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Sonic Generations Hacking (and More!)

Discussion in 'Engineering & Reverse Engineering' started by Andrew75, Jun 23, 2011.

  1. Captain VG

    Captain VG

    Member
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    Fun Fact: We have some SFX to match that disabled homing attack for Classic Sonic. "Synth 2000000 player 2001000 PLY SNC CL 2001 029 homing aif.aax"

    Also, "Synth 8000000 mission 8012000 MIS GHZ GE 8012 007 tornado fly aif.aax" Tornado. GHZ. Wut.
     
  2. Want a glimpse at every level in the game? Here's something taken from PlayableMenuSequenceTable.lua

    Code (Text):
    1. --
    2. -- PlayableMenuSequenceTable.lua
    3. -- Yamashita_Yohei
    4. -- 2011/01/31
    5. --
    6. -- PAM‚É‚¨‚¯‚éAƒXƒe[ƒWŠJŽnŽž‚̍ж‚·‚é‚ׂ«—v‘f‚ðÝ’è‚·‚
    7. é
    8. --
    9. -- “à—e‚ðC³‚µ‚½ê‡‚́AƒRƒƒ“ƒg‚àC³‚µ
    10. ‚Ä‚­‚¾‚³‚¢‚Ë
    11. -- (–{“–‚̓Rƒƒ“ƒg‚̂悤‚ɏ‘‚¯‚ê‚Έê?
    12. ?Ô‚¢‚¢‚Ì‚Å‚·‚ªB
    13. -------------------------------------------
    14.  
    15.  
    16. -- ’萔‚Æ‚µ‚Ĉµ‚¢‚½‚¢’l‚½‚¿
    17.  
    18. local EVENT              = 0 -- ƒCƒxƒ“ƒg‚ðÄ¶
    19. local RESTORE_STAGE      = 1 -- ƒXƒe[ƒW‚𕜌³
    20. local CLEAR_BOSSGATE     = 2 -- ƒ{ƒXƒQ[ƒg‚ðŒ‚”j
    21. local GENERAL_MESSAGE    = 3 -- ”Ä—pƒƒbƒZ[ƒWƒ{ƒbƒNƒX
    22. local SHOP_WINDOW        = 4 -- ƒVƒ‡ƒbƒvV¤•IƒŠƒXƒg
    23. local TAKE_KEY           = 5 -- ƒ{ƒXƒQ[ƒgƒL[oŒ»ƒCƒxƒ“ƒg
    24. local TAKE_CHAOSEMERALD  = 6 -- ƒJƒIƒXƒGƒƒ‰ƒ‹ƒh‚̎擾
    25. local SLEEP              = 7 -- ‚±‚ÌŽw’è•b”AˆêŽž’âŽ~‚·‚é
    26. local OPEN_STAGE         = 8 -- ƒXƒe[ƒW‚ªŠJ‚­
    27. local RELEASE_NPC        = 9 -- NPC‰ð•ú
    28.  
    29.  
    30. -------------------------------------------
    31. -- ’ʏíƒXƒe[ƒW
    32. -------------------------------------------
    33. --------------------
    34. -- ƒOƒŠ[ƒ“ƒqƒ‹vv
    35. --------------------
    36.  
    37. function GreenHill_Classic()
    38.     Create(EVENT, 17)                    -- Event : ”’‚¢¢ŠE
    39. end
    40.  
    41. function GreenHill_Generic()
    42.     Create(RESTORE_STAGE, 101)           -- ƒOƒŠ[ƒ“ƒqƒ‹‘S‘Ì•œŒ³
    43. end
    44.  
    45. function GreenHill_Both()
    46.     Create(RELEASE_NPC, 210)             -- NPCRelease : ƒeƒCƒ‹ƒX
    47.     Create(EVENT, 21)                    -- Event : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg‚Ö
    48.     Create(OPEN_STAGE, 2)                -- OpenStage : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg
    49.     Create(GENERAL_MESSAGE, 0)           -- ƒLƒƒƒ‰ƒXƒCƒbƒ`à–¾
    50. end
    51.  
    52. function GreenHill_Classic_Mission()
    53.     Create(TAKE_KEY, 101)                -- ƒ{ƒXƒL[oŒ»
    54. end
    55.  
    56. function GreenHill_Generic_Mission()
    57.     Create(TAKE_KEY, 102)                -- ƒ{ƒXƒL[oŒ»
    58. end
    59.  
    60. function GreenHill_Classic_Mission_All()
    61.     Create(RESTORE_STAGE, 103)           -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
    62. end
    63.  
    64. function GreenHill_Generic_Mission_All()
    65.     Create(RESTORE_STAGE, 104)           -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
    66. end
    67.  
    68. ---------------------
    69. -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg
    70. ---------------------
    71.  
    72. function ChemicalPlant_Classic()
    73.     Create(RESTORE_STAGE, 201)           -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
    74. end
    75.  
    76. function ChemicalPlant_Generic()
    77.     Create(RESTORE_STAGE, 202)           -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
    78. end
    79.  
    80. function ChemicalPlant_Both()
    81.     Create(EVENT, 31)                    -- Event : ‚©‚±‚Ì‚¹‚©‚¢H(‚±‚±‚͉ߋŽ‚́H)
    82.     Create(OPEN_STAGE, 3)                -- OpenStage : ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
    83.     Create(RELEASE_NPC, 220)             -- NPCRelease : ƒGƒ~[
    84. end
    85.  
    86. function ChemicalPlant_Classic_Mission()
    87.     Create(TAKE_KEY, 201)                -- ƒ{ƒXƒL[oŒ»
    88. end
    89.  
    90. function ChemicalPlant_Generic_Mission()
    91.     Create(TAKE_KEY, 202)                -- ƒ{ƒXƒL[oŒ»
    92. end
    93.  
    94. function ChemicalPlant_Classic_Mission_All()
    95.     Create(RESTORE_STAGE, 203)           -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
    96. end
    97.  
    98. function ChemicalPlant_Generic_Mission_All()
    99.     Create(RESTORE_STAGE, 204)           -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
    100. end
    101.  
    102. ---------------------
    103. -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
    104. ---------------------
    105.  
    106. function SkySanctuary_Classic()
    107.     Create(RESTORE_STAGE, 301)           -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
    108. end
    109.  
    110. function SkySanctuary_Generic()
    111.     Create(RESTORE_STAGE, 302)           -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
    112. end
    113.  
    114. function SkySanctuary_Both()
    115.     Create(RELEASE_NPC, 230)             -- NPCRelease : ƒIƒbƒNƒ‹ƒY
    116.     Create(SHOP_WINDOW, 0)               -- ShopWindow : ‚»‚Ì‚P
    117. end
    118.  
    119. function SkySanctuary_Classic_Mission()
    120.     Create(TAKE_KEY, 301)                -- ƒ{ƒXƒL[oŒ»
    121. end
    122.  
    123. function SkySanctuary_Generic_Mission()
    124.     Create(TAKE_KEY, 302)                -- ƒ{ƒXƒL[oŒ»    
    125. end
    126.  
    127. function SkySanctuary_Classic_Mission_All()
    128.     Create(RESTORE_STAGE, 303)           -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
    129. end
    130.  
    131. function SkySanctuary_Generic_Mission_All()
    132.     Create(RESTORE_STAGE, 304)           -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
    133. end
    134.  
    135. --------------------
    136. -- ƒXƒs[ƒhƒnƒCƒEƒFƒC
    137. --------------------
    138.  
    139. function SpeedHighway_Classic()
    140.     Create(RESTORE_STAGE, 401)           -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
    141. end
    142.  
    143. function SpeedHighway_Generic()
    144.     Create(RESTORE_STAGE, 402)           -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
    145. end
    146.  
    147. function SpeedHighway_Both()
    148.  
    149. end
    150.  
    151. function SpeedHighway_Classic_Mission()
    152.     Create(TAKE_KEY, 401)                -- ƒ{ƒXƒL[oŒ»
    153. end
    154.  
    155. function SpeedHighway_Generic_Mission()
    156.     Create(TAKE_KEY, 402)                -- ƒ{ƒXƒL[oŒ»
    157. end
    158.  
    159. function SpeedHighway_Classic_Mission_All()
    160.     Create(RESTORE_STAGE, 403)           -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
    161. end
    162.  
    163. function SpeedHighway_Generic_Mission_All()
    164.     Create(RESTORE_STAGE, 404)           -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
    165. end
    166.  
    167. --------------------
    168. -- ƒVƒeƒBƒGƒXƒP[ƒv
    169. --------------------
    170.  
    171. function CityEscape_Classic()
    172.     Create(RESTORE_STAGE, 501)           -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
    173. end
    174.  
    175. function CityEscape_Generic()
    176.     Create(RESTORE_STAGE, 502)           -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
    177. end
    178.  
    179. function CityEscape_Both()
    180.  
    181. end
    182.  
    183. function CityEscape_Classic_Mission()
    184.     Create(TAKE_KEY, 501)                -- ƒ{ƒXƒL[oŒ»
    185. end
    186.  
    187. function CityEscape_Generic_Mission()
    188.     Create(TAKE_KEY, 502)                -- ƒ{ƒXƒL[oŒ»
    189. end
    190.  
    191. function CityEscape_Classic_Mission_All()
    192.     Create(RESTORE_STAGE, 503)           -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
    193. end
    194.  
    195. function CityEscape_Generic_Mission_All()
    196.     Create(RESTORE_STAGE, 504)           -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
    197. end
    198.  
    199. --------------------
    200. -- ƒV[ƒTƒCƒhƒqƒ‹
    201. --------------------
    202.  
    203. function SeaSideHill_Classic()
    204.     Create(RESTORE_STAGE, 601)           -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
    205. end
    206.  
    207. function SeaSideHill_Generic()
    208.     Create(RESTORE_STAGE, 602)           -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
    209. end
    210.  
    211. function SeaSideHill_Both()
    212.  
    213. end
    214.  
    215. function SeaSideHill_Classic_Mission()
    216.     Create(TAKE_KEY, 601)                -- ƒ{ƒXƒL[oŒ»
    217. end
    218.  
    219. function SeaSideHill_Generic_Mission()
    220.     Create(TAKE_KEY, 602)                -- ƒ{ƒXƒL[oŒ»
    221. end
    222.  
    223. function SeaSideHill_Classic_Mission_All()
    224.     Create(RESTORE_STAGE, 603)           -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
    225. end
    226.  
    227. function SeaSideHill_Generic_Mission_All()
    228.     Create(RESTORE_STAGE, 604)           -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
    229. end
    230.  
    231. --------------------
    232. -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB
    233. --------------------
    234.  
    235. function CrisisCity_Classic()
    236.     Create(RESTORE_STAGE, 701)           -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
    237. end
    238.  
    239. function CrisisCity_Generic()
    240.     Create(RESTORE_STAGE, 702)           -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
    241. end
    242.  
    243. function CrisisCity_Both()
    244.  
    245. end
    246.  
    247. function CrisisCity_Classic_Mission()
    248.     Create(TAKE_KEY, 701)                -- ƒ{ƒXƒL[oŒ»
    249. end
    250.  
    251. function CrisisCity_Generic_Mission()
    252.     Create(TAKE_KEY, 702)                -- ƒ{ƒXƒL[oŒ»
    253. end
    254.  
    255. function CrisisCity_Classic_Mission_All()
    256.     Create(RESTORE_STAGE, 703)           -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
    257. end
    258.  
    259. function CrisisCity_Generic_Mission_All()
    260.     Create(RESTORE_STAGE, 704)           -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
    261. end
    262.  
    263. --------------------
    264. -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“
    265. --------------------
    266.  
    267. function RoofTopRun_Classic()
    268.     Create(RESTORE_STAGE, 801)           -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
    269. end
    270.  
    271. function RoofTopRun_Generic()
    272.     Create(RESTORE_STAGE, 802)           -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
    273. end
    274.  
    275. function RoofTopRun_Both()
    276.  
    277. end
    278.  
    279. function RoofTopRun_Classic_Mission()
    280.     Create(TAKE_KEY, 801)                -- ƒ{ƒXƒL[oŒ»
    281. end
    282.  
    283. function RoofTopRun_Generic_Mission()
    284.     Create(TAKE_KEY, 802)                -- ƒ{ƒXƒL[oŒ»
    285. end
    286.  
    287. function RoofTopRun_Classic_Mission_All()
    288.     Create(RESTORE_STAGE, 803)           -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
    289. end
    290.  
    291. function RoofTopRun_Generic_Mission_All()
    292.     Create(RESTORE_STAGE, 804)           -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
    293. end
    294.  
    295. --------------------
    296. -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv
    297. --------------------
    298.  
    299. function PlanetWisp_Classic()
    300.     Create(RESTORE_STAGE, 901)           -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
    301. end
    302.  
    303. function PlanetWisp_Generic()
    304.     Create(RESTORE_STAGE, 902)           -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
    305. end
    306.  
    307. function PlanetWisp_Both()
    308.  
    309. end
    310.  
    311. function PlanetWisp_Classic_Mission()
    312.     Create(TAKE_KEY, 901)                -- ƒ{ƒXƒL[oŒ»
    313. end
    314.  
    315. function PlanetWisp_Generic_Mission()
    316.     Create(TAKE_KEY, 902)                -- ƒ{ƒXƒL[oŒ»
    317. end
    318.  
    319. function PlanetWisp_Classic_Mission_All()
    320.     Create(RESTORE_STAGE, 903)           -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
    321. end
    322.  
    323. function PlanetWisp_Generic_Mission_All()
    324.     Create(RESTORE_STAGE, 904)           -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
    325. end
    326.  
    327. -------------------------------------------
    328. -- ƒ{ƒX/ƒ‰ƒCƒoƒ‹
    329. -------------------------------------------
    330.  
    331. --------------------
    332. -- ƒfƒXƒGƒbƒO
    333. --------------------
    334.  
    335. function BossDeathEgg_Clear()
    336.     Create(EVENT, 53)                    -- Event : ƒAƒCƒc‚ð‚¨‚¦I(‚¨ŒÝ‚¢‚ÌŠm”F)
    337.     Create(CLEAR_BOSSGATE, 1)            -- ƒfƒXƒGƒbƒOŒ‚”j
    338. end
    339.  
    340. --------------------
    341. -- ƒp[ƒtƒFƒNƒgƒJƒIƒX
    342. --------------------
    343.  
    344. function BossPerfectChaos_Clear()
    345.     Create(CLEAR_BOSSGATE, 2)            -- ƒp[ƒtƒFƒNƒgƒJƒIƒXŒ‚”j
    346. end
    347.  
    348. --------------------
    349. -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“
    350. --------------------
    351.  
    352. function BossNewEggmanRobo_Clear()
    353.     Create(CLEAR_BOSSGATE, 3)            -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“Œ‚”j
    354. end
    355.  
    356. --------------------
    357. -- ƒƒ^ƒ‹ƒ\ƒjƒbƒN
    358. --------------------
    359.  
    360. function VsMetalSonic_Clear()
    361.  
    362. end
    363.  
    364. --------------------
    365. -- ƒVƒƒƒhƒE
    366. --------------------
    367.  
    368. function VsShadow_Clear()
    369.  
    370.  
    371. end
    372.  
    373. --------------------
    374. -- ƒVƒ‹ƒo[
    375. --------------------
    376.  
    377. function VsSilver_Clear()
    378.  
    379. end
     
  3. Andrew75

    Andrew75

    Technical Artist Member
    2,033
    108
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    Anyone have something to open the extention .model or convert it with ?
    There are a bunch in here !
     
  4. evilhamwizard

    evilhamwizard

    Researcher
    1,393
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    63
    Yeah, the bb.cpk is definitely not encrypted. The problem lies with the EnemyBatabata.arl file for some reason. I tried all the CPK files I had and they all had the same problem.

    Maybe if you tried a PKG from another region it might be different?
     
  5. Captain VG

    Captain VG

    Member
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    Nah, they're all the same file. We've sent it off to HCS to see what he has to say... TBH there's not much else we can do. We'll just need someone who's looked into it before and understands the format.

    Also, .model is what was used in unleashed. Techies are messing with that stuff atm via 3DSMax.
     
  6. Andrew75

    Andrew75

    Technical Artist Member
    2,033
    108
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    I'm an advanced 3ds max modeler myself,
    however there is no way that I know of to open a raw .model format in max,
    unless someone has some kind of converter or importer tools.
    Or even a model viewer with which we could use a ripping program to rip from that. (3D ripper DX for example)
    if I could acquire one, I could assist in doing model rips than fixes in max.
    Im very fast when it comes to modeling. been doing it since 1998
     
  7. Captain VG

    Captain VG

    Member
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    Best I can tell you is they exist, they're in use, and we don't have access to them. :/
     
  8. Captain VG

    Captain VG

    Member
    1,048
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  9. I have that script, but no .model to test it with. Mind pm'ing me one to test it out please?
     
  10. Andrew75

    Andrew75

    Technical Artist Member
    2,033
    108
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    Pm sent,
    May as well Add the rest of the raw models here just in case anyone would like to take a shot at them.
    ( See First Post)
     
  11. I was able to rebuild a CPK with one of the XML files slightly modified, and it ran on my JTag. Did it a second time, with too many changes made, and it crashed. I don't really know where to begin with the changes. :x
     
  12. MegaDash

    MegaDash

    Pinpricks Member
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    The words "DOWNLOAD NOW" should only be reserved for something playable.

    Make it happen, guys. Even though I'm still totally expecting some PC love, demo or not.
     
  13. evilhamwizard

    evilhamwizard

    Researcher
    1,393
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    From what I noticed, most XML files are actually modified in game. What you should try to modify is just the lua files in the #Application ar file.

    One thing I should mention about the debugger is that it does use a mouse and keyboard by looking at the executable. I think the F1~12 keys are meant to do something.

    EDIT1: There might be some other files that need to be modified to get the debug to work on top of ApplicationSetting.lua. ApplicationMain contains functions of how to treat the settings:

    Code (Text):
    1. --
    2. -- ???????????????
    3. --
    4. function applicationInit(...)
    5.     LoadScript("ApplicationSetting");
    6.     applicationSetting();
    7. end
    8.  
    9. --
    10. -- ???????????????(?????)
    11. --
    12. function applicationInitDebug(...)
    13.     PrintString("Execute [applicationInit]");
    14.     -- ??????????????????
    15.     LoadScript("ApplicationSettingDebug");
    16.     -- ????????????
    17.     applicationSetting();
    18. end
    It might not matter if you modify ApplicationSetting.lua to look like ApplicationSettingDebug.lua, but maybe the game takes into consideration ApplicationSettingDebug specifcally for debug related tasks. If that's the case, you could just change LoadScript("ApplicationSetting"); to LoadScript("ApplicationSettingDebug"); like in the second function applicationInitDebug.

    EDIT2: DebugLauncher lists the button hotkeys to activating/launching the debug menus themselves. Only two buttons have been assigned, but a total of 6 buttons can be used.

    Code (Text):
    1. -- ??
    2. -- 1.debug_ConfigButton()??????????????????
    3. -- 2.debug_InitButton*()????????????
    4. -- 3.debug_ClickButton*()?????????????????
    5. --
    6. -- debug_ConfigButton()?button_num????Init,Click?????????
    7. -- ???????button?Gindows::Button??????
    8.  
    9.  
    10. -- ?????
    11. function debug_ConfigButton()
    12.     -- ??? { button_num, button_width }
    13.     -- button_num   : ?????
    14.     -- button_width : ?????
    15.     return { 6, 200 };
    16. end
    17.  
    18.  
    19. -- Button1
    20. function debug_InitButton1(button)
    21.     -- button?gindows::button??????
    22.     LauncherButtonSetCaption(button, "Vibration Debug Window");
    23. end
    24.  
    25. function debug_ClickButton1(button)
    26.     -- button?gindows::button??????
    27.  
    28.     --???????????ON/OFF
    29.     ToggleVibDebugWindow(button);
    30. end
    31.  
    32.  
    33. -- Button2
    34. function debug_InitButton2(button)
    35.     -- button?gindows::button??????
    36.     LauncherButtonSetCaption(button, "Story Debug Window");
    37. end
    38.  
    39. function debug_ClickButton2(button)
    40.     -- button?gindows::button??????
    41.  
    42.     --??????????????ON/OFF
    43.     ToggleStoryDebugWindow(button);
    44. end
     
  14. Andrew75

    Andrew75

    Technical Artist Member
    2,033
    108
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    Hey Guys, Looking at the PS3 and the 360 versions of the Demos,
    seems I could only find 490 textures in the PS3 version so far vs the 1,185 on the 360.(360 numbers represent deleted duplicates)
    146 PS3 models vs 572 on 360

    In the PKG file that I have, a few folders are missing from BB.cpk that are present in the 360 build.
    perhaps they are encoded differently and did not extract completely. (Languages, Packed and voices folders)

    EDIT: to show numbers of BB.cpk (360 vs PS3)
    360 is 444 MB
    PS3 is 453 MB
     
  15. Well, tried the model importer. Doesn't work :/
     
  16. Andrew75

    Andrew75

    Technical Artist Member
    2,033
    108
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    Think you could PM me that real quick? I'd like to take a look at it .
     
  17. Sure, sent :)

    Actually, just got Classic Sonic to import. No Uv's or bones though :/

    Knuckles has UVs, no bones. I have no idea how I managed to get it to work lol
     
  18. SaviourDCX

    SaviourDCX

    Oldbie
    227
    4
    18
    When I unpacked bb.cpk I found 2 levels in two folders ghz100 and ghz200. Is it possible to just file switch them to play it?
     
  19. I should point out that this guy has them imported flawlessly:

     
  20. Runner

    Runner

    Long time no see, old friend. Member
    Has anyone found any clue for classic versions from another characters like Tails, Knuckles, Eggman. Or only Sonic will have a classic version?