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Sonic Colors Files May contain spoilers.

#1 User is offline Azu 

Posted 13 November 2010 - 06:31 AM

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The audio files are CSB and .aax, which the CSB can be unpacked using a CBS unpacker.
And there's a lua file which seems to contain mission data.


CODE
---------------------------------------------------------------
-- @file    actstgmission.lua
-- @author    Kawabata Yoshitaka
-- @brief    ミッションを定義するファイルです
---------------------------------------------------------------

---------------------------------------------------------------
-- パラメータの説明
--
--        name            ミッションを表すユニークな識別子。
--
--        data            使用するステージデータ名。
--                        企画セクション的にはパスと呼ぶことも。
--
--        player_pos        プレイヤーのスタート位置。
--
--        player_dir        プレイヤーのスタート時の向き。
--
--        player_mode        プレイヤーのスタート時のモード
--                        "2D", "3D",        デフォルトは"2D"
--
--        start_event        スタートイベントの種類
--                    1...停止(屈伸)スタート
--                    2...スタートダッシュ1
--                    3...スタートダッシュ2
--                    4...スタートダッシュ3
--                    5...スタートダッシュ4
--                    6...自動走りスタート
--                    7...自由(グラインド・ジェットコースター・ダイビングなど)
--                    8...サイドビュー:スタートダッシュ(落下→走り)
--                    9...サイドビュー:停止スタート(スピンジャンプ→待機)
--                    10..サイドビュー:停止スタート(準備運動→待機)
--                    11..サイドビュー:停止スタート(1と同じカメラ違い)
--                    12...スタートダッシュ5 戦艦面用その1
--                    13...スタートダッシュ6 戦艦面用その2
--                    14...スタートダッシュ7 前方視認用その1
--                    15...スタートダッシュ8 前方視認用その2
--                    16...マルチ停止スタートA サイドビュー
--                    17...マルチ停止スタートA フロントビュー
--                    18...マルチ停止スタートB サイドビュー(Miiとカメラのバリエーション)
--                    19...マルチ停止スタートB フロントビュー(Miiとカメラのバリエーション)
--
--        bgm                BGMファイル名
--
--        result_bg        リザルト画面の1枚絵のファイル名
--

mission_all = {

   -- RSO(リゾート面)
   {
      missions = {

         -- ACT1(旧ACT1の前半部分)
         {
            name        = "stg110",
            data        = "stg110",
            player_pos    = { -11942.84, 1575.931, 16972.49 },
            player_dir    = -159.2,
            start_event = 1,
            bgm            = "bgm_stg110_rso",
            phantoms    = { "laser", "drill" },
            result_bg    = "result_01_rso_act1",

           --【スコア設定領域】
            score = {
               rank = {
                  1150000,    -- S rank
                   800000,    -- A rank
                   650000,    -- B rank
                   450000,    -- C rank
               },
               time_basis = 320000,
               time_down = 1100,

               no_miss = {
                  280000,
                  210000,
                  182000,
                  56000,
                  28000,
               },

            },
         },


If anyone knows of a CPK packer, I can test it.

The model files appear to be .arc files.

Yea, that appears to be the case.
boss_02fct_arc for an example has 3 .brres and a .anm file.
I wonder if there's any brres to obj or something.


The SFX and a few of the voices seems to be a wav or aif file with a UTF header.

On a postive note.


This post has been edited by Azu: 13 November 2010 - 04:17 PM

#2 User is online Aerosol 

Posted 13 November 2010 - 02:03 PM

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Can you confirm two things for me?

1)Are the cutscene models different from the gameplay ones?

2)Are the gameplay (or cutscene) models the same was the Wii Unleashed ones?

#3 User is offline Azu 

Posted 13 November 2010 - 02:10 PM

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Well, so far I only converted Super Sonic's model. I'll look at the Sonic's model. There's a brres view that lets out load the animation and export them.
Perhaps I should change the thread to something more appropriate.

Anyway, taking a look, there a bunch of animation in Sonic's model.
There don't appear to be anything related to cutscene animation. I would guess, and this just a guess, but the I ould think there in the .anm files in the disc. Although they could the the file that handles the animation.
This post has been edited by Azu: 13 November 2010 - 02:24 PM

#4 User is offline Azukara 

Posted 13 November 2010 - 02:16 PM

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QUOTE (AerosolSP @ Nov 13 2010, 01:03 PM)
2)Are the gameplay (or cutscene) models the same was the Wii Unleashed ones?

They are low poly versions of the models from Sonic Unleashed for the 360 and PS3. They look about 100x better than the SUWii models.

#5 User is offline GeneHF 

Posted 13 November 2010 - 02:18 PM

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I'm 100% sure the only reason the Wii version looks and plays like crap is because of it also being dumbed down to run on PS2.

Looking forward to what other things you can find in unpacking the game.

#6 User is offline Azu 

Posted 13 November 2010 - 02:43 PM

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I'll see what I can do, although, Polygon Jim would most likely know more than I do.
As for the files extracted from the CSB, I asked a member on HCS's forum and appears that they are some form of Nintendo DSP which isn't supported by the current VGMStream. Messing with them in GoldWave, was able to hear something in the static.


EDIT: Okay, I convert the SFD in the disc to and mpg (sfd2mpg) and it looks the cut-scenes are just movie files.
This post has been edited by Azu: 13 November 2010 - 02:53 PM

#7 User is offline Lugana 

Posted 13 November 2010 - 03:22 PM

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I have been through everything about 3 days ago, its all using the Brawl formats for Models Textures and Animaitions
BRMDL BRTEX ect.

Sonic's model is a slight dumb-down of the 360/ps3 Unleashed model the uv-mapping is even the same!


Allso: Sonic simulations! Now in 5 Vibrant colors !: Blue Red Pink Green and BLACK!



the ARC's are Just BRRES's with a file type rename

The dreaded "_Aif" files are the damn UTF header ones like in Nights:JoD and any Sonic Team Wii game,

Music is all in AAX like the past
This post has been edited by Lugana: 13 November 2010 - 03:28 PM

#8 User is offline Polygon Jim 

Posted 13 November 2010 - 03:27 PM

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QUOTE (Lugana @ Nov 13 2010, 03:22 PM)
I have been through everything about 3 days ago, its all using the Brawl formats for Models Textures and Animaitions
BRMDL BRTEX ect.

Sonic's model is a slight dumb-down of the 360/ps3 Unleashed model the uv-mapping is even the same!

Allso: Sonic simulations! Now in 5 Vibrant colors !: Blue Red Pink Green and BLACK!

the ARC's are Just BRRES's with a file type rename

The dreaded "_Aif" files are the damn UTF header ones like in Nights:JoD and any Sonic Team Wii game,

Music is all in AAX like the past



Not a Brawl specific format, it's the Nintendo SDK format.

Much more than a "slight" dumbdown, it's 1/3rd the polycount.

The ARC files are not renamed BRRES files they are U8 archives.

The _aif files are ADPCM.
This post has been edited by Polygon Jim: 13 November 2010 - 03:27 PM

#9 User is offline Lugana 

Posted 13 November 2010 - 03:33 PM

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QUOTE (Polygon Jim @ Nov 13 2010, 12:27 PM)
The _aif files are ADPCM.


Is there anything that can convert them yet?

they do appear to be the same as the ones in JoD



Oh Right

http://www.mediafire.com/?zdr4chm4m3pzyj7

With this you can open the ARC's with and view/convert the stuff in it

models go to MD5mesh

textures go to png
This post has been edited by Lugana: 13 November 2010 - 03:38 PM

#10 User is offline Dark Sonic 

Posted 13 November 2010 - 03:54 PM

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QUOTE (Polygon Jim @ Nov 13 2010, 01:27 PM)
Much more than a "slight" dumbdown, it's 1/3rd the polycount.

I think he said slight because despite the fact it's 1/3 the polycount it essentially looks the same. It's not like the Unwiished model that only barely looks like the unleashed model.

#11 User is offline Azu 

Posted 13 November 2010 - 04:16 PM

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QUOTE (Polygon Jim @ Nov 13 2010, 03:27 PM)
QUOTE (Lugana @ Nov 13 2010, 03:22 PM)
I have been through everything about 3 days ago, its all using the Brawl formats for Models Textures and Animaitions
BRMDL BRTEX ect.

Sonic's model is a slight dumb-down of the 360/ps3 Unleashed model the uv-mapping is even the same!

Allso: Sonic simulations! Now in 5 Vibrant colors !: Blue Red Pink Green and BLACK!

the ARC's are Just BRRES's with a file type rename

The dreaded "_Aif" files are the damn UTF header ones like in Nights:JoD and any Sonic Team Wii game,

Music is all in AAX like the past



Not a Brawl specific format, it's the Nintendo SDK format.

Much more than a "slight" dumbdown, it's 1/3rd the polycount.

The ARC files are not renamed BRRES files they are U8 archives.

The _aif files are ADPCM.


I assume the _wav are ADPCM as well?



By the way, the animation files extracted from brres viewer can be loading in 3ds Max and Milkshape.

http://www.shaungoeppinger.com/devimportinganimsmax.html
This post has been edited by Azu: 13 November 2010 - 04:21 PM

#12 User is offline Polygon Jim 

Posted 13 November 2010 - 04:20 PM

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QUOTE (Dark Sonic @ Nov 13 2010, 03:54 PM)
QUOTE (Polygon Jim @ Nov 13 2010, 01:27 PM)
Much more than a "slight" dumbdown, it's 1/3rd the polycount.

I think he said slight because despite the fact it's 1/3 the polycount it essentially looks the same. It's not like the Unwiished model that only barely looks like the unleashed model.


Yeah the Unleashed Wii model totally looks nothing like the Unleashed model.... Oh wait.






#13 User is offline Endri 

Posted 13 November 2010 - 04:31 PM

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QUOTE (Polygon Jim @ Nov 13 2010, 07:20 PM)
QUOTE (Dark Sonic @ Nov 13 2010, 03:54 PM)
QUOTE (Polygon Jim @ Nov 13 2010, 01:27 PM)
Much more than a "slight" dumbdown, it's 1/3rd the polycount.

I think he said slight because despite the fact it's 1/3 the polycount it essentially looks the same. It's not like the Unwiished model that only barely looks like the unleashed model.


Yeah the Unleashed Wii model totally looks nothing like the Unleashed model.... Oh wait.


*mindfuck*

Okay. I'm confused. Which one is which?

#14 User is offline Felik 

Posted 13 November 2010 - 05:00 PM

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Third one is definitely 360/PS3 unleashed.
First I guess is Colors second is Unwiished

#15 User is offline Dark Sonic 

Posted 13 November 2010 - 05:28 PM

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I'll be damned. But for some reason the Unwiished model just looks off. Maybe it's due to the painted on mouth.

But still that's a mindfuck if I've ever seen one

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