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Sonic Shuffle stuff.

Discussion in 'Engineering & Reverse Engineering' started by Polygon Jim, Jan 10, 2009.

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  1. Polygon Jim

    Polygon Jim

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    Well, if anyone ever looked inside of Sonic Shuffle, for textures, or models, you know that there are no character textures there. Well I found that the textures are standard .PVM and models are standard .NJ files. Everything is just put inside of the .MDL files.


    All you need to do if you want to rip anything from them, is open them in a hexeditor, find a pvm header(PVMH) copy from there, until right before the header of the next .PVM, copypasta it into a blank file save, and you can decompress the file with any normal .PVM decompressor.

    For models you do the same thing, you just find their header, and copypasta the model into a blank file, and you can make an .obj file with Kryslin's converter, found on X-CulT.



    The end result is perfectly ripped models and textures.


    [​IMG]
    [​IMG]
     
  2. NickW

    NickW

    Member
    Hmm, can you post a MDL file? I'll try and see if I can figure out the format.
     
  3. Aquaslash

    Aquaslash

    <The Has-been Legend> Moderator
    Are those pretty much identical to the SA1 models?
     
  4. Polygon Jim

    Polygon Jim

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    <!--quoteo(post=266010:date=Jan 10 2009, 03:35 PM:name=Yoshi 15)--><div class='quotetop'>QUOTE (Yoshi 15 @ Jan 10 2009, 03:35 PM) [​IMG]
     
  5. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    But I assume there's a MDL header, to allow the game to find all the data inside it easily. Also you need to know that if you want to edit Sonic Shuffle models. So yes, it's actually useful to crack the MDL format.
     
  6. Polygon Jim

    Polygon Jim

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    Code (Text):
    1. /02001B000058030001000000C03702000010000001000000604400000048020001000000C0BB0000
    2. 0090020001000000A0BD00000050030001000000000E00000010040001000000A0200000002004000
    3. 1000000001E00000048040001000000201E0000006804000100000020770000008804000100000000
    4. 1E0000000005000100000020E4010000200500010000008C560300000807000100000040ED0000006
    5. 00A0002000000CC31000000500B00020000000C0A000000880B0002000000B002000000980B000200
    6. 0000789C000000A00B0002000000700A000000400C0002000000CC12000000500C000200000030030
    7. 00000680C0002000000C005000000700C00020000008C10000000780C00020000005C08000000900C
    8. 00040000000009000000A00C000400000050A0020000B00C00040000003C81000000580F000400000
    9. 00C17000000E00F


    That's what's there. No notable header to me.


    Nothing there corresponds to the amount of files in there or anything.

    There's a few 0A which is how many models are in there, but nothing for the textures that I can find. It's also not constant between files. It ranges anywere from 1 byte to like 80 bytes of crap like that, even when files are near the same size.
     
  7. Aquaslash

    Aquaslash

    <The Has-been Legend> Moderator
  8. Polygon Jim

    Polygon Jim

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  9. Aquaslash

    Aquaslash

    <The Has-been Legend> Moderator
    No, I mean the art that his player icon comes from.
     
  10. NickW

    NickW

    Member
    Alright, I got the MDL format figured out except for one value. I'll post it later if anybody wants to know it. It should help with being able to find the textures and models faster.
     
  11. Polygon Jim

    Polygon Jim

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    Well, it would be nice to know.

    But what do you mean faster? I can get all the textures and models out within 30 seconds ussually.
     
  12. Dude

    Dude

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    you know, sometimes people write programs for crap like this =P
     
  13. NickW

    NickW

    Member
    Yeah, but it is just so much easier to just do a few clicks rather than copying & pasting for every file. Anyway, here is the format:

    0x00 - 0x01: 0x02 (Seems to be the identifier byte)
    0x02 - 0x03: Number of files in the Archive
    0x04 - 0x07: ??? (not sure if it is one value or two)

    File offsets & lengths start at 0x08:
    0x00 - 0x03: Type of file. It's 0x01 for PVM, 0x02 for NJ, 0x04 for a type of file whose header is NMDH. Don't know if there are any others.
    0x04 - 0x07: File Length
    0x08 - 0x0B: File Offset (files are stored at an offset that is a multiple of 4096).

    This program should work well with it:
    http://puyotools.googlecode.com/files/Game...iveExplorer.exe
     
  14. Elratauru

    Elratauru

    Little Shiny Emurralds Member
    I love this models, but without the cel shaded outline...omg, how low poly they were! xD...Sonic spines are triangles! xD
     
  15. Vaiz

    Vaiz

    I'm still here for some reason! Member
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    I have a weird thing for low poly models (I dunno why), so I love them. Plus, these would be really good to port into Quake 2 or something like that.
     
  16. Diablohead

    Diablohead

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    Since the day it was released shuffle's models have always looked too low poly, but the cell shading helps.

    Cool none the less, I will play around with them, rig them or whatever when I have spare time.
     
  17. Techokami

    Techokami

    For use only on NTSC Genesis systems Researcher
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    You're not the only one :)
    Though Tails comes out really wonky for some reason. His left arm is inverted and he's missing an eye. And there's some broken vertices in his tails, as well. Oh well!
     
  18. Those look so adorable, they seem like they'd make a really nice papercraft.
     
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