[NDS] Sonic and Sega All-Stars Racing - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: [NDS] Sonic and Sega All-Stars Racing (/thread-39172.html) |
[NDS] Sonic and Sega All-Stars Racing - ChickenWingJohnnyYT - 05-24-2021 Hey dudes! So I decided to look into ripping Sonic and Sega All-Stars Racing for the NDS, and I saw an unusual file format for the models, textures, and animations. Models being .stdl, textures being .sttex, and animations being .stanim2. Now, the "st" before each of these should mean something, I'm not sure what though. I'm also not a big guy on reverse engineering, so maybe someone with a bit more technical knowledge can take up that throne of converting these files. Lets continue with the tracks: These stages are some of the most optimized geometry I've seen in a DS game, reaching a point of 60 fps sometimes. If only I were able to take a closer look at it... Here's what I know about the track data: "en" stands for entities, probably where objects are placed "se" stands for sections, not entirely sure what this does, but it has to do with segmenting the different level chunks. "t1d" I don't really know, might contain the level geometry "t1m" just maps out what the textures are in the track. "tc" I genuinely don't know what does. If it helps the name for it is called TrackCol. Finally, Track.pkg is how I learned all this. That's pretty much all I could find about the 3d models in this game. If someone figures anything out mentioned here, or finds a way to convert these files/stage assets, please drop your findings here. Thanks so much! RE: [NDS] Sonic and Sega All-Stars Racing - ScyHigh - 02-16-2022 Hiya! I've been interested in dumping things for this game too, and I might be able to help out with a few things. Firstly, I believe texture data is held in the file "tt" Second, TrackCol (tc) is for the track collision Finally, the Sections. Yes, they are different track segments. I've actually been messing with it a bit, and, if I could somehow edit the textures and collision, I might be able to get some sort of Frankenstein's monster of a track. I'll write more if I get anywhere with that. On a side note, do you know of a way to extract any of the stuff in the tt file? I could really use those textures, I'm super curious to see what they look like |