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RSDK Unpacker

#31 User is offline sonicblur 

Posted 15 December 2013 - 01:35 PM

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View Postashthedragon, on 15 December 2013 - 12:38 PM, said:

Can the music be extracted? maybe with all those bits we can re-create it in a Mega Drive ROM, ala Robotnik's Revenge

As I mentioned in the Sonic 1&2 thread, the music file for Egg Gauntlet is not present.



Here is the map viewer that I included a picture of in the other thread:
http://projects.sapp...neMapViewer.zip
Supports Sonic CD, Sonic 1, and Sonic 2 formats. (Autodetected) From a properly extracted RSDK file, open the Act#.bin file from the stage you want to view. It expects to find the 16x16Tiles and 128x128Mappings in the same folder, because they will be if you extracted properly. You can use this tool to save the level maps to PNG, or just browse the 128x128 mappings. The windows are fully dockable, just like you'd expect from a good development tool. Source code is included.

I discovered earlier today that the author of the retrun extractor had already written a Level editor for RSDK games. His UI kind of sucks, but since it's further along than mine I see no reason to continue developing it which is why I released what I had so far. I don't think his tool exports maps yet, so there's an advantage.

How to use:
1. Open an Act#.bin file
2. Look at the map
3. Select Export from the file menu to export a giant PNG image.

Here was the screenshot of the map viewer:
http://www.sappharad...eggGauntlet.png

#32 User is offline Techokami 

Posted 15 December 2013 - 04:15 PM

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I played with his tool, and it kinda supports extracting maps. It crunches them down to half size which is rather silly. Also, it doesn't allow you to render tile priorities, which is also dumb, and I have the feeling they DO exist in the format. Finally it inherits a dumb thing from Java Swingset in which the file select dialog keeps resetting its location to the Documents folder, when all my stuff is properly organized elsewhere, so I have to re-navigate every time I want to open a different file or save something.

#33 User is offline MainMemory 

Posted 15 December 2013 - 04:41 PM

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View Postsonicblur, on 15 December 2013 - 01:35 PM, said:

I discovered earlier today that the author of the retrun extractor had already written a Level editor for RSDK games. His UI kind of sucks, but since it's further along than mine I see no reason to continue developing it which is why I released what I had so far. I don't think his tool exports maps yet, so there's an advantage.

Just because someone already made one doesn't mean you can't make one too. Yours might even end up better.

I've personally thought about making a level editor myself, based on SonLVL, but I'm not super interested in editing these remakes (I only have Sonic CD on Steam anyway).

#34 User is offline sonicblur 

Posted 15 December 2013 - 04:46 PM

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View PostTechokami, on 15 December 2013 - 04:15 PM, said:

I played with his tool, and it kinda supports extracting maps. It crunches them down to half size which is rather silly. Also, it doesn't allow you to render tile priorities, which is also dumb, and I have the feeling they DO exist in the format. Finally it inherits a dumb thing from Java Swingset in which the file select dialog keeps resetting its location to the Documents folder, when all my stuff is properly organized elsewhere, so I have to re-navigate every time I want to open a different file or save something.

It's a shame he doesn't have a presence here, because it's difficult to tell what he does and doesn't know. Yes, VisualPlane is one of the properties on a 16x16 tile that he's not using. I'm guessing he's been reading this forum though, since he updated his site again with "instructions" how to play Egg Gauntlet on a rooted Android device with GBD installed. Most of the swing problems are fixable with a single line of code to use the Native OS GUI controls... UIManager.SetLookAndFeel(UIManager.GetSystemLookAndFeelClassName()) (That's from memory, so my memory might be off).

He will be able to glean some information from the code I posted, which will help if he looks at it. There are some things I've provided that he has listed as ?? in his documentation. (Which I didn't use, because I didn't know it existed until today.) It's good that he's going to take the time to write something though, although I wonder if it would be possible to adapt MainMemory's SonLvl to support the format instead.

View PostMainMemory, on 15 December 2013 - 04:41 PM, said:

Just because someone already made one doesn't mean you can't make one too. Yours might even end up better.

Time is a big factor. I work on a number of projects, some of which require more time than others. It was just lucky coincidence that I have several vacation days this month, so I had a bit of time to throw together what I released. To be honest, editing was not the primary goal at this point but I structured it in code and UI such that it would make a great editor when the time comes to start that phase. (128x128 chunk viewer allowing you to see them all at once as opposed to what the other guy did, breaking the data up into objects with the actual properties separated out even the ones I'm not using yet instead of just throwing the data in, etc.) I think at least for Sonic 1 and Sonic 2 that it's too early to be modding them yet. I was surprised that Taxman didn't bother changing the encryption again for Sonic 2. (Or at least the very least the keys) Someone could wreck havoc in online mode for Sonic 2 by having the ability to modify the game. Giving people that kind of power now would just make it harder for us to hack future retro engine titles because then they'd need to put even more effort into stopping it.

Sonic CD is a bit better candidate for modification at this point since it's running an older version of the engine and is unlikely to see any major updates other than compatibility. The level layout format is slightly different, the bytecode has less functionality, (I noticed that there appears to be an additional argument for the PlaySong opcode in Sonic 2 that wasn't there in Sonic CD) and files are organized slightly differently. That and it has an official PC port, which doesn't seem like it's going to be updated.

I wouldn't definitively say I'll never touch it again (and posted the source in case someone else wants to) but the fact that someone else is working on one makes it easier for me to make the decision to not spend any more time on it right now. If there was some kind of better organized project (like what you've done with yours) I'd love to contribute occasionally. I have a good repository of knowledge regarding how the engine worked in Sonic CD and could at least provide information that would help with things that are unclear.
This post has been edited by sonicblur: 15 December 2013 - 08:39 PM

#35 User is offline MainMemory 

Posted 17 December 2013 - 11:24 AM

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View Postsonicblur, on 15 December 2013 - 04:46 PM, said:

It's a shame he doesn't have a presence here, because it's difficult to tell what he does and doesn't know.

The reason for that is because "nextvolume" is actually Shibunoa.

#36 User is offline Dr. Mecha 

Posted 19 February 2014 - 10:53 PM

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Can't seem to connect to your site for the latest version.

#37 User is offline sonicblur 

Posted 21 February 2014 - 07:08 PM

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View PostDr. Mecha, on 19 February 2014 - 10:53 PM, said:

Can't seem to connect to your site for the latest version.

This is a very vague comment. Whose site? All of the sites with tools linked in this thread seem to be working for me.

If you're referring to my site, the server has been IP blocked by AT&T for the past month. I've had a support ticket open with them for weeks, and they apparently don't know what the hell they're doing. I can't get an answer from them as to why it's blocked, but at this point they gave me a credit on my phone bill so I've basically had free data for the last month. The problem affects users on their land-line networks as well. Use a VPN service or a proxy as a work-around until they unblock it. (I think it was probably blocked because a no-longer-supported piece of software that was installed was exploited and used to launch a DDOS attack on somewhere. I ended up having the server re-imaged with a new OS and re-uploading clean copies of my stuff. I didn't re-install the exploited application and switched to an alternative, so the server is clean now.)

#38 User is offline Dr. Mecha 

Posted 21 February 2014 - 10:14 PM

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Could you at least post a mirror to both RSDK unpacker and Sonic-Retrun?

#39 User is offline flarn2006 

Posted 10 July 2015 - 08:01 PM

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Sorry for the necro, but out of curiosity, has anyone tried just asking Taxman for info on the format? He's been active on Sonic Retro before, so I don't see why he'd try and hide it.

I'm also curious why he doesn't release the editor here, so people can make their own levels and stuff. Just put in the license agreement that you aren't allowed to make an entire game with it and sell it without permission; that way he won't lose engine license sales.

#40 User is offline sonicblur 

Posted 10 July 2015 - 10:11 PM

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View Postflarn2006, on 10 July 2015 - 08:01 PM, said:

Sorry for the necro, but out of curiosity, has anyone tried just asking Taxman for info on the format? He's been active on Sonic Retro before, so I don't see why he'd try and hide it.

But the format (both of them) has already been decrypted. We already know what there is to know, and ValleyBell's decryption logic is open source. What else do you want?

#41 User is offline DarkVDee 

Posted 06 August 2016 - 06:13 PM

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I'm new on this and how can I repack the Data file back to Data.rsdk? I'm editing Sonic CD 2011 and I like to know how to put it back. Any help please

#42 User is offline qwertysonic 

Posted 08 August 2016 - 04:48 PM

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I didn't want to bump this thread because it's like over 2 years old, but since you did me the honors of bumping it for me I'll tell you what I know. Use Retrun-Sonic to unpack and repack the rsdk file.

I'll also repost my question from the basic questions and answers thread since I haven't gotten any replies there: I've been trying to edit the sprites in Sonic CD 2011 lately using retrun-sonic, but when I edit the sprites they either don't show up at all on the screen or the palette and transparency are messed up. Is it because transparency in gif files is a thing? Do any of you have any experience with this?

#43 User is offline sonicblur 

Posted 08 August 2016 - 06:29 PM

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View Postqwertysonic, on 08 August 2016 - 04:48 PM, said:

I'll also repost my question from the basic questions and answers thread since I haven't gotten any replies there: I've been trying to edit the sprites in Sonic CD 2011 lately using retrun-sonic, but when I edit the sprites they either don't show up at all on the screen or the palette and transparency are messed up. Is it because transparency in gif files is a thing? Do any of you have any experience with this?

The game has a palette system separate from the images, otherwise it wouldn't be able to effects like waterfalls and flashing lights where the same pixel needs to change to a different color. Palettes are in the folder called Palettes. If you want to retain proper colors when making edits, use an editor with color table support like Photoshop.

#44 User is offline DarkVDee 

Posted 08 August 2016 - 07:16 PM

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View Postsonicblur, on 08 August 2016 - 06:29 PM, said:

View Postqwertysonic, on 08 August 2016 - 04:48 PM, said:

I'll also repost my question from the basic questions and answers thread since I haven't gotten any replies there: I've been trying to edit the sprites in Sonic CD 2011 lately using retrun-sonic, but when I edit the sprites they either don't show up at all on the screen or the palette and transparency are messed up. Is it because transparency in gif files is a thing? Do any of you have any experience with this?

The game has a palette system separate from the images, otherwise it wouldn't be able to effects like waterfalls and flashing lights where the same pixel needs to change to a different color. Palettes are in the folder called Palettes. If you want to retain proper colors when making edits, use an editor with color table support like Photoshop.


Is that it? I was having the same issue when I want to give Sonic a better palette (he's invisible when I change it up). So I really have to change the palettes with photoshop? Dear me...
This post has been edited by DarkVDee: 08 August 2016 - 07:17 PM

#45 User is offline qwertysonic 

Posted 09 August 2016 - 09:43 AM

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View Postsonicblur, on 08 August 2016 - 06:29 PM, said:

View Postqwertysonic, on 08 August 2016 - 04:48 PM, said:

I'll also repost my question from the basic questions and answers thread since I haven't gotten any replies there: I've been trying to edit the sprites in Sonic CD 2011 lately using retrun-sonic, but when I edit the sprites they either don't show up at all on the screen or the palette and transparency are messed up. Is it because transparency in gif files is a thing? Do any of you have any experience with this?

The game has a palette system separate from the images, otherwise it wouldn't be able to effects like waterfalls and flashing lights where the same pixel needs to change to a different color. Palettes are in the folder called Palettes. If you want to retain proper colors when making edits, use an editor with color table support like Photoshop.


That's what I thought originally, but this happens when I open the sprite file, don't edit it at all, and then save it. It's the same sprites and the same palette.

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