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.
Want a glimpse at every level in the game? Here's something taken from PlayableMenuSequenceTable.lua Code (Text): -- -- PlayableMenuSequenceTable.lua -- Yamashita_Yohei -- 2011/01/31 -- -- PAM‚É‚¨‚¯‚éAƒXƒe[ƒWŠJŽnŽž‚ÌĶ‚·‚é‚ׂ«—v‘f‚ðÝ’è‚·‚ é -- -- “à—e‚ðC³‚µ‚½ê‡‚ÍAƒRƒƒ“ƒg‚àC³‚µ ‚Ä‚‚¾‚³‚¢‚Ë -- (–{“–‚̓Rƒƒ“ƒg‚̂悤‚É‘‚¯‚ê‚Έê? ?Ô‚¢‚¢‚Ì‚Å‚·‚ªB ------------------------------------------- -- ’蔂Ƃµ‚Ĉµ‚¢‚½‚¢’l‚½‚¿ local EVENT = 0 -- ƒCƒxƒ“ƒg‚ðĶ local RESTORE_STAGE = 1 -- ƒXƒe[ƒW‚𕜌³ local CLEAR_BOSSGATE = 2 -- ƒ{ƒXƒQ[ƒg‚ðŒ‚”j local GENERAL_MESSAGE = 3 -- ”Ä—pƒƒbƒZ[ƒWƒ{ƒbƒNƒX local SHOP_WINDOW = 4 -- ƒVƒ‡ƒbƒvV¤•IƒŠƒXƒg local TAKE_KEY = 5 -- ƒ{ƒXƒQ[ƒgƒL[oŒ»ƒCƒxƒ“ƒg local TAKE_CHAOSEMERALD = 6 -- ƒJƒIƒXƒGƒƒ‰ƒ‹ƒh‚̎擾 local SLEEP = 7 -- ‚±‚ÌŽw’è•b”AˆêŽž’âŽ~‚·‚é local OPEN_STAGE = 8 -- ƒXƒe[ƒW‚ªŠJ‚ local RELEASE_NPC = 9 -- NPC‰ð•ú ------------------------------------------- -- ’ÊíƒXƒe[ƒW ------------------------------------------- -------------------- -- ƒOƒŠ[ƒ“ƒqƒ‹vv -------------------- function GreenHill_Classic() Create(EVENT, 17) -- Event : ”’‚¢¢ŠE end function GreenHill_Generic() Create(RESTORE_STAGE, 101) -- ƒOƒŠ[ƒ“ƒqƒ‹‘S‘Ì•œŒ³ end function GreenHill_Both() Create(RELEASE_NPC, 210) -- NPCRelease : ƒeƒCƒ‹ƒX Create(EVENT, 21) -- Event : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg‚Ö Create(OPEN_STAGE, 2) -- OpenStage : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg Create(GENERAL_MESSAGE, 0) -- ƒLƒƒƒ‰ƒXƒCƒbƒ`à–¾ end function GreenHill_Classic_Mission() Create(TAKE_KEY, 101) -- ƒ{ƒXƒL[oŒ» end function GreenHill_Generic_Mission() Create(TAKE_KEY, 102) -- ƒ{ƒXƒL[oŒ» end function GreenHill_Classic_Mission_All() Create(RESTORE_STAGE, 103) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³ end function GreenHill_Generic_Mission_All() Create(RESTORE_STAGE, 104) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³ end --------------------- -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg --------------------- function ChemicalPlant_Classic() Create(RESTORE_STAGE, 201) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³ end function ChemicalPlant_Generic() Create(RESTORE_STAGE, 202) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³ end function ChemicalPlant_Both() Create(EVENT, 31) -- Event : ‚©‚±‚Ì‚¹‚©‚¢H(‚±‚±‚͉ߋŽ‚ÌH) Create(OPEN_STAGE, 3) -- OpenStage : ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ Create(RELEASE_NPC, 220) -- NPCRelease : ƒGƒ~[ end function ChemicalPlant_Classic_Mission() Create(TAKE_KEY, 201) -- ƒ{ƒXƒL[oŒ» end function ChemicalPlant_Generic_Mission() Create(TAKE_KEY, 202) -- ƒ{ƒXƒL[oŒ» end function ChemicalPlant_Classic_Mission_All() Create(RESTORE_STAGE, 203) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³ end function ChemicalPlant_Generic_Mission_All() Create(RESTORE_STAGE, 204) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³ end --------------------- -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ --------------------- function SkySanctuary_Classic() Create(RESTORE_STAGE, 301) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³ end function SkySanctuary_Generic() Create(RESTORE_STAGE, 302) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³ end function SkySanctuary_Both() Create(RELEASE_NPC, 230) -- NPCRelease : ƒIƒbƒNƒ‹ƒY Create(SHOP_WINDOW, 0) -- ShopWindow : ‚»‚Ì‚P end function SkySanctuary_Classic_Mission() Create(TAKE_KEY, 301) -- ƒ{ƒXƒL[oŒ» end function SkySanctuary_Generic_Mission() Create(TAKE_KEY, 302) -- ƒ{ƒXƒL[oŒ» end function SkySanctuary_Classic_Mission_All() Create(RESTORE_STAGE, 303) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³ end function SkySanctuary_Generic_Mission_All() Create(RESTORE_STAGE, 304) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³ end -------------------- -- ƒXƒs[ƒhƒnƒCƒEƒFƒC -------------------- function SpeedHighway_Classic() Create(RESTORE_STAGE, 401) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³ end function SpeedHighway_Generic() Create(RESTORE_STAGE, 402) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³ end function SpeedHighway_Both() end function SpeedHighway_Classic_Mission() Create(TAKE_KEY, 401) -- ƒ{ƒXƒL[oŒ» end function SpeedHighway_Generic_Mission() Create(TAKE_KEY, 402) -- ƒ{ƒXƒL[oŒ» end function SpeedHighway_Classic_Mission_All() Create(RESTORE_STAGE, 403) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³ end function SpeedHighway_Generic_Mission_All() Create(RESTORE_STAGE, 404) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³ end -------------------- -- ƒVƒeƒBƒGƒXƒP[ƒv -------------------- function CityEscape_Classic() Create(RESTORE_STAGE, 501) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³ end function CityEscape_Generic() Create(RESTORE_STAGE, 502) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³ end function CityEscape_Both() end function CityEscape_Classic_Mission() Create(TAKE_KEY, 501) -- ƒ{ƒXƒL[oŒ» end function CityEscape_Generic_Mission() Create(TAKE_KEY, 502) -- ƒ{ƒXƒL[oŒ» end function CityEscape_Classic_Mission_All() Create(RESTORE_STAGE, 503) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³ end function CityEscape_Generic_Mission_All() Create(RESTORE_STAGE, 504) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³ end -------------------- -- ƒV[ƒTƒCƒhƒqƒ‹ -------------------- function SeaSideHill_Classic() Create(RESTORE_STAGE, 601) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³ end function SeaSideHill_Generic() Create(RESTORE_STAGE, 602) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³ end function SeaSideHill_Both() end function SeaSideHill_Classic_Mission() Create(TAKE_KEY, 601) -- ƒ{ƒXƒL[oŒ» end function SeaSideHill_Generic_Mission() Create(TAKE_KEY, 602) -- ƒ{ƒXƒL[oŒ» end function SeaSideHill_Classic_Mission_All() Create(RESTORE_STAGE, 603) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³ end function SeaSideHill_Generic_Mission_All() Create(RESTORE_STAGE, 604) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³ end -------------------- -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB -------------------- function CrisisCity_Classic() Create(RESTORE_STAGE, 701) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³ end function CrisisCity_Generic() Create(RESTORE_STAGE, 702) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³ end function CrisisCity_Both() end function CrisisCity_Classic_Mission() Create(TAKE_KEY, 701) -- ƒ{ƒXƒL[oŒ» end function CrisisCity_Generic_Mission() Create(TAKE_KEY, 702) -- ƒ{ƒXƒL[oŒ» end function CrisisCity_Classic_Mission_All() Create(RESTORE_STAGE, 703) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³ end function CrisisCity_Generic_Mission_All() Create(RESTORE_STAGE, 704) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³ end -------------------- -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ -------------------- function RoofTopRun_Classic() Create(RESTORE_STAGE, 801) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³ end function RoofTopRun_Generic() Create(RESTORE_STAGE, 802) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³ end function RoofTopRun_Both() end function RoofTopRun_Classic_Mission() Create(TAKE_KEY, 801) -- ƒ{ƒXƒL[oŒ» end function RoofTopRun_Generic_Mission() Create(TAKE_KEY, 802) -- ƒ{ƒXƒL[oŒ» end function RoofTopRun_Classic_Mission_All() Create(RESTORE_STAGE, 803) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³ end function RoofTopRun_Generic_Mission_All() Create(RESTORE_STAGE, 804) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³ end -------------------- -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv -------------------- function PlanetWisp_Classic() Create(RESTORE_STAGE, 901) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³ end function PlanetWisp_Generic() Create(RESTORE_STAGE, 902) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³ end function PlanetWisp_Both() end function PlanetWisp_Classic_Mission() Create(TAKE_KEY, 901) -- ƒ{ƒXƒL[oŒ» end function PlanetWisp_Generic_Mission() Create(TAKE_KEY, 902) -- ƒ{ƒXƒL[oŒ» end function PlanetWisp_Classic_Mission_All() Create(RESTORE_STAGE, 903) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³ end function PlanetWisp_Generic_Mission_All() Create(RESTORE_STAGE, 904) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³ end ------------------------------------------- -- ƒ{ƒX/ƒ‰ƒCƒoƒ‹ ------------------------------------------- -------------------- -- ƒfƒXƒGƒbƒO -------------------- function BossDeathEgg_Clear() Create(EVENT, 53) -- Event : ƒAƒCƒc‚ð‚¨‚¦I(‚¨ŒÝ‚¢‚ÌŠm”F) Create(CLEAR_BOSSGATE, 1) -- ƒfƒXƒGƒbƒOŒ‚”j end -------------------- -- ƒp[ƒtƒFƒNƒgƒJƒIƒX -------------------- function BossPerfectChaos_Clear() Create(CLEAR_BOSSGATE, 2) -- ƒp[ƒtƒFƒNƒgƒJƒIƒXŒ‚”j end -------------------- -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“ -------------------- function BossNewEggmanRobo_Clear() Create(CLEAR_BOSSGATE, 3) -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“Œ‚”j end -------------------- -- ƒƒ^ƒ‹ƒ\ƒjƒbƒN -------------------- function VsMetalSonic_Clear() end -------------------- -- ƒVƒƒƒhƒE -------------------- function VsShadow_Clear() end -------------------- -- ƒVƒ‹ƒo[ -------------------- function VsSilver_Clear() end
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?
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.
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
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)
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
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.
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): -- -- ??????????????? -- function applicationInit(...) LoadScript("ApplicationSetting"); applicationSetting(); end -- -- ???????????????(?????) -- function applicationInitDebug(...) PrintString("Execute [applicationInit]"); -- ?????????????????? LoadScript("ApplicationSettingDebug"); -- ???????????? applicationSetting(); 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.debug_ConfigButton()?????????????????? -- 2.debug_InitButton*()???????????? -- 3.debug_ClickButton*()????????????????? -- -- debug_ConfigButton()?button_num????Init,Click????????? -- ???????button?Gindows::Button?????? -- ????? function debug_ConfigButton() -- ??? { button_num, button_width } -- button_num : ????? -- button_width : ????? return { 6, 200 }; end -- Button1 function debug_InitButton1(button) -- button?gindows::button?????? LauncherButtonSetCaption(button, "Vibration Debug Window"); end function debug_ClickButton1(button) -- button?gindows::button?????? --???????????ON/OFF ToggleVibDebugWindow(button); end -- Button2 function debug_InitButton2(button) -- button?gindows::button?????? LauncherButtonSetCaption(button, "Story Debug Window"); end function debug_ClickButton2(button) -- button?gindows::button?????? --??????????????ON/OFF ToggleStoryDebugWindow(button); end
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
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
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?
Has anyone found any clue for classic versions from another characters like Tails, Knuckles, Eggman. Or only Sonic will have a classic version?