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SADX/SA1 Hacking/Modding Now with more research and development!

#2761 User is offline Irixion 

Posted 28 May 2018 - 11:38 PM

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So really, custom models without it looking like limbs were chopped up and taped together with hinges isn't coming any time soon? :v

#2762 User is offline PkR 

Posted 31 May 2018 - 12:35 AM

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I was comparing SA1 and SADX textures and found out that the PVMs for Zero and E101R boss fights were missing in SA1. It turns out that textures for these two bosses are loaded from .PB files, EROBO.PB and E101R.PB in the Dreamcast version. I was able to figure out the format and put together a tool that extracts PVR textures from those .PB files.
Byte 0x04 is the number of textures. The textures inside .PB files are PVR but without headers. The most essential data (pixel format, dimensions etc.) is stored at the beginning of the .PB file for all textures at once. The header data starts at 0x08. Each structure is 16 bytes and contains the following information:

Offset in the NB file where PVR texture data starts (long)
PVR Pixel format (char)
PVR Data format (char)
2 zeroes (2 chars)
PVR texture global index (long)
PVR texture width (short)
PVR texture height (short)

After those structures it's just PVR texture data without the 32-byte header. The tool reconstructs a PVR file header from the essential data and calculates the size of the PVR chunk by subtracting offsets from each other.
Here are the PVR textures extracted from both .PB files.
SADX doesn't use .PB files, although it does use .NB files, which contain models for Zero and E101R. The textures are loaded from simple PVMs, however - EROBO.PVM and E101R.PVM.
I gotta say I was really surprised (for the 9999th time) at how much better the textures in the .PB files are in comparison to their PVM counterparts in SADX. It looks like the SADX textures were reworked to make them usable without additive blending, though it's hard to say for sure.

#2763 User is offline Dude 

Posted 12 July 2018 - 02:13 PM

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So I'm doing an overhaul of the toolkit. I'm looking for input. Specifically, which of the workflows would you like to see optimized first? Level editing, or character creation?

#2764 User is offline Strife 

Posted 12 July 2018 - 03:29 PM

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At face value, I'd say that I would feel more interested in streamlined level editing due to the sheer number of stages that could be imported from other games and/or built from the ground up, but I think it depends on the scope of character editing.

I'd love it if one day, modding reached a point where all characters have universal compatibility with gimmicks that only Sonic can normally interact with including custom animations for those who are missing them, which combined with physics mods would make it possible to not only complete any stage as any character but allow for increased gimmick variety in custom stages. Therefore, if support for things like custom animations and actions is something that could be implemented, then I'd say to go for character creation. If the plan is to just make life easier with model importing, then I think I'd prefer level editing first.
This post has been edited by Strife: 12 July 2018 - 03:33 PM

#2765 User is offline MainMemory 

Posted 12 July 2018 - 04:09 PM

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Yeah no, we're not going that deep. Just model editing.

#2766 User is offline Dude 

Posted 12 July 2018 - 04:13 PM

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During the character workflow update there will (probably) be animation editing but there's a good chance it will just be per-frame FK with a slightly inaccurate rotation handle tool.

#2767 User is offline Xinus 

Posted 08 September 2018 - 10:59 AM

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Okay. so i heard that SADX actually supports russian letters by default. so as a test i just in wrote the whole russian alphabet into the After Gamma Fight cutscene aand..

Posted Image

Looks like since those letters weren't supposed to be used by default nobody bothered to add proper spacing between the letters. so they are the same that the japanese language uses. is there any way to fix this? because this just looks ugly and lowers the amount of text you can put into a single text box (also it's hard to read).

#2768 User is offline MainMemory 

Posted 08 September 2018 - 11:58 AM

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I'm pretty sure people in the past who have done Russian translation mods have swapped out the Spanish/French/German font with a Russian one, and switched the encoding in the tools from Windows-1252 (Western European) to Windows-1251 (Cyrillic).

#2769 User is offline Xinus 

Posted 08 September 2018 - 02:01 PM

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I have a bootleg translation made in 2006 by who knows who (it's REALLY bad) and it seems like they just edited the FONTDATA01.BIN instead FONTDATA00. and since English alphabet has less letters than Russian they did some dumb stuff such as using 6 for letter Б and 3 for з and so on. also they didn't touch the lowercase letters at all. so all text just screams in CAPS
just as an example of how bad it is

Original: "Tails: What the heck is he talking about, anyway?"

Literally what That Translation says: "WHAT THE HELL HE TALKING ABOUT, HE ISN'T A NEGRO ISN'T HE?"

But in reality. i start to think that this translation was made as a joke. considering it's just filled with all sorts of gems like this.

#2770 User is offline MainMemory 

Posted 08 September 2018 - 02:07 PM

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I don't know about that one, but I've definitely seen at least one attempt to make a Russian translation since I started doing stuff in 2009. I even built a special version of the tools for one guy. I think someone was working on one not too long ago, but I can't tell you who it was or what happened to it.

#2771 User is offline sikopath 

Posted 09 September 2018 - 04:56 AM

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Xinus, you should make a compilation of all the weird shit the Russian version says! That would be hilarious.

#2772 User is offline Xinus 

Posted 09 September 2018 - 06:46 AM

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Also i think that it's kind of unfortunate that the game fully supports russian letters and we can't use them because of this minor yet very important problem.

Edit: and now when i noticed Sikopath's message. wouldn't it be funny to retranslate that crappy Russian translation back in English and release as a mod?
This post has been edited by Xinus: 09 September 2018 - 06:50 AM

#2773 User is offline sikopath 

Posted 09 September 2018 - 10:04 AM

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I would play it lol

edit: it would be better if we could get one guy to voice act the entire game with the new awful script. I would be open to that.
This post has been edited by sikopath: 09 September 2018 - 12:18 PM

#2774 User is offline PkR 

Posted 12 September 2018 - 07:12 AM

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View PostXinus, on 09 September 2018 - 06:46 AM, said:

Also i think that it's kind of unfortunate that the game fully supports russian letters and we can't use them because of this minor yet very important problem.

I think it's a bit of an overstatement to say the game "fully supports Russian letters" because the Russian letters are just a side effect of FONTDATA0 being a Japanese font. The SHIFT-JIS codepage includes Russian and Greek letters in its 2-byte (full width) area. You could say it supports Greek too since there are Greek letters in there as well, but it's just because it's a standard SHIFT-JIS layout. The reason there is huge spacing between Russian letters is because they were set up as full width characters - as opposed to English or katakana, which have both 1-byte (half width) and 2-byte (full width) variations. But that doesn't mean you can't change it.
To improve the spacing, you could edit FONTDATA0 and move all Russian letters to the left (or better yet, replace them with something better).
I did some research on SA1/SADX fonts a couple pages earlier, hope this helps.

#2775 User is offline Xinus 

Posted 14 September 2018 - 10:56 AM

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It seems like there is a Russian version of Impress font. i'll try to use it and move it to the left and see how it looks.

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