Discussion in 'Engineering & Reverse Engineering' started by MainMemory, Dec 1, 2009.
Once we you figure out the format, would it be possible to put Sonic's SADX model in here?
More than likely, but you'll have to overcome a format limit of 255. If I remember correctly, the sonic R model format is the official sega model format of the time (same as nights, sonic jam, etc.) Programming a ripper shouldn't be much harder than making one for sadx. The format is documented, I'd just have to work with it for a little bit. Anyone care to upload sonic R to x-hax?
I'll probably work on this game, but rdx still has all my priority.
You mean issue 2 here?
I would upload Sonic R, but I can't get it to work without the physical CD in. ProtectionID comes up with: Possible CD/DVD-Key or Serial Check -> Serial Number
I uploaded this yesterday. I accidentally included a broken Sonic model in it though, so I'll need to upload that part later.
For the levels, the bin files seem to control the model and object placement, the ply files seem to control the types of floor, and the map files seem to control the floor's layout.
HOOOOOO boy! This could be the start of something awesome.
Make that something REALLY awesome.
Also maybe aim for the DC models instead?
I have the entire save file format written out on my old computer somewhere. I even have the format of the high scores (being the main reason I decided not to release the notes.) Still, if you're interested, I can try to find them and post them. I'm really uncomfortable about the idea of making the high score stuff public knowledge though. I don't think it's something people necessarily need to know how to modify. I'm not trying to sound like the authority on what people can and cannot know, but really, knowing how to change scores takes the fun out of the intended purpose behind being awesome, and you know there are people who would abuse something like that if they could.
Well, either way it's going to be known. Either you tell us, or I (well, probably me) will figure it out. They seem to be the only thing in the file after the Emerald flags.
Anyway, I made weird stuff happen.
LOL. I knew where you needed to go once I realized what happened. :P
I'm not preventing you from finding it. That's entirely your business. I just don't want to be the guy to make that part of the save file format public.
@saxman: Okay, fine, whatever.
Do you know if Byte 0 is used for anything? And why did you limit your save editor to only things that are possible normally?
Edit: new page.
Edit2: Looking at the code, dword_8FB8EC seems to be the course number, from 1 to 5. It uses this to pick a subroutine to run, and these routines reference the various filenames for the level, as well as 'InitIsland' etc.
lol, I hope I didn't make you mad! I'm not trying to upset anyone. I'm trying to be helpful.
I don't remember the format very well. It's been many years since I last looked at it. That editor came out I believe in either 2003 or 2004. I will have to find my notes. They're on my old computer which I don't have access to at this very moment, but will have access to sometime a bit later.
And what things are you referring to that the editor doesn't do? I implemented all the things I felt people would use the editor for. If you provide me some details here, I can give you a more informed answer to that question.
It is possible to lock Tails. Your editor does not allow that. It is also possible to make Robotnik hidden, lock Reactive Factory etc.
Granted, these aren't really useful things to do.
You answered your own question. I didn't support those things because they're never done during normal gameplay, nor is there any reason to do them. If you lock one of the main characters, how do you unlock them?
The same way you locked them. :v:
Also, the ter files in .\bin\extras are the solidity data.
Edit: There's a lot of debug strings in this, and some Direct3D code.
I've uploaded everything I have. A lot of it is incomplete. All of it is dated way back in 2003, so it hasn't been updated in a very long time. Maybe you'll find something useful in it.
Also included, since it was in the same folder, are my best Sonic R times in case anyone wants to challenge them, and an unprotected Sonic R Save Editor CCA file that can be opened and modified in Multimedia Fusion.
I think I'm going to make a floor editor.
Any chance you could download the Sega Saturn ISO and see if there's any similarities?
I could, but I can tell you now that it probably uses the same formats, maybe byteswapped, I know nothing about the Saturn.
Edit: Yes, they would be byteswapped.
SRMapEd is done!
Unlike my previous editors, this one pulls the graphics from the proper files instead of having png files with it. You can also 'paint' in this one, rather than clicking 50 times. Requires .NET Framework 2.5 or greater.
And, as proof that it works:
Separate names with a comma.