Thanks for the artools. That QuickBMS script does not seem to want to work with the PSN version's bb.cpk. I dunno what we're going to do about that. The biggest thing about getting this to work though is that Jim has a modded PS3 and can get debug mode going if we can get bb.cpk to unpack/repack.
Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#17
Posted 23 June 2011 - 08:21 PM
Both Knuckles and Tails are considered Modern by their eyes if that is something to go off of, so don't expect to see a Classic Amy beyond a reference at best.
#18
Posted 23 June 2011 - 08:23 PM
Thanks for the artools. That QuickBMS script does not seem to want to work with the PSN version's bb.cpk. I dunno what we're going to do about that. The biggest thing about getting this to work though is that Jim has a modded PS3 and can get debug mode going if we can get bb.cpk to unpack/repack.
Maybe I could try, can you somehow find a way to get the .pkg for the demo my way? From the sound of it, maybe bb.cpk is encrypted?
#19
Posted 23 June 2011 - 08:39 PM
Thanks for the artools. That QuickBMS script does not seem to want to work with the PSN version's bb.cpk. I dunno what we're going to do about that. The biggest thing about getting this to work though is that Jim has a modded PS3 and can get debug mode going if we can get bb.cpk to unpack/repack.
Maybe I could try, can you somehow find a way to get the .pkg for the demo my way? From the sound of it, maybe bb.cpk is encrypted?
Here's the PKG (Don't bitch about piracy guys, it's a damn demo...) Thing is, I don't think it's encrypted. We've managed to get a partial extract, but I'm certain there's more to it. Then again, I'm basing this off of what I saw through the tools. I haven't seen the 360 extract to go off of so I wouldn't know.
EDIT: Just got my hands on the 360 version. I can confirm that the PSN bb.cpk is larger so there has to be something different preventing it from extracting.
This post has been edited by Tanks: 23 June 2011 - 10:06 PM
#20
Posted 23 June 2011 - 08:52 PM
A Bigger Texture pack has been uploaded on the first page,
I think we may have all the textures extracted from the game at this point in time.
(unless there are some in places like the Stage.pfd and Stage-Add.pfd files which I managed to get open.
there is a junk load of .ar files inside that I could not extract anything from.
anyone know what these are for?
I think we may have all the textures extracted from the game at this point in time.
(unless there are some in places like the Stage.pfd and Stage-Add.pfd files which I managed to get open.
there is a junk load of .ar files inside that I could not extract anything from.
anyone know what these are for?
#21
Posted 23 June 2011 - 09:02 PM
Fun Fact: We have some SFX to match that disabled homing attack for Classic Sonic. "Synth 2000000 player 2001000 PLY SNC CL 2001 029 homing aif.aax"
Also, "Synth 8000000 mission 8012000 MIS GHZ GE 8012 007 tornado fly aif.aax" Tornado. GHZ. Wut.
Also, "Synth 8000000 mission 8012000 MIS GHZ GE 8012 007 tornado fly aif.aax" Tornado. GHZ. Wut.
#22
Posted 23 June 2011 - 09:03 PM
Want a glimpse at every level in the game? Here's something taken from PlayableMenuSequenceTable.lua
CODE
--
-- PlayableMenuSequenceTable.lua
-- Yamashita_Yohei
-- 2011/01/31
--
-- PAM‚É‚¨‚¯‚éAƒXƒe[ƒWŠJŽnŽž‚ÌĶ‚·‚é‚ׂ«—v‘f‚ðÝ’è‚·‚
é
--
-- “à—e‚ðC³‚µ‚½ê‡‚ÍAƒRƒƒ“ƒg‚àC³‚µ
‚Ä‚‚¾‚³‚¢‚Ë
-- (–{“–‚̓Rƒƒ“ƒg‚̂悤‚É‘‚¯‚ê‚Έê
Ô‚¢‚¢‚̂ł·‚ªB
-------------------------------------------
-- ’蔂Ƃµ‚Ĉµ‚¢‚½‚¢’l‚½‚¿
local EVENT = 0 -- ƒCƒxƒ“ƒg‚ðĶ
local RESTORE_STAGE = 1 -- ƒXƒe[ƒW‚𕜌³
local CLEAR_BOSSGATE = 2 -- ƒ{ƒXƒQ[ƒg‚ðŒ‚”j
local GENERAL_MESSAGE = 3 -- ”Ä—pƒƒbƒZ[ƒWƒ{ƒbƒNƒX
local SHOP_WINDOW = 4 -- ƒVƒ‡ƒbƒvV¤•IƒŠƒXƒg
local TAKE_KEY = 5 -- ƒ{ƒXƒQ[ƒgƒL[oŒ»ƒCƒxƒ“ƒg
local TAKE_CHAOSEMERALD = 6 -- ƒJƒIƒXƒGƒƒ‰ƒ‹ƒh‚̎擾
local SLEEP = 7 -- ‚±‚ÌŽw’è•b”AˆêŽž’âŽ~‚·‚é
local OPEN_STAGE = 8 -- ƒXƒe[ƒW‚ªŠJ‚
local RELEASE_NPC = 9 -- NPC‰ð•ú
-------------------------------------------
-- ’ÊíƒXƒe[ƒW
-------------------------------------------
--------------------
-- ƒOƒŠ[ƒ“ƒqƒ‹vv
--------------------
function GreenHill_Classic()
Create(EVENT, 17) -- Event : ”’‚¢¢ŠE
end
function GreenHill_Generic()
Create(RESTORE_STAGE, 101) -- ƒOƒŠ[ƒ“ƒqƒ‹‘S‘Ì•œŒ³
end
function GreenHill_Both()
Create(RELEASE_NPC, 210) -- NPCRelease : ƒeƒCƒ‹ƒX
Create(EVENT, 21) -- Event : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg‚Ö
Create(OPEN_STAGE, 2) -- OpenStage : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg
Create(GENERAL_MESSAGE, 0) -- ƒLƒƒƒ‰ƒXƒCƒbƒ`à–¾
end
function GreenHill_Classic_Mission()
Create(TAKE_KEY, 101) -- ƒ{ƒXƒL[oŒ»
end
function GreenHill_Generic_Mission()
Create(TAKE_KEY, 102) -- ƒ{ƒXƒL[oŒ»
end
function GreenHill_Classic_Mission_All()
Create(RESTORE_STAGE, 103) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
end
function GreenHill_Generic_Mission_All()
Create(RESTORE_STAGE, 104) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
end
---------------------
-- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg
---------------------
function ChemicalPlant_Classic()
Create(RESTORE_STAGE, 201) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
end
function ChemicalPlant_Generic()
Create(RESTORE_STAGE, 202) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
end
function ChemicalPlant_Both()
Create(EVENT, 31) -- Event : ‚©‚±‚Ì‚¹‚©‚¢H(‚±‚±‚Í‰ß‹Ž‚ÌH)
Create(OPEN_STAGE, 3) -- OpenStage : ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
Create(RELEASE_NPC, 220) -- NPCRelease : ƒGƒ~[
end
function ChemicalPlant_Classic_Mission()
Create(TAKE_KEY, 201) -- ƒ{ƒXƒL[oŒ»
end
function ChemicalPlant_Generic_Mission()
Create(TAKE_KEY, 202) -- ƒ{ƒXƒL[oŒ»
end
function ChemicalPlant_Classic_Mission_All()
Create(RESTORE_STAGE, 203) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
end
function ChemicalPlant_Generic_Mission_All()
Create(RESTORE_STAGE, 204) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
end
---------------------
-- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
---------------------
function SkySanctuary_Classic()
Create(RESTORE_STAGE, 301) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
end
function SkySanctuary_Generic()
Create(RESTORE_STAGE, 302) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
end
function SkySanctuary_Both()
Create(RELEASE_NPC, 230) -- NPCRelease : ƒIƒbƒNƒ‹ƒY
Create(SHOP_WINDOW, 0) -- ShopWindow : ‚»‚Ì‚P
end
function SkySanctuary_Classic_Mission()
Create(TAKE_KEY, 301) -- ƒ{ƒXƒL[oŒ»
end
function SkySanctuary_Generic_Mission()
Create(TAKE_KEY, 302) -- ƒ{ƒXƒL[oŒ»
end
function SkySanctuary_Classic_Mission_All()
Create(RESTORE_STAGE, 303) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
end
function SkySanctuary_Generic_Mission_All()
Create(RESTORE_STAGE, 304) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
end
--------------------
-- ƒXƒs[ƒhƒnƒCƒEƒFƒC
--------------------
function SpeedHighway_Classic()
Create(RESTORE_STAGE, 401) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
end
function SpeedHighway_Generic()
Create(RESTORE_STAGE, 402) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
end
function SpeedHighway_Both()
end
function SpeedHighway_Classic_Mission()
Create(TAKE_KEY, 401) -- ƒ{ƒXƒL[oŒ»
end
function SpeedHighway_Generic_Mission()
Create(TAKE_KEY, 402) -- ƒ{ƒXƒL[oŒ»
end
function SpeedHighway_Classic_Mission_All()
Create(RESTORE_STAGE, 403) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
end
function SpeedHighway_Generic_Mission_All()
Create(RESTORE_STAGE, 404) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
end
--------------------
-- ƒVƒeƒBƒGƒXƒP[ƒv
--------------------
function CityEscape_Classic()
Create(RESTORE_STAGE, 501) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
end
function CityEscape_Generic()
Create(RESTORE_STAGE, 502) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
end
function CityEscape_Both()
end
function CityEscape_Classic_Mission()
Create(TAKE_KEY, 501) -- ƒ{ƒXƒL[oŒ»
end
function CityEscape_Generic_Mission()
Create(TAKE_KEY, 502) -- ƒ{ƒXƒL[oŒ»
end
function CityEscape_Classic_Mission_All()
Create(RESTORE_STAGE, 503) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
end
function CityEscape_Generic_Mission_All()
Create(RESTORE_STAGE, 504) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
end
--------------------
-- ƒV[ƒTƒCƒhƒqƒ‹
--------------------
function SeaSideHill_Classic()
Create(RESTORE_STAGE, 601) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
end
function SeaSideHill_Generic()
Create(RESTORE_STAGE, 602) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
end
function SeaSideHill_Both()
end
function SeaSideHill_Classic_Mission()
Create(TAKE_KEY, 601) -- ƒ{ƒXƒL[oŒ»
end
function SeaSideHill_Generic_Mission()
Create(TAKE_KEY, 602) -- ƒ{ƒXƒL[oŒ»
end
function SeaSideHill_Classic_Mission_All()
Create(RESTORE_STAGE, 603) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
end
function SeaSideHill_Generic_Mission_All()
Create(RESTORE_STAGE, 604) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
end
--------------------
-- ƒNƒ‰ƒCƒVƒXƒVƒeƒB
--------------------
function CrisisCity_Classic()
Create(RESTORE_STAGE, 701) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
end
function CrisisCity_Generic()
Create(RESTORE_STAGE, 702) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
end
function CrisisCity_Both()
end
function CrisisCity_Classic_Mission()
Create(TAKE_KEY, 701) -- ƒ{ƒXƒL[oŒ»
end
function CrisisCity_Generic_Mission()
Create(TAKE_KEY, 702) -- ƒ{ƒXƒL[oŒ»
end
function CrisisCity_Classic_Mission_All()
Create(RESTORE_STAGE, 703) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
end
function CrisisCity_Generic_Mission_All()
Create(RESTORE_STAGE, 704) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
end
--------------------
-- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“
--------------------
function RoofTopRun_Classic()
Create(RESTORE_STAGE, 801) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
end
function RoofTopRun_Generic()
Create(RESTORE_STAGE, 802) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
end
function RoofTopRun_Both()
end
function RoofTopRun_Classic_Mission()
Create(TAKE_KEY, 801) -- ƒ{ƒXƒL[oŒ»
end
function RoofTopRun_Generic_Mission()
Create(TAKE_KEY, 802) -- ƒ{ƒXƒL[oŒ»
end
function RoofTopRun_Classic_Mission_All()
Create(RESTORE_STAGE, 803) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
end
function RoofTopRun_Generic_Mission_All()
Create(RESTORE_STAGE, 804) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
end
--------------------
-- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv
--------------------
function PlanetWisp_Classic()
Create(RESTORE_STAGE, 901) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
end
function PlanetWisp_Generic()
Create(RESTORE_STAGE, 902) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
end
function PlanetWisp_Both()
end
function PlanetWisp_Classic_Mission()
Create(TAKE_KEY, 901) -- ƒ{ƒXƒL[oŒ»
end
function PlanetWisp_Generic_Mission()
Create(TAKE_KEY, 902) -- ƒ{ƒXƒL[oŒ»
end
function PlanetWisp_Classic_Mission_All()
Create(RESTORE_STAGE, 903) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
end
function PlanetWisp_Generic_Mission_All()
Create(RESTORE_STAGE, 904) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
end
-------------------------------------------
-- ƒ{ƒX/ƒ‰ƒCƒoƒ‹
-------------------------------------------
--------------------
-- ƒfƒXƒGƒbƒO
--------------------
function BossDeathEgg_Clear()
Create(EVENT, 53) -- Event : ƒAƒCƒc‚ð‚¨‚¦I(‚¨ŒÝ‚¢‚ÌŠm”F)
Create(CLEAR_BOSSGATE, 1) -- ƒfƒXƒGƒbƒOŒ‚”j
end
--------------------
-- ƒp[ƒtƒFƒNƒgƒJƒIƒX
--------------------
function BossPerfectChaos_Clear()
Create(CLEAR_BOSSGATE, 2) -- ƒp[ƒtƒFƒNƒgƒJƒIƒXŒ‚”j
end
--------------------
-- ƒGƒbƒOƒhƒ‰ƒO[ƒ“
--------------------
function BossNewEggmanRobo_Clear()
Create(CLEAR_BOSSGATE, 3) -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“Œ‚”j
end
--------------------
-- ƒƒ^ƒ‹ƒ\ƒjƒbƒN
--------------------
function VsMetalSonic_Clear()
end
--------------------
-- ƒVƒƒƒhƒE
--------------------
function VsShadow_Clear()
end
--------------------
-- ƒVƒ‹ƒo[
--------------------
function VsSilver_Clear()
end
-- PlayableMenuSequenceTable.lua
-- Yamashita_Yohei
-- 2011/01/31
--
-- PAM‚É‚¨‚¯‚éAƒXƒe[ƒWŠJŽnŽž‚ÌĶ‚·‚é‚ׂ«—v‘f‚ðÝ’è‚·‚
é
--
-- “à—e‚ðC³‚µ‚½ê‡‚ÍAƒRƒƒ“ƒg‚àC³‚µ
‚Ä‚‚¾‚³‚¢‚Ë
-- (–{“–‚̓Rƒƒ“ƒg‚̂悤‚É‘‚¯‚ê‚Έê
Ô‚¢‚¢‚̂ł·‚ªB
-------------------------------------------
-- ’蔂Ƃµ‚Ĉµ‚¢‚½‚¢’l‚½‚¿
local EVENT = 0 -- ƒCƒxƒ“ƒg‚ðĶ
local RESTORE_STAGE = 1 -- ƒXƒe[ƒW‚𕜌³
local CLEAR_BOSSGATE = 2 -- ƒ{ƒXƒQ[ƒg‚ðŒ‚”j
local GENERAL_MESSAGE = 3 -- ”Ä—pƒƒbƒZ[ƒWƒ{ƒbƒNƒX
local SHOP_WINDOW = 4 -- ƒVƒ‡ƒbƒvV¤•IƒŠƒXƒg
local TAKE_KEY = 5 -- ƒ{ƒXƒQ[ƒgƒL[oŒ»ƒCƒxƒ“ƒg
local TAKE_CHAOSEMERALD = 6 -- ƒJƒIƒXƒGƒƒ‰ƒ‹ƒh‚̎擾
local SLEEP = 7 -- ‚±‚ÌŽw’è•b”AˆêŽž’âŽ~‚·‚é
local OPEN_STAGE = 8 -- ƒXƒe[ƒW‚ªŠJ‚
local RELEASE_NPC = 9 -- NPC‰ð•ú
-------------------------------------------
-- ’ÊíƒXƒe[ƒW
-------------------------------------------
--------------------
-- ƒOƒŠ[ƒ“ƒqƒ‹vv
--------------------
function GreenHill_Classic()
Create(EVENT, 17) -- Event : ”’‚¢¢ŠE
end
function GreenHill_Generic()
Create(RESTORE_STAGE, 101) -- ƒOƒŠ[ƒ“ƒqƒ‹‘S‘Ì•œŒ³
end
function GreenHill_Both()
Create(RELEASE_NPC, 210) -- NPCRelease : ƒeƒCƒ‹ƒX
Create(EVENT, 21) -- Event : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg‚Ö
Create(OPEN_STAGE, 2) -- OpenStage : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg
Create(GENERAL_MESSAGE, 0) -- ƒLƒƒƒ‰ƒXƒCƒbƒ`à–¾
end
function GreenHill_Classic_Mission()
Create(TAKE_KEY, 101) -- ƒ{ƒXƒL[oŒ»
end
function GreenHill_Generic_Mission()
Create(TAKE_KEY, 102) -- ƒ{ƒXƒL[oŒ»
end
function GreenHill_Classic_Mission_All()
Create(RESTORE_STAGE, 103) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
end
function GreenHill_Generic_Mission_All()
Create(RESTORE_STAGE, 104) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
end
---------------------
-- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg
---------------------
function ChemicalPlant_Classic()
Create(RESTORE_STAGE, 201) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
end
function ChemicalPlant_Generic()
Create(RESTORE_STAGE, 202) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
end
function ChemicalPlant_Both()
Create(EVENT, 31) -- Event : ‚©‚±‚Ì‚¹‚©‚¢H(‚±‚±‚Í‰ß‹Ž‚ÌH)
Create(OPEN_STAGE, 3) -- OpenStage : ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
Create(RELEASE_NPC, 220) -- NPCRelease : ƒGƒ~[
end
function ChemicalPlant_Classic_Mission()
Create(TAKE_KEY, 201) -- ƒ{ƒXƒL[oŒ»
end
function ChemicalPlant_Generic_Mission()
Create(TAKE_KEY, 202) -- ƒ{ƒXƒL[oŒ»
end
function ChemicalPlant_Classic_Mission_All()
Create(RESTORE_STAGE, 203) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
end
function ChemicalPlant_Generic_Mission_All()
Create(RESTORE_STAGE, 204) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
end
---------------------
-- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
---------------------
function SkySanctuary_Classic()
Create(RESTORE_STAGE, 301) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
end
function SkySanctuary_Generic()
Create(RESTORE_STAGE, 302) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
end
function SkySanctuary_Both()
Create(RELEASE_NPC, 230) -- NPCRelease : ƒIƒbƒNƒ‹ƒY
Create(SHOP_WINDOW, 0) -- ShopWindow : ‚»‚Ì‚P
end
function SkySanctuary_Classic_Mission()
Create(TAKE_KEY, 301) -- ƒ{ƒXƒL[oŒ»
end
function SkySanctuary_Generic_Mission()
Create(TAKE_KEY, 302) -- ƒ{ƒXƒL[oŒ»
end
function SkySanctuary_Classic_Mission_All()
Create(RESTORE_STAGE, 303) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
end
function SkySanctuary_Generic_Mission_All()
Create(RESTORE_STAGE, 304) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
end
--------------------
-- ƒXƒs[ƒhƒnƒCƒEƒFƒC
--------------------
function SpeedHighway_Classic()
Create(RESTORE_STAGE, 401) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
end
function SpeedHighway_Generic()
Create(RESTORE_STAGE, 402) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
end
function SpeedHighway_Both()
end
function SpeedHighway_Classic_Mission()
Create(TAKE_KEY, 401) -- ƒ{ƒXƒL[oŒ»
end
function SpeedHighway_Generic_Mission()
Create(TAKE_KEY, 402) -- ƒ{ƒXƒL[oŒ»
end
function SpeedHighway_Classic_Mission_All()
Create(RESTORE_STAGE, 403) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
end
function SpeedHighway_Generic_Mission_All()
Create(RESTORE_STAGE, 404) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
end
--------------------
-- ƒVƒeƒBƒGƒXƒP[ƒv
--------------------
function CityEscape_Classic()
Create(RESTORE_STAGE, 501) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
end
function CityEscape_Generic()
Create(RESTORE_STAGE, 502) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
end
function CityEscape_Both()
end
function CityEscape_Classic_Mission()
Create(TAKE_KEY, 501) -- ƒ{ƒXƒL[oŒ»
end
function CityEscape_Generic_Mission()
Create(TAKE_KEY, 502) -- ƒ{ƒXƒL[oŒ»
end
function CityEscape_Classic_Mission_All()
Create(RESTORE_STAGE, 503) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
end
function CityEscape_Generic_Mission_All()
Create(RESTORE_STAGE, 504) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
end
--------------------
-- ƒV[ƒTƒCƒhƒqƒ‹
--------------------
function SeaSideHill_Classic()
Create(RESTORE_STAGE, 601) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
end
function SeaSideHill_Generic()
Create(RESTORE_STAGE, 602) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
end
function SeaSideHill_Both()
end
function SeaSideHill_Classic_Mission()
Create(TAKE_KEY, 601) -- ƒ{ƒXƒL[oŒ»
end
function SeaSideHill_Generic_Mission()
Create(TAKE_KEY, 602) -- ƒ{ƒXƒL[oŒ»
end
function SeaSideHill_Classic_Mission_All()
Create(RESTORE_STAGE, 603) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
end
function SeaSideHill_Generic_Mission_All()
Create(RESTORE_STAGE, 604) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
end
--------------------
-- ƒNƒ‰ƒCƒVƒXƒVƒeƒB
--------------------
function CrisisCity_Classic()
Create(RESTORE_STAGE, 701) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
end
function CrisisCity_Generic()
Create(RESTORE_STAGE, 702) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
end
function CrisisCity_Both()
end
function CrisisCity_Classic_Mission()
Create(TAKE_KEY, 701) -- ƒ{ƒXƒL[oŒ»
end
function CrisisCity_Generic_Mission()
Create(TAKE_KEY, 702) -- ƒ{ƒXƒL[oŒ»
end
function CrisisCity_Classic_Mission_All()
Create(RESTORE_STAGE, 703) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
end
function CrisisCity_Generic_Mission_All()
Create(RESTORE_STAGE, 704) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
end
--------------------
-- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“
--------------------
function RoofTopRun_Classic()
Create(RESTORE_STAGE, 801) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
end
function RoofTopRun_Generic()
Create(RESTORE_STAGE, 802) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
end
function RoofTopRun_Both()
end
function RoofTopRun_Classic_Mission()
Create(TAKE_KEY, 801) -- ƒ{ƒXƒL[oŒ»
end
function RoofTopRun_Generic_Mission()
Create(TAKE_KEY, 802) -- ƒ{ƒXƒL[oŒ»
end
function RoofTopRun_Classic_Mission_All()
Create(RESTORE_STAGE, 803) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
end
function RoofTopRun_Generic_Mission_All()
Create(RESTORE_STAGE, 804) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
end
--------------------
-- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv
--------------------
function PlanetWisp_Classic()
Create(RESTORE_STAGE, 901) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
end
function PlanetWisp_Generic()
Create(RESTORE_STAGE, 902) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
end
function PlanetWisp_Both()
end
function PlanetWisp_Classic_Mission()
Create(TAKE_KEY, 901) -- ƒ{ƒXƒL[oŒ»
end
function PlanetWisp_Generic_Mission()
Create(TAKE_KEY, 902) -- ƒ{ƒXƒL[oŒ»
end
function PlanetWisp_Classic_Mission_All()
Create(RESTORE_STAGE, 903) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
end
function PlanetWisp_Generic_Mission_All()
Create(RESTORE_STAGE, 904) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
end
-------------------------------------------
-- ƒ{ƒX/ƒ‰ƒCƒoƒ‹
-------------------------------------------
--------------------
-- ƒfƒXƒGƒbƒO
--------------------
function BossDeathEgg_Clear()
Create(EVENT, 53) -- Event : ƒAƒCƒc‚ð‚¨‚¦I(‚¨ŒÝ‚¢‚ÌŠm”F)
Create(CLEAR_BOSSGATE, 1) -- ƒfƒXƒGƒbƒOŒ‚”j
end
--------------------
-- ƒp[ƒtƒFƒNƒgƒJƒIƒX
--------------------
function BossPerfectChaos_Clear()
Create(CLEAR_BOSSGATE, 2) -- ƒp[ƒtƒFƒNƒgƒJƒIƒXŒ‚”j
end
--------------------
-- ƒGƒbƒOƒhƒ‰ƒO[ƒ“
--------------------
function BossNewEggmanRobo_Clear()
Create(CLEAR_BOSSGATE, 3) -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“Œ‚”j
end
--------------------
-- ƒƒ^ƒ‹ƒ\ƒjƒbƒN
--------------------
function VsMetalSonic_Clear()
end
--------------------
-- ƒVƒƒƒhƒE
--------------------
function VsShadow_Clear()
end
--------------------
-- ƒVƒ‹ƒo[
--------------------
function VsSilver_Clear()
end
#23
Posted 23 June 2011 - 09:21 PM
Anyone have something to open the extention .model or convert it with ?
There are a bunch in here !
There are a bunch in here !
#24
Posted 23 June 2011 - 10:29 PM
Yeah, the bb.cpk is definitely not encrypted. The problem lies with the EnemyBatabata.arl file for some reason. I tried all the CPK files I had and they all had the same problem.
Maybe if you tried a PKG from another region it might be different?
Maybe if you tried a PKG from another region it might be different?
#25
Posted 23 June 2011 - 10:34 PM
Nah, they're all the same file. We've sent it off to HCS to see what he has to say... TBH there's not much else we can do. We'll just need someone who's looked into it before and understands the format.
Also, .model is what was used in unleashed. Techies are messing with that stuff atm via 3DSMax.
Also, .model is what was used in unleashed. Techies are messing with that stuff atm via 3DSMax.
This post has been edited by Tanks: 23 June 2011 - 10:39 PM
#26
Posted 23 June 2011 - 10:50 PM
Also, .model is what was used in unleashed. Techies are messing with that stuff atm via 3DSMax.
I'm an advanced 3ds max modeler myself,
however there is no way that I know of to open a raw .model format in max,
unless someone has some kind of converter or importer tools.
Or even a model viewer with which we could use a ripping program to rip from that. (3D ripper DX for example)
if I could acquire one, I could assist in doing model rips than fixes in max.
Im very fast when it comes to modeling. been doing it since 1998
This post has been edited by Andrew75: 23 June 2011 - 10:56 PM
#27
Posted 23 June 2011 - 10:57 PM
Best I can tell you is they exist, they're in use, and we don't have access to them. :/
#29
Posted 24 June 2011 - 01:41 AM
I have that script, but no .model to test it with. Mind pm'ing me one to test it out please?
#30
Posted 24 June 2011 - 02:08 AM
I have that script, but no .model to test it with. Mind pm'ing me one to test it out please?
Pm sent,
May as well Add the rest of the raw models here just in case anyone would like to take a shot at them.
( See First Post)
This post has been edited by Andrew75: 24 June 2011 - 09:34 AM


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