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Sonic 4.

#1 User is offline Polygon Jim 

Posted 12 October 2010 - 05:43 PM

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Attempted to put the minecart stage back into the final Wii game, with weird results.


Very basic stuff done, I'll post updates as I learn more about the formats.



AMB
CODE
0x00 dword = #AMB

0x04 to 0x0F = unknown, seems to be part of the header.

0x10 dword = number of files

0x14 dword = unknown

0x1C dword = address to the filenames

0x20 dword = address to beginning of the first file

0x24 dword = size of file

Followed by FF FF FF FF 00 00 00 00, then new file start address, and file size, check the dword at 0x10 for amount of files.


There is some stuff I'm missing in my format spec, but it works to extract most files.



G_ZONE*/MAP/ZONE*_ATTR.AMB is the collision data, and G_ZONE*/MAP/ZONE**_MAP.AMB is the level layout. There's a decent bit of research into the layout files, but that's not my work so you'll have to wait until the person working on that posts the info.







#2 User is offline Sparks 

Posted 12 October 2010 - 06:01 PM

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Sonic 4 Hacking already, awesome. v.png

Seems you tried to put back the original level map too?

#3 User is offline Blue Blood 

Posted 12 October 2010 - 06:05 PM

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That's pretty excellent. Now we just need to see the minecart in every other level.

#4 User is offline Slingerland 

Posted 12 October 2010 - 06:24 PM

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I laughed the whole time while watching this video.

#5 User is offline Mr. Mash 

Posted 12 October 2010 - 06:28 PM

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Wow, hacking already. Impressive. Though you know what's probably on the tip of everyone's tongue Classic physics hack/fix please
So does the minecart stage pretty much play itself then?
This post has been edited by Mr. Mash: 12 October 2010 - 06:28 PM

#6 User is offline Xkeeper 

Posted 12 October 2010 - 06:36 PM

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Haha, what?

I think my head just exploded.


And hey, you know what you should do? Start putting this kind of crap on the wiki. v.png

#7 User is offline Solaris Paradox 

Posted 12 October 2010 - 08:00 PM

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Awesomesauce! I didn't know development on Atomic Sonic 2 was so far along!

#8 User is offline sonicblur 

Posted 12 October 2010 - 08:02 PM

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There are some (useless, but important) omissions from your AMB spec. I use the 32-bit value at 0x04 to determine endian-ness.

But anyway...
0x14 - I believe this is the length of filenames in the filename table. Unconfirmed, because it's always 0x20.
0x18 - Size of header
0x1C - This can be 0 for files without a filename table. They do exist. Likewise, there can be files without names in the filename table.

In the file entries. 0x08 is not always FFFFF. I located a few files where it was 0B. I believe it to be an attribute related to the file.

#9 User is offline MarkoMan 

Posted 12 October 2010 - 08:05 PM

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Polygon Jim, are you trying to phix the physics already? That would be one hell of a proof of concept.

#10 User is offline The Game Collector 

Posted 12 October 2010 - 09:38 PM

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Check it out, the minecart parts are still in the PS3 version of the game.

#11 User is offline Azu 

Posted 12 October 2010 - 09:45 PM

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This pretty awesome. However, I must ask, how did you unpack the WAD file?

#12 User is offline Rika Chou 

Posted 12 October 2010 - 09:53 PM

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QUOTE (Azu @ Oct 13 2010, 04:45 AM)
This pretty awesome. However, I must ask, how did you unpack the WAD file?

Google for "wad unpacker"?

#13 User is offline Trunks 

Posted 12 October 2010 - 10:04 PM

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It's not that easy, Rika Chou. We're talking like six levels of compression and whatnot. I hope someone makes an automated exporter/importer.

#14 User is offline GHNeko 

Posted 13 October 2010 - 12:34 AM

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Looking forward to Sonic 4.1 unofficial fan patch.

Or Super Sonic 4 Turbo.

Or Super Sonic 4 Champion Ship Turbo+.

#15 User is offline Cooljerk 

Posted 13 October 2010 - 12:37 AM

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Lol this is simultaneously hilarious and impressive. I tip my hat, Jim.

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