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Sonic Colors Files

Discussion in 'Engineering & Reverse Engineering' started by Azu, Nov 13, 2010.

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  1. Azu

    Azu

    I must be stupid. Member
    The audio files are CSB and .aax, which the CSB can be unpacked using a CBS unpacker.
    And there's a lua file which seems to contain mission data.


    Code (Text):
    1. ---------------------------------------------------------------
    2. -- @file    actstgmission.lua
    3. -- @author    Kawabata Yoshitaka
    4. -- @brief    ????????????????
    5. ---------------------------------------------------------------
    6.  
    7. ---------------------------------------------------------------
    8. -- ????????
    9. --
    10. --        name            ?????????????????
    11. --
    12. --        data            ?????????????
    13. --                        ???????????????????
    14. --
    15. --        player_pos        ?????????????
    16. --
    17. --        player_dir        ???????????????
    18. --
    19. --        player_mode        ???????????????
    20. --                        "2D", "3D",        ??????"2D"
    21. --
    22. --        start_event        ???????????
    23. --                    1...??(??)????
    24. --                    2...?????????
    25. --                    3...?????????
    26. --                    4...?????????
    27. --                    5...?????????
    28. --                    6...????????
    29. --                    7...??(???????????????????????)
    30. --                    8...???????????????(?????)
    31. --                    9...?????????????(??????????)
    32. --                    10..?????????????(???????)
    33. --                    11..?????????????(1????????)
    34. --                    12...????????????????1
    35. --                    13...????????????????2
    36. --                    14...?????????????????1
    37. --                    15...?????????????????2
    38. --                    16...?????????A???????
    39. --                    17...?????????A????????
    40. --                    18...?????????B???????(Mii????????????)
    41. --                    19...?????????B????????(Mii????????????)
    42. --
    43. --        bgm                BGM?????
    44. --
    45. --        result_bg        ????????????????
    46. --
    47.  
    48. mission_all = {
    49.  
    50.    -- RSO(?????)
    51.    {
    52.       missions = {
    53.  
    54.          -- ????????????????
    55.          {
    56.             name        = "stg110",
    57.             data        = "stg110",
    58.             player_pos    = { -11942.84, 1575.931, 16972.49 },
    59.             player_dir    = -159.2,
    60.             start_event = 1,
    61.             bgm            = "bgm_stg110_rso",
    62.             phantoms    = { "laser", "drill" },
    63.             result_bg    = "result_01_rso_act1",
    64.  
    65.            --?????????
    66.             score = {
    67.                rank = {
    68.                   1150000,    -- S rank
    69.                    800000,    -- A rank
    70.                    650000,    -- B rank
    71.                    450000,    -- C rank
    72.                },
    73.                time_basis = 320000,
    74.                time_down = 1100,
    75.  
    76.                no_miss = {
    77.                   280000,
    78.                   210000,
    79.                   182000,
    80.                   56000,
    81.                   28000,
    82.                },
    83.  
    84.             },
    85.          },
    If anyone knows of a CPK packer, I can test it.

    The model files appear to be .arc files.

    Yea, that appears to be the case.
    boss_02fct_arc for an example has 3 .brres and a .anm file.
    I wonder if there's any brres to obj or something.


    The SFX and a few of the voices seems to be a wav or aif file with a UTF header.

    On a postive note.

    [​IMG]
     
  2. Aerosol

    Aerosol

    Not here. Moderator
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    Sonic (?): Coming summer of 2055...?
    Can you confirm two things for me?

    1)Are the cutscene models different from the gameplay ones?

    2)Are the gameplay (or cutscene) models the same was the Wii Unleashed ones?
     
  3. Azu

    Azu

    I must be stupid. Member
    Well, so far I only converted Super Sonic's model. I'll look at the Sonic's model. There's a brres view that lets out load the animation and export them.
    Perhaps I should change the thread to something more appropriate.

    Anyway, taking a look, there a bunch of animation in Sonic's model.
    There don't appear to be anything related to cutscene animation. I would guess, and this just a guess, but the I ould think there in the .anm files in the disc. Although they could the the file that handles the animation.
     
  4. Azookara

    Azookara

    yup Member
    They are low poly versions of the models from Sonic Unleashed for the 360 and PS3. They look about 100x better than the SUWii models.
     
  5. GeneHF

    GeneHF

    SEGA-ier than you'll potentially ever be. Site Staff
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    I'm 100% sure the only reason the Wii version looks and plays like crap is because of it also being dumbed down to run on PS2.

    Looking forward to what other things you can find in unpacking the game.
     
  6. Azu

    Azu

    I must be stupid. Member
    I'll see what I can do, although, Polygon Jim would most likely know more than I do.
    As for the files extracted from the CSB, I asked a member on HCS's forum and appears that they are some form of Nintendo DSP which isn't supported by the current VGMStream. Messing with them in GoldWave, was able to hear something in the static.


    EDIT: Okay, I convert the SFD in the disc to and mpg (sfd2mpg) and it looks the cut-scenes are just movie files.
     
  7. Lugana

    Lugana

    20
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    Behind you.
    Trying to Find every bit of model data of (Neo)Metal Sonic D:!
    I have been through everything about 3 days ago, its all using the Brawl formats for Models Textures and Animaitions
    BRMDL BRTEX ect.

    Sonic's model is a slight dumb-down of the 360/ps3 Unleashed model the uv-mapping is even the same!


    Allso: Sonic simulations! Now in 5 Vibrant colors !: Blue Red Pink Green and BLACK!

    [​IMG]

    the ARC's are Just BRRES's with a file type rename

    The dreaded "_Aif" files are the damn UTF header ones like in Nights:JoD and any Sonic Team Wii game,

    Music is all in AAX like the past
     
  8. Polygon Jim

    Polygon Jim

    Eternal Tech Member
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    All the bitches.

    Not a Brawl specific format, it's the Nintendo SDK format.

    Much more than a "slight" dumbdown, it's 1/3rd the polycount.

    The ARC files are not renamed BRRES files they are U8 archives.

    The _aif files are ADPCM.
     
  9. Lugana

    Lugana

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    Behind you.
    Trying to Find every bit of model data of (Neo)Metal Sonic D:!
    Is there anything that can convert them yet?

    they do appear to be the same as the ones in JoD



    Oh Right

    http://www.mediafire.com/?zdr4chm4m3pzyj7

    With this you can open the ARC's with and view/convert the stuff in it

    models go to MD5mesh

    textures go to png
     
  10. Dark Sonic

    Dark Sonic

    Member
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    Working on my art!
    I think he said slight because despite the fact it's 1/3 the polycount it essentially looks the same. It's not like the Unwiished model that only barely looks like the unleashed model.
     
  11. Azu

    Azu

    I must be stupid. Member
    I assume the _wav are ADPCM as well?



    By the way, the animation files extracted from brres viewer can be loading in 3ds Max and Milkshape.

    http://www.shaungoeppinger.com/devimportinganimsmax.html
     
  12. Polygon Jim

    Polygon Jim

    Eternal Tech Member
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    All the bitches.
    Yeah the Unleashed Wii model totally looks nothing like the Unleashed model.... Oh wait.


    [​IMG]
     
  13. Endri

    Endri

    Officer I don't have my drivers license with me. C Tech Member
    Okay. I'm confused. Which one is which?
     
  14. Felik

    Felik

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    Third one is definitely 360/PS3 unleashed.
    First I guess is Colors second is Unwiished
     
  15. Dark Sonic

    Dark Sonic

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    Working on my art!
    I'll be damned. But for some reason the Unwiished model just looks off. Maybe it's due to the painted on mouth.

    But still that's a mindfuck if I've ever seen one
     
  16. Azookara

    Azookara

    yup Member
    ..Wow. Talk about odd.

    Still, there's something about the SUWii model that makes it just look atrocious compared to the other two. Must be the jaggedness and the areas that are slightly off proportion.
     
  17. Polygon Jim

    Polygon Jim

    Eternal Tech Member
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    All the bitches.

    It looks like ass ingame because Dimps made him cyan for no reason, and also made him never have any life to his face, it's stiff and retarded.
     
  18. RACCAR

    RACCAR

    Dragon Team Member
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    Spiderhog, Sonic Ages, and Sonic Paradise
    A friend of mine , called DaGuAr (I'm sure you already know him, he was the one who ripped the dragon model from SAdx prototype and the Fang model from Figthers), has posted renders of Tropical Resort Act 1 and for the 2D zone of the first level in the spanish forum we use to post in, Sonic Reikai ( You know that too, doesn't you?).I asked for his permission to post them here, as he is not registered here.

    [​IMG]

    [​IMG]
     
  19. Aerosol

    Aerosol

    Not here. Moderator
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    Sonic (?): Coming summer of 2055...?
    I'd love to know how he did that. Level geometry would be very, very helpful for me.
     
  20. Dude

    Dude

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    Random VR/AR trash

    Me too, I would love to know how this was done. Most level rips using 3dprintscreen are FOV distorted and incomplete.
     
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