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3D blast assets?

#31 User is offline Kharen 

Posted 08 November 2012 - 04:47 PM

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Quick question for anybody working with the Saturn version. How large is the ISO file? I'm trying to download a copy to mess with and see if I can help, but I've been having trouble getting the download to work, so I'm running one from two different sites at the same time to see if I can at least get one to finish. However, one is packed in a .zip folder and comes out to 571 MB, and the other is packed in a .rar folder and comes out as only 75.4 MB.

#32 User is offline MainMemory 

Posted 08 November 2012 - 05:15 PM

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View PostBilly, on 08 November 2012 - 04:02 PM, said:

View PostAndrew75, on 08 November 2012 - 10:28 AM, said:

Ahh, I see. >__< maybe the PC version files are the same as the Saturn ?

Most likely. I own both versions, so I did a hex compare of \PCSONIC\CDDATA\LEV4\GFX4C.BIN from the PC version and \LEV4\GFX4C.BIN from the Saturn version, and they were 100% identical. If you need me to check any more files I can do that too, of course.

On the other hand, the .PC files have some minor differences. As far as I can tell, it loads both files, and checks for differences, which indicate where pointers are, so it can convert them to little endian and add the RAM offset that they get loaded at.

#33 User is offline DinnerSonic 

Posted 08 November 2012 - 09:46 PM

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Hmm, level and sprite graphics are currently indecipherable... but are the collision or object layout files that way? You could get better in-game rips if you simply nuked all the objects and let Sonic walk everywhere I'd think.

By the way, what is this recorder mapper program?

#34 User is offline Andrew75 

Posted 09 November 2012 - 07:51 AM

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View PostDinnerSonic, on 08 November 2012 - 09:46 PM, said:

Hmm, level and sprite graphics are currently indecipherable... but are the collision or object layout files that way? You could get better in-game rips if you simply nuked all the objects and let Sonic walk everywhere I'd think.

By the way, what is this recorder mapper program?

You can get Screenshot Autostitcher here,
Many thinks to DaGuAr for sharing the information on this amazing little program.
http://www.vgmaps.co....php?topic=516.

By the way, heres my workflow.
Run around the levels aimlessly jumping all over the place while using FRAPS to record. ( man this really beats doing the same thing and taking screenshots every few inches)
(it helps to jump a lot when near back walls) and wiggle the stick around when near low walls to get as much offscreen area as possible.
Make sure you have all options dissabled in your emulator that cause screen stretching or distortions of any sort.
also Fraps must be set to a 1 to 1 pixel aspect ratio when recording.

I'm using SSF emu , so the resolution its double the pixel size, Its easyet to let the screen cap program take in the raw AVI file than resize later in photoshop after the map is stitched.
to resize in photoshop make sure you use Nearest neighbor ( preserve hard edges) selected in the ( edit than image size drop down menu)
you can disable the sprites threw emulator options. this gives you the clean map, also there are 2 graphic layers that could also be disabled 1 at a time showing the floor or just the plants and background elements.
I left both on to get a more full map. although it would be good to make 2 run thews with the divided graphics.
Another tip in case you get the black bar in the bottom of the video. you can crop the video threw the stitcher program. ( I use a height of 448 instead of the default 470 something.

Watching the autostitch in action, I find it to be breath taking.


And yes I wish there were some kind of debug mode in 3D blast allowing us to just run up and down the level in rows not needing to worry about enemies and such.
This post has been edited by Andrew75: 09 November 2012 - 07:54 AM

#35 User is offline Andrew75 

Posted 11 November 2012 - 08:05 AM

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Now if someone could do this to the Saturnn version Via savestats. lol

#36 User is offline Master Emerald 

Posted 11 November 2012 - 02:53 PM

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#37 User is offline InvisibleUp 

Posted 14 November 2012 - 08:21 PM

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I was looking at the PC .EXE I extracted with 7ZIP via TiledGDD, and I found some interesting things in /CDDATA/LEV*/
It appears that the .BIN and .PC files are mostly the same, except a few bytes' difference here and there. I'm not entirely sure what the difference is, so I just looked at the .BINs, specifically for levels 1A and 1C. Also note that all graphics were viewed in linear 8bpp unless otherwise stated, and the palette is most likely wrong.

The GFX*.BIN files appear to just be enemies, explosions, monitors, and anything that reacts to the player. Interestingly, however, is a 16-bpp isometric minimap toward the end of the file. What this is for I really don't know, but it's quite cool.

The MAP*.BIN files consist of a top-down minimap (the one used in the pause screen, infact), 8x8 terrain tiles, and the pause screen itself. There's probably the actual map data in there too, but I couldn't give you a definite yes or no on that one.

Lastly, the OVL*.BIN is just background scenery like trees, flowers, etc.

Also, to Master Emerald, what did you do to make that? It looks interesting.
This post has been edited by InvisibleUp: 14 November 2012 - 08:22 PM

#38 User is offline The 64th Gamer 

Posted 23 September 2017 - 06:35 PM

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Sorry for bumping this, but is there any new ways of extracting the assets now? It seems weird that this game has been out for 21 years and we still don't even have Sonic's general sprites.

#39 User is offline roachdaripper 

Posted 12 October 2017 - 06:57 PM

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View PostThe 64th Gamer, on 23 September 2017 - 06:35 PM, said:

Sorry for bumping this, but is there any new ways of extracting the assets now? It seems weird that this game has been out for 21 years and we still don't even have Sonic's general sprites.


I believe that the Genesis version is perfectly capable of having sprites ripped (I've seen the final fight and first Robotnik boss ripped, as well as Sonic's general sprites) I just don't think anyone can be bothered since not many people remember/care about this game. IMO once you get past the rather tedious controls and get the hang of it, it becomes a solid game. Considering it's a Saturn to Mega Drive port they did a pretty good job.

#40 User is offline Blue Spikeball 

Posted 12 October 2017 - 07:22 PM

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View Postroachdaripper, on 12 October 2017 - 06:57 PM, said:

View PostThe 64th Gamer, on 23 September 2017 - 06:35 PM, said:

Sorry for bumping this, but is there any new ways of extracting the assets now? It seems weird that this game has been out for 21 years and we still don't even have Sonic's general sprites.


I believe that the Genesis version is perfectly capable of having sprites ripped (I've seen the final fight and first Robotnik boss ripped, as well as Sonic's general sprites) I just don't think anyone can be bothered since not many people remember/care about this game. IMO once you get past the rather tedious controls and get the hang of it, it becomes a solid game. Considering it's a Saturn to Mega Drive port they did a pretty good job.

Actually, it's the other way around.

#41 User is offline roachdaripper 

Posted 14 October 2017 - 10:45 AM

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It is? Huh. Spriter's Resource and Mystical Forest (Yeah remember that?) had genesis sprites but not saturn as far as I'm aware.

#42 User is offline BlazeHedgehog 

Posted 14 October 2017 - 11:02 AM

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Yep, the Genesis version of Sonic 3D Blast came first, and then, when Sonic X-Treme was canceled, a Saturn port of 3D Blast was created to fill the void. I remember that from the Mike Wallis Sonic X-treme interview way back when

#43 User is offline roachdaripper 

Posted 15 October 2017 - 06:16 AM

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Ah well.

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