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54 (0.02 per day)
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Engineering & Reverse Engineering (30 posts)
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19-September 08
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User is offline May 27 2015 02:54 PM
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My Information

Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male
Location:
Russia

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Project:
Sonic SCANF
National Flag:
ru
Wiki edits:
489

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Topics I've Started

  1. Sonic Boom: Rise of Lyric File Formats

    20 December 2014 - 10:01 AM

    Most of Sonic Boom (Wii U version) data (except movies and sounds) is contained in .wiiu.stream. Movies are Bink Video and can be easily viewed by BIK Player.

    As for .wiiu.stream, QuickBMS script can be used to extract files from them in compressed format. I've written a small Python 3 script to decompress them: https://github.com/N...onic-boom-tools . It may have yet unknown bugs, but so far it's able to decompress things like .dds textures, .chr models (can be viewed by Noesis with cryengine_cgf.dll plugin) and level geometry. Compression itself seems to be LZSS variation. The format is as follows:
    Size data
        First byte
            Bit 0-5 size bits
            Bit 6   If set, copy size+3 bytes from unpacked stream - offset, otherwise read size bytes into unpacked stream
            Bit 7   If set, read one more byte and add bits 0-6 from it to the end of size value
        Next bytes
            Bit 0-6 size bits
            Bit 7   If set, read one more byte and add bits 0-6 from it to the end of size value
    Offset data (only if Bit 6 of first size byte is set)
        Bit 0-6 offset bits
            Bit 7   If set, read one more byte and add bits 0-6 from it to the end of offset value
    
    

    For example, C1 BD 60 01 tell us to copy last 1+3 bytes (0xC1 & 0x3F) << (7 * 2) | (0xBD & 0x7F) << 7 | 0x60 = 24288 times (that's it, back offset is constant when copying).

    That's all for now. I'm probably going to write another script to extract .wiiu.stream files, since it's more convenient to have it both extracted and decompressed at once, and QuickBMS script seems to fail in some cases. Many thanks to TwilightZoney and Paraxade for buying the disc and getting the files ripped.
  2. BadnikTest 3

    08 February 2011 - 06:07 PM


    There were two fan events in the Russian Sonic Scene — BadnikTest and BadnikTest 2. They turned out to be interesting enough. This time, we're trying to do it in English as well. Basically, it's just a test of your Sonic knowledge. To participate, join #sonicscanf on BadnikNET (irc://irc.badnik.net/sonicscanf) and, of course, answer the questions. Please setup your client to use UTF-8. If you have no IRC client, you can download one already configured from here, or use Mibbit.

    I hope timezones won't cause a problem. You can answer the questions at any time on February 12 from 13:00 until 20:59 UTC time.
  3. Sonic the Hedgehog 2P+

    27 April 2010 - 02:49 PM

    How about Sonic the Hedgehog 2 2P mode online competition? Thanks to ScarredSun for the advice of making topic here. You will need Kega Fusion 3.63 for playing.

    The beginning is at May 1 2010, 3:00 PM (time in UTC, I'm a bit sorry for it, but we planned the competition in MST). Go to the #sonic2p in BadnikNET (irc:/irc.badnik.net/#sonic2p). You'd better install KVirc or any other IRC-client, thought it is also possible to enter from webgate.

    And yes, here is a screenshot, explaining the name a bit:
  4. Sonic Chronicles file formats

    12 March 2010 - 08:23 AM

    Looks like the question wasn't so basic. I tried to see if it is possible to translate Sonic Chronicles in Russian.
    The first problem is strings.tlk file, containing the text itself. As I think, it is simular to Dragon Age Origins' one, but uses different encoding. DAOTlkEdit opens it and saves it, but strings are not displayed correctly. Interestingly, resaved file almost 2x bigger than original, but... works!
    The second problem are fonts. I couldn't find them. Maybe they are in test.href file. It looks like some kind of archive, almost 47 MB, but how to open it?