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Threads: 29
Joined: May 2015
(11-24-2015, 05:15 PM)Yarcaz Wrote: (11-23-2015, 11:06 PM)JaysonJeanChannel Wrote: I'm pretty sure Sonic Boom will be hard to rip from considering that it's in a different game engine.
But they manage to rip a few...
You are absolutely right, but hopefully we will be able to get past the game engine and be able to rip more models!
(11-24-2015, 04:19 PM)The 100 Mega Shock! Wrote: Most of these games were made by different people or with formats evolving over console generations...
You are correct. The reason that this thread has been made is so that we can talk about any and all sonic games or games containing sonic content so that we can help one another. Some games haven't even been touched for ripping things from them because they use different formats, etc. And that is exactly where this thread will help with by allowing the community to work together to lean how to hack and rip from all of these games by communicating with one another and putting our heads together.
(11-21-2015, 12:57 PM)SuperTVGRFan18496 Wrote: Sonic Dash and Sonic Runners is powered by Unity.
Yes, but is Sonic Dash 2: Sonic boom, Sonic Jump, and Sonic Jump Fever powered by unity?
Oh Yea.
Hello, i am fan of Video Games, i'm ripping Sprites, Models, Textures, and Sounds.
Posts: 158
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Huh, I thought that the megadrive for sonic generations was only on the PS3 and Xbox 360. We know that ti was removed for the PC version of Sonic Generations, but it seems that it is still in the files somewhat because I found these models:
It is quite cool actually. I actually found this by de-compiling the bb.cpk, bb2.cpk, and bb3.cpk files, and then de-compiling all the .ar files and ended up finding it by accident.
(Also, .... sooooo many files! My brain hurts!)
(11-24-2015, 05:15 PM)Yarcaz Wrote: Yes, but is Sonic Dash 2: Sonic boom, Sonic Jump, and Sonic Jump Fever powered by unity?
Those games are all powered by Unity as far as I know.
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(11-26-2015, 04:49 PM)Kawasuzu Wrote: (11-24-2015, 05:15 PM)Yarcaz Wrote: Yes, but is Sonic Dash 2: Sonic boom, Sonic Jump, and Sonic Jump Fever powered by unity?
Those games are all powered by Unity as far as I know.
ok, thanks!
And as far as I know, Sonic Jump and Sonic Jump Fever use pre-rendered sprites.
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About the rare game I mentioned earlier, Sonic at the Olympic Winter Games, I have it, if anyone wants to tackle it. It has data in .sca files, but you might need to install it to a device first and then rip the files from the device.
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11-28-2015, 09:36 PM
(This post was last modified: 11-29-2015, 11:55 AM by Yarcaz.)
(11-27-2015, 09:26 PM)TeridaxXD001 Wrote: About the rare game I mentioned earlier, Sonic at the Olympic Winter Games, I have it, if anyone wants to tackle it. It has data in .sca files, but you might need to install it to a device first and then rip the files from the device.
That could be amazing, now if only we could copy the entire game's files and put it on somewhere for us to download and then we could start de-compiling it and extracting/converting the models and upload them to themodelresource.
(11-27-2015, 06:28 PM)Kawasuzu Wrote: And as far as I know, Sonic Jump and Sonic Jump Fever use pre-rendered sprites.
Hmm, then I might have to remove it from my list, but it still may contain at least 1 or more models somewhere in the files that may not have to do with the characters, so until we can confirm that there are no hidden 3d models, we will still try to look at it.
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11-29-2015, 11:55 AM
(This post was last modified: 11-29-2015, 11:57 AM by Yarcaz.)
I have been having trouble recently, I have been trying to attatch the textures to the models that I have extracted from sonic generations, but I can't seem to make them work properly, and therefore can't upload them to themodelresource yet, they are in .dae files.
If anybody has an idea of what to do let me know, and I will provide screenshots if nessesary.
Posts: 158
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For hacking/de-compiling/ripping open sonic generations pc, please go to this page:
3 useful Programs that are listed there (and more):
QuickBMS:
QuickBMS is used to extract CPK files (*.cpk) from the disk and sound folders of Sonic Generations.
CPKREDIR:
CPKREDIR by Korama, a Tech Member of Sonic Retro, is a DLL that intercepts attempts by Sonic Generations to read files within a CPK archive.
Generations Archive Editor:
MainMemory, also a Tech Member of Sonic Retro, has adapted his SADXsndSharp tool to work with Generations' .ar.** files and its stage .pfd files.
SonicGLVL:
Dario FF, another Tech Member, has created a level editing and importing program called SonicGLVL, available for download here. This allows users to create and remove objects, as well as to import Ogre .scene files into Sonic Generations to use as level geometry.
While actually using the Generations Archive editor I ran into a problem with one particular file [So I created a README.txt file explaining what exactly happened] (see below):
README:
When the files were extracted there were some that did not fully extract.
In bb -> sph205.ar.00
For this file there was an error when using the "extract all" option,
with the Generations Archive editor, and this appeared:
-----
"Unhandled exception has occurred in your application. If you click
continue, the application will ignore this error and attempt to continue. If
you click Quit, the application will close immediately.
Illegal characters in path."
-----
And the details provided for this appeared below that:
-----
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentException: Illegal characters in path.
at System.Security.Permissions.FileIOPermission.HasIllegalCharacters(String[] str)
at System.Security.Permissions.FileIOPermission.AddPathList(FileIOPermissionAccess access, AccessControlActions control, String[] pathListOrig, Boolean checkForDuplicates, Boolean needFullPath, Boolean copyPathList)
at System.Security.Permissions.FileIOPermission..ctor(FileIOPermissionAccess access, AccessControlActions control, String[] pathList, Boolean checkForDuplicates, Boolean needFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at System.IO.File.WriteAllBytes(String path, Byte[] bytes)
at Generations_Archive_Editor.MainForm.extractAllToolStripMenuItem_Click(Object sender, EventArgs e) in C:\Users\Mike\Documents\Visual Studio 2008\Projects\Generations Archive Editor\Generations Archive Editor\MainForm.cs:line 105
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Generations Archive Editor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/zac.hughes/Downloads/My%20Stuff/Sonic%20Generations%20Modding/GenArcEd/Generations%20Archive%20Editor.exe
----------------------------------------
Ar00Lib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/zac.hughes/Downloads/My%20Stuff/Sonic%20Generations%20Modding/GenArcEd/Ar00Lib.DLL
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
-----
*Also to note, when counting the viewable files in the Generations Archive Editor,
there was a total count of 76 files, while the files shown that was extracted is a total,
of only 50 files.*
If you see this, do any of you understand it, or what went wrong?
(11-30-2015, 11:49 AM)Yarcaz Wrote: For hacking/de-compiling/ripping open sonic generations pc, please go to this page:
3 useful Programs that are listed there (and more):
QuickBMS:
QuickBMS is used to extract CPK files (*.cpk) from the disk and sound folders of Sonic Generations.
CPKREDIR:
CPKREDIR by Korama, a Tech Member of Sonic Retro, is a DLL that intercepts attempts by Sonic Generations to read files within a CPK archive.
Generations Archive Editor:
MainMemory, also a Tech Member of Sonic Retro, has adapted his SADXsndSharp tool to work with Generations' .ar.** files and its stage .pfd files.
SonicGLVL:
Dario FF, another Tech Member, has created a level editing and importing program called SonicGLVL, available for download here. This allows users to create and remove objects, as well as to import Ogre .scene files into Sonic Generations to use as level geometry.
While actually using the Generations Archive editor I ran into a problem with one particular file [So I created a README.txt file explaining what exactly happened] (see below):
If you see this, do any of you understand it, or what went wrong? The error is talking about illegal characters in the filename, so try renaming it to something else.
Posts: 158
Threads: 12
Joined: May 2014
(11-30-2015, 12:05 PM)ThatTrueStruggle Wrote: (11-30-2015, 11:49 AM)Yarcaz Wrote: For hacking/de-compiling/ripping open sonic generations pc, please go to this page:
3 useful Programs that are listed there (and more):
QuickBMS:
QuickBMS is used to extract CPK files (*.cpk) from the disk and sound folders of Sonic Generations.
CPKREDIR:
CPKREDIR by Korama, a Tech Member of Sonic Retro, is a DLL that intercepts attempts by Sonic Generations to read files within a CPK archive.
Generations Archive Editor:
MainMemory, also a Tech Member of Sonic Retro, has adapted his SADXsndSharp tool to work with Generations' .ar.** files and its stage .pfd files.
SonicGLVL:
Dario FF, another Tech Member, has created a level editing and importing program called SonicGLVL, available for download here. This allows users to create and remove objects, as well as to import Ogre .scene files into Sonic Generations to use as level geometry.
While actually using the Generations Archive editor I ran into a problem with one particular file [So I created a README.txt file explaining what exactly happened] (see below):
If you see this, do any of you understand it, or what went wrong? The error is talking about illegal characters in the filename, so try renaming it to something else.
OK, Thank you so much!
Posts: 158
Threads: 12
Joined: May 2014
12-01-2015, 11:15 AM
(This post was last modified: 12-01-2015, 11:21 AM by Yarcaz.)
Oh dear, I seem to be having problems exporting the .model files of the bosses from sonic generations like the time eater, the death egg robot, perfect chaos, and the egg dragoon.
Every time I try to use Sonic GLvl on these files it just crashes.
Here is what I was able to gather on the problems based off of when I tried to rip the time eater, so maybe someone can help me by looking at the code below?
11:04:30: Creating resource group Importing
11:04:30: Added resource location 'C:\Users\zac.hughes\Desktop\Disk\bb (detailed)\blb.ar.04 (detailed)\' of type 'FileSystem' to resource group 'Importing'
11:04:30: Initialising resource group Importing
11:04:30: Parsing scripts for resource group Importing
11:04:30: Parsing script Boss_TimeEaterSun01.material
11:04:30: Parsing script Boss_TimeEaterSun02.material
11:04:30: Parsing script Boss_TimeEaterSun03.material
11:04:30: Parsing script Boss_TimeEaterSun_Add01.material
11:04:30: Parsing script Boss_TimeEaterSun_Add02.material
11:04:30: Parsing script Boss_TimeEater_head01.material
11:04:30: Parsing script Boss_TimeEater_light01.material
11:04:30: Parsing script Boss_TimeEater_low_b01.material
11:04:30: Parsing script Boss_TimeEater_low_g01.material
11:04:30: Parsing script Boss_TimeEater_mouth01.material
11:04:30: Parsing script Boss_TimeEater_shoulder01.material
11:04:30: Parsing script Boss_TimeEater_shoulder02.material
11:04:30: Parsing script Boss_TimeEater_shoulder_glass.material
11:04:30: Parsing script Boss_TimeEater_thd02.material
11:04:30: Parsing script Boss_TimeEater_wing_add01.material
11:04:30: Parsing script Boss_TimeEater_wing_in01.material
11:04:30: Parsing script Standardmaterial.material
11:04:30: Finished parsing scripts for resource group Importing
11:04:30: Creating resources for group Importing
11:04:30: All done
11:04:30: Loading resource group 'Importing' - Resources: 1 World Geometry: 1
11:04:30: Finished loading resource group Importing
11:04:44: OGRE EXCEPTION(3:RenderingAPIException): Cannot restore D3D9 vertex buffer: Invalid call in D3D9HardwareVertexBuffer::createBuffer at ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9HardwareVertexBuffer.cpp (line 322)
11:04:44: DefaultWorkQueue('Root') shutting down on thread 004A79C0.
11:04:44: DefaultWorkQueue('Root')::WorkerFunc - thread 004B0EF0 stopped.
11:04:44: DefaultWorkQueue('Root')::WorkerFunc - thread 004B0EC0 stopped.
11:04:44: DefaultWorkQueue('Root')::WorkerFunc - thread 004B0E90 stopped.
11:04:44: DefaultWorkQueue('Root')::WorkerFunc - thread 004B0F20 stopped.
11:04:44: PCZone Factory Type 'ZoneType_Octree' unregistered
11:04:44: Unregistering ResourceManager for type BspLevel
11:04:44: *-*-* OGRE Shutdown
11:04:44: Unregistering ResourceManager for type Compositor
11:04:44: Unregistering ResourceManager for type Font
11:04:44: Unregistering ResourceManager for type Skeleton
11:04:44: Unregistering ResourceManager for type Mesh
11:04:44: Unregistering ResourceManager for type HighLevelGpuProgram
11:04:44: Uninstalling plugin: Octree Scene Manager
11:04:44: Plugin successfully uninstalled
11:04:44: Unloading library .\Plugin_OctreeSceneManager
11:04:44: Uninstalling plugin: Octree Zone Factory
11:04:44: Plugin successfully uninstalled
11:04:44: Unloading library .\Plugin_OctreeZone
11:04:44: Uninstalling plugin: Portal Connected Zone Scene Manager
11:04:44: Plugin successfully uninstalled
11:04:44: Unloading library .\Plugin_PCZSceneManager
11:04:44: Uninstalling plugin: Cg Program Manager
11:04:44: Plugin successfully uninstalled
11:04:44: Unloading library .\Plugin_CgProgramManager
11:04:44: Uninstalling plugin: BSP Scene Manager
11:04:44: Plugin successfully uninstalled
11:04:44: Unloading library .\Plugin_BSPSceneManager
11:04:44: Uninstalling plugin: ParticleFX
11:04:44: Plugin successfully uninstalled
11:04:44: Unloading library .\Plugin_ParticleFX
11:04:44: Uninstalling plugin: D3D9 RenderSystem
11:04:44: D3D9 : Shutting down cleanly.
11:04:44: Unregistering ResourceManager for type Texture
11:04:44: Unregistering ResourceManager for type GpuProgram
11:04:44: D3D9 : Direct3D9 Rendering Subsystem destroyed.
11:04:44: Plugin successfully uninstalled
11:04:44: Unloading library .\RenderSystem_Direct3D9
11:04:44: Unregistering ResourceManager for type Material
12-02-2015, 03:19 PM
(This post was last modified: 12-02-2015, 03:20 PM by Ecelon.)
Sonic - Dash:
Eggman & Eggmobile. .PSK format[ No Skeleton ] // Noesis has this thing about duplicating a mesh when exported as .OBJ!
The textures are in .PVR. Gonna need TexturePacker to extract the .PVR's. Literally none of the other models work with Noesis, but thought I'd help by uploading this one anyway!
iOS_SO-D_CHARACTER_Eggman.zip (Size: 350.03 KB / Downloads: 308)
Posts: 158
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Joined: May 2014
(12-02-2015, 03:19 PM)Ecelon Wrote: Sonic - Dash:
Eggman & Eggmobile. .PSK format[ No Skeleton ] // Noesis has this thing about duplicating a mesh when exported as .OBJ!
The textures are in .PVR. Gonna need TexturePacker to extract the .PVR's. Literally none of the other models work with Noesis, but thought I'd help by uploading this one anyway!
Great! Even if models aren't fully exported or files de-compiled I highly suggest more of this in the future, because If one of us can't figure out how to do something, another one of us might be able to, or know how to, or figure out how to do it.
I will be sure to look into this file very soon. Thanks for putting it up here!
On a side note I submitted all 23 main Sonic Generations Enemies to themodelresource and am waiting for them to be approved! YAY!
Posts: 158
Threads: 12
Joined: May 2014
12-03-2015, 10:04 PM
(This post was last modified: 12-03-2015, 10:05 PM by Yarcaz.)
Ugggh, perfect chaos and the time eater (final boss version) causes Sonic GLvl to crash when trying to export their .model files. Help anyone?
Currently in "bpc.ar.00" & "bpc.ar.01" I can't rip the following models: "boss_PerfectChaos_HD" & "Boss_PerfectChaosArm_B_HD" & "Boss_PerfectChaosArm_HD" & "Bpc_obj_tornado".
And when Sonic GLvl tried to convert these .model files into .dae files it always crashes.
and I also have the same problem with/in "blb.ar.00" & "blb.ar.01" for the following models: "Boss_TE_Armup_L_Effect_HD" & "Boss_TE_Armup_R_Effect_HD" & "Boss_TimeEater_HD" & "Boss_TimeEaterSun_HD" & "Boss_TimeEaterSun_Light_HD".
All of these so far are located in bb and are related to bosses.
CAN ANYONE PLEASE HELP ME?!?!?!?!?? I have searched the internet, and to no avail.
"Help me themodelsresource forums, you are my only hope!"
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