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Wii Sonic Game Hacking

Discussion in 'Engineering & Reverse Engineering' started by Lugana, Jul 5, 2010.

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  1. Lugana

    Lugana

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    Behind you.
    Trying to Find every bit of model data of (Neo)Metal Sonic D:!
    Dose anyone know about the Archives in the Story book games or Wii-Unleashed?

    the ONE's I see seem to be the heroes ones I think they looks like the same structure but are a newer version of the archive maybe. they have some Animations and a TXD like the Heroes ones are

    the CSB's are differnt from the ones I found in Sonic-06 I have CRI's CSB SDK but it cant play any of the files in the CSB, I it tried on NightsJoD and the Winter Games.

    :words:

    I was not sure where this Topic should have gone so I just put it here to be safe.
     
  2. Polygon Jim

    Polygon Jim

    Eternal Tech Member
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    across town from Hinchy
    All the bitches.
    The .one/.txd files can all be opened with PuyoTools, and the CSB files can be unpacked using utf_tab.
     
  3. Lugana

    Lugana

    20
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    0
    Behind you.
    Trying to Find every bit of model data of (Neo)Metal Sonic D:!
    I get the CSB's open but the Outcome cant be played in any thing I have, I just get "Synth_'Random'_Aif" or somethng like that
     
  4. Polygon Jim

    Polygon Jim

    Eternal Tech Member
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    across town from Hinchy
    All the bitches.

    What filetype are they? .aax?
     
  5. Lugana

    Lugana

    20
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    0
    Behind you.
    Trying to Find every bit of model data of (Neo)Metal Sonic D:!
    No, Its has a UTF Tag as the Header it just has a _Aif at t he end of the file name no Ext.

    Edit :

    Here is a file name

    "Synth_B0_NEW_B0_011A_FX_Dualize_ED_22ST_aif"
     
  6. Chaos Knux

    Chaos Knux

    Stable avatar temporary. Randomizer site down. Banned
    theres a .*** somewhere. check the properties.
     
  7. try appending .aif to the end of the file. Sounds to me like it's a .aif file.
     
  8. Lugana

    Lugana

    20
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    0
    Behind you.
    Trying to Find every bit of model data of (Neo)Metal Sonic D:!
    It wont work in anything that plays Aif's UTF_Tab says its a...

    Code (Text):
    1. {
    2.   ADPCM_WII[0] = {
    3.     00000000 54 sfreq = 22050
    4.     00000004 54 nsmpl = 59535
    5.     00000008 50 nch = 2
    6.     00000009 50 lpflg = 0
    7.     0000000a 5b data = [0x00000000] (size 0x000109cd)
    8.     {
    9.       not a @UTF table at 00000090
    10.     }
    11.     00000012 5b header = [0x000109d0] (size 0x000000c0)
    12.     {
    13.       not a @UTF table at 00010a60
    14.     }
    15.   }
    16. }
    I don't even...
     
  9. evilhamwizard

    evilhamwizard

    Researcher
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    Sorry for the bump, but speaking of the Wii version...

    Code (Text):
    1. /*===================================
    2.  
    3.     繧イ繝シ繝 蜈ア騾壹ョ繧」繝��繧ケ繧、繝�メ
    4.  
    5. =====================================*/
    6.  
    7. PlayBgm        <- true;        // BGM? //
    8.  
    9. PrintMemoryMap    <- true;    // }bvvg //
    10.  
    11. DispPathPrimitive <- false;    // pX\ //
    12.  
    13. PlayerScale        <- 1.0;    
    14.  
    15. UsePostSfx        <- true;    // a posteffect is useful. //
    16.  
    17. ScenarioPlay    <- true;    // Play the scenario //
    18.  
    19. ScenarioReload    <- false;    // Scenario Reload //
    20.  
    21. Invincibility    <- false;    // G //
    22.  
    23. DirectLoadSetObject    <- false;    // SetObject[h //
    24.  
    25. WideCSD        <- true;    // WideCSD //
    26.  
    27. Player99        <- false;    // Playerc@99 //
    28.  
    29. SonicDirectParam    <- false;    // Sonic Direct Load Param //
    30.  
    31. AdventureTest        <- false;    // AdventureTest //
    32.  
    33. SceSeqJump        <- false;    // Scenario Sequence Jump //
    34.  
    35. EvilRemocon        <- false;    // Wii remote controller value for Evil combo //
    36.  
    37. NotRotY_inBattle        <- false;        // イビルの戦闘中に敵の方向にROTY補正しない //
    38.  
    39. EvilLevel        <- 11;        // イビルのレベル //
    40.  
    41. PrintEvilExp    <- false;    // イビルの経験値をプリント表示 //
    42.  
    43. MissionTimeLimit    <- true;    // ミッションのタイムリミット判定
    This was in dipswitch.onz or whatever in one of the debug folders. I tried modifying the settings here and repacking the file with puyotools, then I used Tuncha to put the file back into the ISO but no dice.
     
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