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Wii Sonic Game Hacking In need of assistance

#1 User is offline Lugana 

  Posted 04 July 2010 - 08:19 PM

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Dose anyone know about the Archives in the Story book games or Wii-Unleashed?

the ONE's I see seem to be the heroes ones I think they looks like the same structure but are a newer version of the archive maybe. they have some Animations and a TXD like the Heroes ones are

the CSB's are differnt from the ones I found in Sonic-06 I have CRI's CSB SDK but it cant play any of the files in the CSB, I it tried on NightsJoD and the Winter Games.

words.gif

I was not sure where this Topic should have gone so I just put it here to be safe.

#2 User is offline Polygon Jim 

Posted 04 July 2010 - 08:23 PM

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The .one/.txd files can all be opened with PuyoTools, and the CSB files can be unpacked using utf_tab.

#3 User is offline Lugana 

Posted 04 July 2010 - 08:28 PM

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QUOTE (Polygon Jim @ Jul 4 2010, 06:23 PM)
The .one/.txd files can all be opened with PuyoTools, and the CSB files can be unpacked using utf_tab.


I get the CSB's open but the Outcome cant be played in any thing I have, I just get "Synth_'Random'_Aif" or somethng like that

#4 User is offline Polygon Jim 

Posted 04 July 2010 - 08:29 PM

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QUOTE (Lugana @ Jul 4 2010, 09:28 PM)
QUOTE (Polygon Jim @ Jul 4 2010, 06:23 PM)
The .one/.txd files can all be opened with PuyoTools, and the CSB files can be unpacked using utf_tab.


I get the CSB's open but the Outcome cant be played in any thing I have, I just get "Synth_'Random'_Aif" or somethng like that



What filetype are they? .aax?

#5 User is offline Lugana 

Posted 04 July 2010 - 08:40 PM

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QUOTE (Polygon Jim @ Jul 4 2010, 06:29 PM)
QUOTE (Lugana @ Jul 4 2010, 09:28 PM)
QUOTE (Polygon Jim @ Jul 4 2010, 06:23 PM)
The .one/.txd files can all be opened with PuyoTools, and the CSB files can be unpacked using utf_tab.


I get the CSB's open but the Outcome cant be played in any thing I have, I just get "Synth_'Random'_Aif" or somethng like that



What filetype are they? .aax?


No, Its has a UTF Tag as the Header it just has a _Aif at t he end of the file name no Ext.

Edit :

Here is a file name

"Synth_B0_NEW_B0_011A_FX_Dualize_ED_22ST_aif"
This post has been edited by Lugana: 04 July 2010 - 08:45 PM

#6 User is offline Chaos Knux 

Posted 04 July 2010 - 08:50 PM

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theres a .*** somewhere. check the properties.

#7 User is offline Trunks 

Posted 08 July 2010 - 03:08 PM

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try appending .aif to the end of the file. Sounds to me like it's a .aif file.

#8 User is offline Lugana 

Posted 10 July 2010 - 07:20 PM

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It wont work in anything that plays Aif's UTF_Tab says its a...

CODE
{
  ADPCM_WII[0] = {
    00000000 54 sfreq = 22050
    00000004 54 nsmpl = 59535
    00000008 50 nch = 2
    00000009 50 lpflg = 0
    0000000a 5b data = [0x00000000] (size 0x000109cd)
    {
      not a @UTF table at 00000090
    }
    00000012 5b header = [0x000109d0] (size 0x000000c0)
    {
      not a @UTF table at 00010a60
    }
  }
}


I don't even...
This post has been edited by Lugana: 10 July 2010 - 07:26 PM

#9 User is offline evilhamwizard 

Posted 20 July 2010 - 04:14 AM

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Sorry for the bump, but speaking of the Wii version...

CODE
/*===================================

    繧イ繝シ繝 蜈ア騾壹ョ繧」繝��繧ケ繧、繝�メ

=====================================*/

PlayBgm        <- true;        // BGM? //

PrintMemoryMap    <- true;    // }bvvg //

DispPathPrimitive <- false;    // pX\ //

PlayerScale        <- 1.0;    

UsePostSfx        <- true;    // a posteffect is useful. //

ScenarioPlay    <- true;    // Play the scenario //

ScenarioReload    <- false;    // Scenario Reload //

Invincibility    <- false;    // G //

DirectLoadSetObject    <- false;    // SetObject[h //

WideCSD        <- true;    // WideCSD //

Player99        <- false;    // Playerc@99 //

SonicDirectParam    <- false;    // Sonic Direct Load Param //

AdventureTest        <- false;    // AdventureTest //

SceSeqJump        <- false;    // Scenario Sequence Jump //

EvilRemocon        <- false;    // Wii remote controller value for Evil combo //

NotRotY_inBattle        <- false;        // イビルの戦闘中に敵の方向にROTY補正しない //

EvilLevel        <- 11;        // イビルのレベル //

PrintEvilExp    <- false;    // イビルの経験値をプリント表示 //

MissionTimeLimit    <- true;    // ミッションのタイムリミット判定


This was in dipswitch.onz or whatever in one of the debug folders. I tried modifying the settings here and repacking the file with puyotools, then I used Tuncha to put the file back into the ISO but no dice.

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