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Sonic xtreme, .anm files and player Includes source

#1 User is offline Andrew75 

Posted 14 October 2011 - 01:35 PM

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Hey guys , I have these here Sonic xtreme .anm files along with the player and what looks to be the source code,
the player does not work on 64 bit windows,
I cant recall where I found these at, as it was floating around the net some years back.

If Possible, I'm looking for someone to be able to read into the files to find out what FPS the sprites played at.
along with any other significant info that could be dug out.
For example, are there more sprite frames that could be missing from what we currently have? ( attacks for eample)
Do enemies have behaviors for environment interaction or movement? if so, what are they.
Do frames really play in order as shown by the sprite naming?
Ahh Hell, if someone could recompile the player to work with a modern OS that'd be great too.

The info gathered here will be used for Project AXSX , recently changed to Sonic XGDK , since its moved over to sonic GDK.

I've packed in all the sonic and enemy sprites that seem to correspond to the .anm files
however I have a feeling the texture sizes on some sprites may be a bit off , I'm not sure if its sonic or the enemies, as both sprite sets have different sizes.
I can get you whatever size is correct if its needed,

If Anyone is up to tackle this job, have at it.
and good luck!

http://www.megaupload.com/?d=KZCB88EK
This post has been edited by Andrew75: 14 October 2011 - 04:59 PM

#2 User is offline Andrew75 

Posted 14 October 2011 - 05:51 PM

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OOps, apparently I was to lazy to read the txt file supplied in the package.
Damizean brought to my attention that there are some key information elements retaining to the .anm files housed in that text file.

One such scrap of info was the name of the program used to (create/edit?) the animations, called Deluxe Paint animations ( separate program than the main one). http://en.wikipedia....ki/Deluxe_Paint
Personally I don't have the time to learn how to extract the information myself,
As I'm working on the meat of the project's art assets,( among lots of real life crap) and doing so would significantly slow the project down, yet again....
(as has happened many times over the past uhh how many years, since this project had been started?,, oh ya 5! 5 years !? since 2006....)

Also a new team member has joined up, taking over the role of main programmer from Xeniczone.
Xaklse, has basically been coding the new Xtreme engine from scratch (well using GDK as a base). ( as the old AXSX code is unusable (unportable) to UDK since its in GM and Ult 3D Lang) Xaklse has basically caught up about 83 % to where the old one was at for playfields in just a few months, ( excluding the boss stage)
Man, I tell you ,,, this guy, glad to have him helping out.

I really hope to expand the team, or outsource small projects to the people with the propers tools and skills, so as we can finally put the nails in the coffin and bury this project, once and for all.

so come on guys, we have fisheye, we have the sprites, we have textures, we have custom textures to represent missing textures, we have models, we have some nice gameplay mechanics started,,, just need some more fucken info and research !
This post has been edited by Andrew75: 14 October 2011 - 05:54 PM

#3 User is offline Violet CLM 

Posted 14 October 2011 - 06:13 PM

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This page has links to tools to view and convert .anm files.

#4 User is offline Hendricks 266 

Posted 14 October 2011 - 06:56 PM

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FFmpeg can also convert these files.

#5 User is offline Andrew75 

Posted 14 October 2011 - 10:17 PM

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Thanks guys. there are a few interesting tools in the links. ( 1 tool states that it does not display the proper FPS though)

I want to say,, Personally I'd like to have some-one just be able to grab that sprite FPS information for the project real quick,
as it requires setting a bunch of stuff up I don't have time for like dos-box.
Things like this really slowed down the project in the past. so Many thanks to whoever wants to tackle the problem!
It'll also give anyone the chance to add there name to the credits of the game.

P.S.
As a treat, I'm gana show you guys some of the hard programing work Xaklse has put into porting the ideals of our old AXSX engine over to UDK.
Some aspects even have improvements,( collision issues that plagued the old engine for example) I'm very happy with how this is going!
So please many thanks to Xaklse!!


This post has been edited by Andrew75: 14 October 2011 - 10:32 PM

#6 User is offline Dark Sonic 

Posted 14 October 2011 - 10:22 PM

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You know while I get the point of this project is to be as close to Xtreme as possible, I feel like things such as a 3D Sonic model and 3D rings wouldn't be such a bad thing, at least perhaps as an option to those of us who would kind of like something like that. Like I think that something like the Sonic Generations classic Sonic model would work really well for something like this.

Just a thought. Looking cool though.

#7 User is offline Andrew75 

Posted 14 October 2011 - 10:46 PM

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View PostDark Sonic, on 14 October 2011 - 10:22 PM, said:

You know while I get the point of this project is to be as close to Xtreme as possible, I feel like things such as a 3D Sonic model and 3D rings wouldn't be such a bad thing, at least perhaps as an option to those of us who would kind of like something like that. Like I think that something like the Sonic Generations classic Sonic model would work really well for something like this.

Just a thought. Looking cool though.

I like the idea of using a 3D model for sonic, If I did that, than it would have to be done from scratch and resemble the original Xtreme sprite sets.
perhaps something as an add on like you mentioned.
also with the udk engine , this could easily get some HD models and graphics for the play fields as well.
This post has been edited by Andrew75: 14 October 2011 - 10:48 PM

#8 User is offline W.A.C. 

Posted 15 October 2011 - 04:22 AM

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I think it's best to use 3D models and just make it 3D in general if the animations can match the charm of the original sprites. I absolutely love how the project is going. Great work.

#9 User is offline Namo 

Posted 15 October 2011 - 05:50 AM

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Personally I'm for having the option of either sprite or model. I'd rather have the sprite, myself.

#10 User is offline Elratauru 

Posted 15 October 2011 - 06:27 AM

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Well that indeed looks awesome, also I agree, recreating the Sonic Xtreme Model from Sprites shouldn't be that hard and would provide the game a much more smooth (and easier to animate) looking.

#11 User is offline Andrew75 

Posted 27 October 2011 - 12:41 PM

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Seems the .Anm files have better shading than the Sprites we currently have.
our current sprites to the left, and the .anm sprites to the Right
Posted Image
This post has been edited by Andrew75: 27 October 2011 - 12:42 PM

#12 User is offline Guess Who 

Posted 27 October 2011 - 12:57 PM

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If anything the anm files look like compressed versions of the sprites we already have.

#13 User is offline Andrew75 

Posted 27 October 2011 - 01:11 PM

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View PostGuess Who, on 27 October 2011 - 12:57 PM, said:

If anything the anm files look like compressed versions of the sprites we already have.

at least the anm files contain 1 sprite set we don't have, the Hermit crab's full animation and attacks, and it is bad ass.
looks like we will be re-ripping the anm files as they have a higher color pallet.

Sonikku the Olympian over on Senntient will be doing the re-ripping,
and I'll be handling the photoshop editing to re-center the sprites and edit the backgrounds out.
This post has been edited by Andrew75: 27 October 2011 - 01:15 PM

#14 User is online ICEknight 

Posted 27 October 2011 - 04:08 PM

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View PostAndrew75, on 27 October 2011 - 12:41 PM, said:

Seems the .Anm files have better shading than the Sprites we currently have.
our current sprites to the left, and the .anm sprites to the Right
Posted Image

The pic on the right looks like a poor quality JPG of the other one... Just look at Sonic's belly, it's not supposed to go gradually from blue to peach.

#15 User is offline Andrew75 

Posted 27 October 2011 - 04:18 PM

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View PostICEknight, on 27 October 2011 - 04:08 PM, said:

View PostAndrew75, on 27 October 2011 - 12:41 PM, said:

Seems the .Anm files have better shading than the Sprites we currently have.
our current sprites to the left, and the .anm sprites to the Right
Posted Image

The pic on the right looks like a poor quality JPG of the other one... Just look at Sonic's belly, it's not supposed to go gradually from blue to peach.

hnmm ya, you may be correct...,,,,,,wonder if the viewer I was using caused this. >__<

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