Here are some words I was able to understand/look up in the dictionary:
TOGE is thorn, or thistle
KUSA is grass
SIRUSI not sure what exactly that is, but could be either a signpost, or some kind of mark, or seal
TANPOPO is dandellion
IWA - probably rock
BANEIWA - if it's BANE (spring) + IWA, then it could possibly mean a rock bounces you off like a spring?
TAKO - kite I guess
Unfortunately there's not much you can translate from romaji readings, it would have been much easier if those names were actually written in Japanese somewhere.
Also, if you don't want to or can't use 3ds max, and are capable of creating plugins/scripts or any other kind of exporter for your 3d software of choice, the nodetable 1.6 format documentation is available here:
I have added a new tool to the SA Tools package: PVMEditSharp.
Hopefully this will be easier to use and less buggy than other PVM editors.
It also supports opening and saving PRS compressed files, so it can be used with Dreamcast games as well as SADXPC.
It allows you to export textures as PNG, and import from PVR, PNG, JPG, GIF or BMP.
It does not support GVM or PAK files. Both would likely require separate tools, and GVM is a very low priority.
SADXLVL2 now supports camera editing. If the game starts crashing, you set the pan speed on a camera too high. If you want to play it safe, don't go higher than the default value a new camera zone comes with. Updates will come as I figure out more of the camera system.
This also means that if you want to learn the game's camera system, you can just go in and see how things were done.
Since I discovered the location of a line drawing function in SADX, I made a mod to make use of it: The Path Visualizer mod displays lines along all of the paths in a level.
So a while back, I added mipmap support to the PVM editor, and I've added a new feature to SADXLVL2: if you add a modpath property to sadxlvl.ini pointing to a mod's folder (eg mods/mymod), SET and CAM files will be loaded from the system folder in that folder first, and saved there.
Eventually, all modified data will be stored in the mod folder, so that running split again doesn't erase your changes, and you can work on multiple mods at the same time without duplicating the entire system folder.
This post has been edited by MainMemory: 03 July 2014 - 01:24 PM
I have a few questions. The palette light table data is contained in those PL_??B.BIN files. Do we know anything about the file format or what stages use these? Also, do we know what the SL_??B.BIN files are? I was thinking these were for the sky box, but the game doesn't seem to load these files based on the FileMon output from the SADX Preview. I think I see some X/Y/Z data in them though. The game always seems to give the "SKY SETTIN'" X/Y/Z parameters <1.0, 1.0, 1.0>.
I was going through the file directory in the AutoDemo again and noticed these files, which is why I ask.
EDIT: I just realized these files don't exist in the 2004 PC version anymore. They still exist in the GC/DC versions though...
This post has been edited by evilhamwizard: 03 July 2014 - 09:28 PM
I have a few questions. The palette light table data is contained in those PL_??B.BIN files. Do we know anything about the file format or what stages use these? Also, do we know what the SL_??B.BIN files are? I was thinking these were for the sky box, but the game doesn't seem to load these files based on the FileMon output from the SADX Preview. I think I see some X/Y/Z data in them though. The game always seems to give the "SKY SETTIN'" X/Y/Z parameters <1.0, 1.0, 1.0>.
I was going through the file directory in the AutoDemo again and noticed these files, which is why I ask.
EDIT: I just realized these files don't exist in the 2004 PC version anymore. They still exist in the GC/DC versions though...
I was never able to figure this format out, mainly because the data is compiled into sonic.exe, and I could never find it in there.
Also, I was finally able to figure out view frustum culling, and added it to salvl and sadxlvl2. Both programs are significantly faster now. Also fixed a bug with the skyboxes not rendering. Enjoy.