4000\n"
main:007CA930                 .ascii "RANK_D : 10000 8000 5000 2000\n"
main:007CA930                 .ascii "[Canyon1]\n"
main:007CA930                 .ascii "MIPMAPK : -70\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -153 -540 -4403\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -153 -540 -4403\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -153 -540 -4403\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -153 -540 -4403\n"
main:007CA930                 .ascii "RANK_H : 26000 20000 15000 5000\n"
main:007CA930                 .ascii "RANK_N : 28000 22000 16000 8000\n"
main:007CA930                 .ascii "RANK_D : 24000 20000 12000 5000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 5 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 60 0\n"
main:007CA930                 .ascii "[Highway]\n"
main:007CA930                 .ascii "PLAYER : 0 0 58 550 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 100 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 25316 -7189 -3589\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 28680 -7700 -360\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 28680 -7700 -360\n"
main:007CA930                 .ascii "RANK_H : 22000 18000 12000 8000\n"
main:007CA930                 .ascii "RANK_D : 22000 18000 12000 8000\n"
main:007CA930                 .ascii "[HorrorCastle]\n"
main:007CA930                 .ascii "PLAYER : 0 0 300 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -14190 -5270 -20752\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -3420 -1844 -21000\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -4500 -1912 -9270\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -14190 -5270 -20752\n"
main:007CA930                 .ascii "RANK_H : 18000 16000 12000 8000\n"
main:007CA930                 .ascii "RANK_N : 18000 16000 12000 8000\n"
main:007CA930                 .ascii "RANK_D : 14000 12000 8000 5000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 5 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 2 0\n"
main:007CA930                 .ascii "[PrisonIsland]\n"
main:007CA930                 .ascii "PLAYER : 0 0 80 -90 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -23030 -5054 -10080\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -32040 -8310 -10070\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -22210 -5004 -10090\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -32040 -8310 -10070\n"
main:007CA930                 .ascii "RANK_H : 22000 20000 15000 10000\n"
main:007CA930                 .ascii "RANK_N : 28000 26000 20000 10000\n"
main:007CA930                 .ascii "RANK_D : 28000 26000 20000 10000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 40 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 5 0\n"
main:007CA930                 .ascii "[Circus]\n"
main:007CA930                 .ascii "MIPMAPK : -70\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -13740 -10684 -20073\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -5998 -6446 -19425\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -5120 -6456 -19422\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -13740 -10684 -20073\n"
main:007CA930                 .ascii "RANK_H : 26000 22000 16000 10000\n"
main:007CA930                 .ascii "RANK_N : 23000 20000 15000 10000\n"
main:007CA930                 .ascii "RANK_D : 30000 28000 20000 10000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 20 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 400 0\n"
main:007CA930                 .ascii "[City2]\n"
main:007CA930                 .ascii "PLAYER : 0 0 350 0 0 21 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -6980 -140 3510\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 551 -9 674\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -6980 -140 3510\n"
main:007CA930                 .ascii "RANK_H : 18000 16000 14000 12000\n"
main:007CA930                 .ascii "RANK_D : 28000 26000 20000 12000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 5 480\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 20 480\n"
main:007CA930                 .ascii "MISSIONCOUNT_HARD : 5 0\n"
main:007CA930                 .ascii "[ARKPast1]\n"
main:007CA930                 .ascii "MIPMAPK : -57\n"
main:007CA930                 .ascii "PLAYER : 0 -15 56 -16 0 0 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 10 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 60 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 2038 540 668\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 2038 540 668\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 2038 540 668\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 2038 540 668\n"
main:007CA930                 .ascii "RANK_H : 4500 4000 3000 2000\n"
main:007CA930                 .ascii "RANK_N : 30000 27000 22000 10000\n"
main:007CA930                 .ascii "RANK_D : 28000 25000 20000 10000\n"
main:007CA930                 .ascii "MISSIONCOUNT_HARD : 10 0\n"
main:007CA930                 .ascii "[canyon2]\n"
main:007CA930                 .ascii "MIPMAPK : -70\n"
main:007CA930                 .ascii "PLAYER : 0 0 600 -250 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -1 0 228\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -1 0 228\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -1 0 228\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -1 0 228\n"
main:007CA930                 .ascii "RANK_H : 30000 25000 20000 8000\n"
main:007CA930                 .ascii "RANK_N : 25000 20000 15000 8000\n"
main:007CA930                 .ascii "RANK_D : 16000 12000 10000 5000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 5 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 5 0\n"
main:007CA930                 .ascii "[eWorld]\n"
main:007CA930                 .ascii "PLAYER : 0 106 -1411 21352 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 140 -19070\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 0 840 -19025\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 1400 50 1660\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 0 840 -19025\n"
main:007CA930                 .ascii "RANK_H : 3000 2500 1500 500\n"
main:007CA930                 .ascii "RANK_N : 27000 24000 18000 10000\n"
main:007CA930                 .ascii "RANK_D : 4000 3500 2500 1000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 30 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 4 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_HARD : 4 0\n"
main:007CA930                 .ascii "[Ruins]\n"
main:007CA930                 .ascii "PLAYER : 0 0 1400 -150 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 2\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 1205 -2618 -12405\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 5635 -4516 -12895\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 5635 -4516 -12895\n"
main:007CA930                 .ascii "RANK_H : 32000 29000 23000 10000\n"
main:007CA930                 .ascii "RANK_D : 35000 32000 25000 10000\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 50 0\n"
main:007CA930                 .ascii "[ARKRuins1]\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 0 0-90 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 2200 -20886 7498\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 2200 -20886 7498\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 2200 -20886 7498\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 2200 -20886 7498\n"
main:007CA930                 .ascii "RANK_N : 37000 34000 27000 10000\n"
main:007CA930                 .ascii "RANK_D : 36000 33000 26000 10000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 4 0\n"
main:007CA930                 .ascii "[Sky]\n"
main:007CA930                 .ascii "MIPMAPK : -80\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 -30 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 2103 -2360 -36346\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 2103 -2360 -36346\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 2103 -2360 -36346\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 2103 -2360 -36346\n"
main:007CA930                 .ascii "RANK_H : 33000 28000 20000 10000\n"
main:007CA930                 .ascii "RANK_N : 20000 18000 12000 8000\n"
main:007CA930                 .ascii "RANK_D : 20000 18000 12000 8000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 1 1\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 35 0\n"
main:007CA930                 .ascii "[Jungle]\n"
main:007CA930                 .ascii "PLAYER : 0 0 300 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -1421 -210 -6502\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -1421 -210 -6502\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -1421 -210 -6502\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -1421 -210 -6502\n"
main:007CA930                 .ascii "RANK_H : 28000 24000 15000 10000\n"
main:007CA930                 .ascii "RANK_N : 30000 26000 20000 15000\n"
main:007CA930                 .ascii "RANK_D : 30000 25000 15000 10000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 28 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 1 1\n"
main:007CA930                 .ascii "[Space]\n"
main:007CA930                 .ascii "PLAYER : 0 1160 1716 47 0 90 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -11175 -7744 -10624\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -11175 -7744 -10624\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -11175 -7744 -10624\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -11175 -7744 -10624\n"
main:007CA930                 .ascii "RANK_H : 34000 31000 28000 25000\n"
main:007CA930                 .ascii "RANK_N : 26000 23000 15000 10000\n"
main:007CA930                 .ascii "RANK_D : 20000 17000 12000 5000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 6 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 300 0\n"
main:007CA930                 .ascii "[ARKPast2]\n"
main:007CA930                 .ascii "MIPMAPK : -57\n"
main:007CA930                 .ascii "PLAYER : 0 2124 15 1940 0 -90 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 0 0 0\n"
main:007CA930                 .ascii "RANK_H : 16000 13000 10000 5000\n"
main:007CA930                 .ascii "RANK_N : 34000 31000 25000 15000\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 35 0\n"
main:007CA930                 .ascii "[GunsBase]\n"
main:007CA930                 .ascii "MIPMAPK : -90\n"
main:007CA930                 .ascii "PLAYER : 0 0 -80 -120 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -12222 -474 -5445\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -12222 -474 -5445\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -12222 -474 -5445\n"
main:007CA930                 .ascii "RANK_H : 18000 15000 10000 5000\n"
main:007CA930                 .ascii "RANK_D : 20000 18000 12000 5000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 3 0\n"
main:007CA930                 .ascii "[DoomsBase1]\n"
main:007CA930                 .ascii "MIPMAPK : -90\n"
main:007CA930                 .ascii "PLAYER : 0 900 -900 -10890 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 2196 -5457 -36653\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 2196 -5457 -36653\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 2196 -5457 -36653\n"
main:007CA930                 .ascii "RANK_H : 18000 14000 10000 5000\n"
main:007CA930                 .ascii "RANK_D : 28000 24000 18000 8000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 50 0\n"
main:007CA930                 .ascii "[EggmansBase]\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : -744 -1334 -12845\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : -744 -1334 -12845\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : -744 -1334 -12845\n"
main:007CA930                 .ascii "RANK_H : 32000 25000 20000 15000\n"
main:007CA930                 .ascii "RANK_D : 26000 22000 18000 12000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 5 0\n"
main:007CA930                 .ascii "[ARKRuins2]\n"
main:007CA930                 .ascii "PLAYER : 0 0 15 40 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 566 -1006 -31472\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 9499 6140 -34758\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 546 -1012 -31470\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 9499 6140 -34758\n"
main:007CA930                 .ascii "RANK_H : 15000 12000 8000 4000\n"
main:007CA930                 .ascii "RANK_D : 24000 21000 15000 10000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 900 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 900 0\n"
main:007CA930                 .ascii "[DoomsBase2]\n"
main:007CA930                 .ascii "MIPMAPK : -90\n"
main:007CA930                 .ascii "PLAYER : 0 -60 1200 -180 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 1879 -5220 -36991\n"
main:007CA930                 .ascii "GOALEVENTPOS_D : 1879 -5220 -36991\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 1879 -5220 -36991\n"
main:007CA930                 .ascii "RANK_H : 25000 22000 15000 8000\n"
main:007CA930                 .ascii "RANK_D : 18000 15000 10000 5000\n"
main:007CA930                 .ascii "MISSIONCOUNT_D : 4 0\n"
main:007CA930                 .ascii "[DoomsCore]\n"
main:007CA930                 .ascii "MIPMAPK : -90\n"
main:007CA930                 .ascii "PLAYER : 0 230 950 20 0 -96 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 35145 -4972 12981\n"
main:007CA930                 .ascii "GOALEVENTPOS_H : 35145 -4972 12981\n"
main:007CA930                 .ascii "GOALEVENTPOS_X : 35145 -4972 12981\n"
main:007CA930                 .ascii "MISSIONCOUNT_H : 600 0\n"
main:007CA930                 .ascii "[BossBK1]\n"
main:007CA930                 .ascii "PLAYER : 0 -680 1 -1 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -680 0 365\n"
main:007CA930                 .ascii "RANK_N : 100 120 150 180\n"
main:007CA930                 .ascii "[BossEggMeka1]\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 -250 0 180 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 -250\n"
main:007CA930                 .ascii "RANK_N : 120 150 180 210\n"
main:007CA930                 .ascii "[BossGUN1]\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 -330 0 180 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 300 0 340\n"
main:007CA930                 .ascii "RANK_N : 110 150 180 210\n"
main:007CA930                 .ascii "[BossEggMeka2]\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 -365 0 180 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "RANK_N : 200 240 270 300\n"
main:007CA930                 .ascii "[BossBK2]\n"
main:007CA930                 .ascii "PLAYER : 0 280 -159 5 0 90 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 280 -160 -150\n"
main:007CA930                 .ascii "RANK_N : 120 150 180 210\n"
main:007CA930                 .ascii "[BossGUN2]\n"
main:007CA930                 .ascii "PLAYER : 0 0 -90 0 0 90 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 -90 0\n"
main:007CA930                 .ascii "RANK_N : 110 150 180 210\n"
main:007CA930                 .ascii "[BossEggMeka3]\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 -345 0 180 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 60 0\n"
main:007CA930                 .ascii "RANK_N : 45 60 90 120\n"
main:007CA930                 .ascii "[BossBlack_0610]\n"
main:007CA930                 .ascii "MIPMAPK : -57\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 350 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 25 0 -430\n"
main:007CA930                 .ascii "RANK_N : 120 180 240 270\n"
main:007CA930                 .ascii "[BossSonic_0611]\n"
main:007CA930                 .ascii "MIPMAPK : -57\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 -200 0 180 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "RANK_N : 240 270 300 360\n"
main:007CA930                 .ascii "[BossEggmanRobbo_0612]\n"
main:007CA930                 .ascii "MIPMAPK : -57\n"
main:007CA930                 .ascii "PLAYER : 0 260 0 380 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "RANK_N : 200 240 300 360\n"
main:007CA930                 .ascii "[BossSonic_0613]\n"
main:007CA930                 .ascii "MIPMAPK : -57\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 -260 0 180 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "RANK_N : 240 270 300 360\n"
main:007CA930                 .ascii "[BossEggmanRobbo_0614]\n"
main:007CA930                 .ascii "MIPMAPK : -57\n"
main:007CA930                 .ascii "PLAYER : 0 260 0 380 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "RANK_N : 200 240 300 360\n"
main:007CA930                 .ascii "[BossEggmanRobbo_0615]\n"
main:007CA930                 .ascii "PLAYER : 0 350 0 380 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 -380\n"
main:007CA930                 .ascii "RANK_N : 200 240 300 360\n"
main:007CA930                 .ascii "[BossBlack_0616]\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 350 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "RANK_N : 120 180 240 270\n"
main:007CA930                 .ascii "[BossBlack_0617]\n"
main:007CA930                 .ascii "MIPMAPK : -70\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 350 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "RANK_N : 120 180 240 270\n"
main:007CA930                 .ascii "[BossSonic_0618]\n"
main:007CA930                 .ascii "MIPMAPK : -70\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 260 0 0 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "RANK_N : 240 270 300 360\n"
main:007CA930                 .ascii "[BossLast]\n"
main:007CA930                 .ascii "PLAYER : 0 0 0 0 0 180 0\n"
main:007CA930                 .ascii "STARTSPD : 0 0 0 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 0 0\n"
main:007CA930                 .ascii "RANK_N : 90 240 360 480\n"
main:007CA930                 .ascii "[GUN2P_0800]\n"
main:007CA930                 .ascii "MIPMAPK : -70\n"
main:007CA930                 .ascii "PLAYER : 0 0 40 -555 0 180 0\n"
main:007CA930                 .ascii "PLAYER : 1 0 40 555 0 0 0\n"
main:007CA930                 .ascii "START2P : 0 -100 0\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 0 -100 0\n"
main:007CA930                 .ascii "MISSIONCOUNT_N : 600 0\n"
main:007CA930                 .ascii "[GUN2P_0801]\n"
main:007CA930                 .ascii "MIPMAPK : -70\n"
main:007CA930                 .ascii "PLAYER : 0 944 850 3116 0 90 0\n"
main:007CA930                 .ascii "PLAYER : 1 -944 850 3116 0 -90 0\n"
main:007CA930                 .ascii "START2P : 106 751 3117\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : 106 751 3117\n"
main:007CA930                 .ascii "MISSIONCOUNT_N : 600 0\n"
main:007CA930                 .ascii "[GUN2P_0802]\n"
main:007CA930                 .ascii "MIPMAPK : -70\n"
main:007CA930                 .ascii "PLAYER : 0 -754 100 434 0 -240 0\n"
main:007CA930                 .ascii "PLAYER : 1 754 100 -434 0 -60 0\n"
main:007CA930                 .ascii "START2P : -754 2 435\n"
main:007CA930                 .ascii "GOALEVENTPOS_N : -754 2 435\n"
main:007CA930                 .ascii "MISSIONCOUNT_N : 600 0\n"
main:007CA930                 .ascii "[EVENT0901]\n"
main:007CA930                 .ascii "[EVENT0902]\n"
main:007CA930                 .ascii "MIPMAPK : -48\n"
main:007CA930                 .ascii "[EVENT0903]\n"
main:007CA930                 .ascii "MIPMAPK : -48\n"
main:007CA930                 .ascii "[EVENT0904]\n"
main:007CA930                 .ascii "[EVENT0905]\n"
main:007CA930                 .ascii "[EVENT0906]\n"
main:007CA930                 .ascii "[EVENT0907]\n"
main:007CA930                 .ascii "[EVENT0908]\n"
main:007CA930                 .ascii "[EVENT0909]\n"
main:007CA930                 .ascii "[EVENT0910]\n"<0>
main:007CCE1D                 .byte 0, 0, 0



Is there some way we can modify these strings without screwing up the addressing? We have to change ROM from PLAYER to DEVELOP.

EDIT: I just took the ELF file to the hex editor and overwrote the entries in the beginning of the file to the ones I wanted to change. Ran the game, still doesn't "work". The game will load, the loading graphic will display for a split second, and then that'll be it. No indication of a crash or freeze. This is what happens on the Gamecube as well as the Xbox if you switch ROM from FINAL to DEVELOP/TEST. Bah.
This post has been edited by evilhamwizard: 01 July 2014 - 12:17 PM

#100 User is offline crystallize 

Posted 04 November 2014 - 06:54 AM

  • Posts: 102
  • Joined: 22-November 09
  • Gender:Male
  • Location:Russia
There are DKZ Studio to edit CVM files lying inside ShTH ISO. But it can't delete filies from archive, and can't import folders with folder structure preserved. And I'm trying to delete music. Any help on deleting files from CVM archives?
Nevermind, drag&drop works.
This post has been edited by crystallize: 04 November 2014 - 10:04 AM

#101 User is offline crystallize 

Posted 01 December 2014 - 06:02 AM

  • Posts: 102
  • Joined: 22-November 09
  • Gender:Male
  • Location:Russia
How do I run ShTH as ELF file with PCSX2? Any success with that?
This post has been edited by crystallize: 01 December 2014 - 06:02 AM

#102 User is offline crystallize 

Posted 02 December 2014 - 02:59 AM

  • Posts: 102
  • Joined: 22-November 09
  • Gender:Male
  • Location:Russia

View Postevilhamwizard, on 01 July 2014 - 10:28 AM, said:

I haven't been successful in finding something that can repackage CVM archives that also works with replacing files (Apache supposedly can do this but replacing files in a CVM doesn't work for me).

There are couple of tools out the to convert between CVM and ISO:
- http://www.shenmuedo...pic.php?t=40269 (haven't tried this one)
- http://forum.xentax....?p=67532#p67532, command line CVM tool by Roxfan, it would be easy to attach if forum dialog had that option.

Also, I remember you guys were looking for ShTH .ONE unpacker, well I had a success in using Watto Game Extractor to unpack PS2 ShTH ONE, shadow.one, (even if it was claimed to support ONE from Xbox ShTH), and then unpacking a result file that was actually PRS, and then I had a valid TXD I could explore.
This post has been edited by crystallize: 02 December 2014 - 03:00 AM

#103 User is offline crystallize 

Posted 06 August 2015 - 12:55 AM

  • Posts: 102
  • Joined: 22-November 09
  • Gender:Male
  • Location:Russia
What are these, some beta screenshots?
http://spong.com/gam...e-Hedgehog-Xbox
Now that it's not only a bike but also heli grab, ripoff of 1993 russian quiz intro becomes complete. :)
It's intresting how little there is in a web about Xbox version of the game.

Also it looks like promo screenshots were 1280x960 back in the day.
http://ps2media.game...16094920181.jpg
http://sonicfans21.n..._screens_4.html

#104 User is offline crystallize 

Posted 16 August 2017 - 05:04 AM

  • Posts: 102
  • Joined: 22-November 09
  • Gender:Male
  • Location:Russia
This video was posted back in April so I came here expecting lots of new stuff.
...

This post has been edited by crystallize: 16 August 2017 - 11:13 AM

#105 User is offline TheKazeblade 

Posted 12 September 2017 - 10:25 PM

  • "Our Life is More than a Side-Effect"
  • Posts: 2606
  • Joined: 05-April 10
  • Gender:Male
  • Location:West Coast, US
I know this is a hardcore bump, but I had a question and didn't think there was a more appropriate place to ask than here.

Just recently played Shadow and Heroes back-to-back and one of the things I noticed right off the bat is how significantly lower resolution the textures in Shadow are vs. Heroes; actually, lower in fact that the Dreamcast's too, as seen with the textures used in the Ark.

I didn't know if enough is known about the game to determine if there is a technical reason for this being the case, but I wanted to ask all the same. Was it done to save on space? The game runs noticeably worse than Heroes, so there wasn't much gained there. Very curious as to why the game is so much uglier in this regard than Heroes and even SA2.

  • 7 Pages +
  • ◄ First
  • 5
  • 6
  • 7
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users