Users browsing this thread: 3 Guest(s)
★ The Sonic Adventure 2 Problem ★ - Dreamcast Ripping
#1
★ I need help from anyone that knows coding well, models, binary ((.bin) & hex editing), and who has the ability to learn to help us with this endeavor. ★

The SA2 problem is the fact that we are unable to properly/successful rip all/most models from the game (- most stage models).

Many of you may or may not know this but Over the years many people have been trying to rip from Sonic Adventure 2, especially the Dreamcast version. While there have been programs designed to do this by various people such as Kryslin, SANiK, and MainMemory for Dreamcast games such as NiGHTS, Skies of Arcadia, Sonic Adventure, and Sonic Adventure 2, there has been no program to successfully be able to rip/export the models from these games with all of the models parts [At least publicly, supposedly there was one that someone had privately but they lost it after something happened to their hard-drive]. (This includes all bones, vertices, polygons, textures/texture formatting, proper RGB values, materials, etc.) Even all of the versions of both Sonic Adventure games from prototypes to re-releases have problems with models being ripped, mainly character models. (Stages are easier to rip,but characters are not because stages don't really move/change that much if that makes any sense.)

I need help from anyone who see's this and is familiar with the code from the Dreamcast console/games, and some/all of the sonic adventure games, or good at coding or understanding coding at all. I have spoken to MainMemory (as seen in the images below) and he believes that the problem is with the something in the program he has written in SA Tools, mainly being SAMDL with verticies and polygons for this part of the program. https://github.com/sonicretro/sa_tools/b...ch.cs#L200

Chat With MainMemory:
                           

Visual Results of attempting to rip Character Models from SA2:
               
Reply
Thanked by:
#2
I personally only care about the stages, but it would be nice if it all got perfected. Stages like Green Forest are missing almost all of the detail models it seems, like bushes and stuff. Does anyone know where files like that would be for SA2?
Workstation Specs
GFX Card: GeForce RTX 2080 Ti 11GB || Processor: Intel i9-9900k || RAM: 64GB || OS: Windows 10 Pro x64
Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

Media Center Specs
GFX Card: GeForce GTX 1080 8GB || Processor: Intel i7-6700 || RAM: 16GB || OS: Windows 10 Pro x64
Storage: 500GB SSD + 1TB HDD + 4TB HDD

Laptop Specs
GFX Card: GeForce GTX 960M 4GB || Processor: Intel i5-6300HQ || RAM: 8GB || OS: Windows 10 Pro x64
Storage: 250GB SSD + 1TB HDD
Reply
Thanked by: Yarcaz
#3
(08-11-2016, 03:52 PM)MidnightXS Wrote: I personally only care about the stages, but it would be nice if it all got perfected. Stages like Green Forest are missing almost all of the detail models it seems, like bushes and stuff. Does anyone know where files like that would be for SA2?

They would be in the .bin files, I am currently making a word document listing all the files in a file-tree like format and will be updating it with what files contain in them.
Most of the .bins are in the .prs files which you have to unpack. The problem with exporting models from SA2 is that they are created directly from the binary of each .bin and I believe that stages have some of their objects or detail models in separate files, making ripping from SA2 all the more difficult.

What is also frustrating is that not all textures/folders of textures have a .bin file name of the same name, making it all the more difficult to find what each .bin has, though for stages sonic retro has a list of most of the models for .bins in a list.

If anyone is interested here is a download of all the textures from SA2 Dreamcast.
http://www.mediafire.com/download/j63arp...69/SA2.zip
Reply
Thanked by:
#4
Alright, I'll go ahead and link to the lists for the stage .bins for anyone interested.

Sonic Adventure: http://info.sonicretro.org/SCHG:Sonic_Ad..._Locations

Sonic Adventure 2: http://info.sonicretro.org/SCHG:Sonic_Ad..._Locations

These are just the base models though, sadly.
Workstation Specs
GFX Card: GeForce RTX 2080 Ti 11GB || Processor: Intel i9-9900k || RAM: 64GB || OS: Windows 10 Pro x64
Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

Media Center Specs
GFX Card: GeForce GTX 1080 8GB || Processor: Intel i7-6700 || RAM: 16GB || OS: Windows 10 Pro x64
Storage: 500GB SSD + 1TB HDD + 4TB HDD

Laptop Specs
GFX Card: GeForce GTX 960M 4GB || Processor: Intel i5-6300HQ || RAM: 8GB || OS: Windows 10 Pro x64
Storage: 250GB SSD + 1TB HDD
Reply
Thanked by: Yarcaz
#5
(08-11-2016, 03:52 PM)MidnightXS Wrote: I personally only care about the stages, but it would be nice if it all got perfected. Stages like Green Forest are missing almost all of the detail models it seems, like bushes and stuff. Does anyone know where files like that would be for SA2?

That is Most Likely because you are only Loading the Land Tables from SA2 in SAtools, Most Things like Trees and Bush are Objects places by the Object Layout SET Files you'd have to place them manually. they are the same format as the Character models kinda so you cant really Extract them especially if they are animated.
Reply
Thanked by: Yarcaz
#6
(08-13-2016, 01:43 AM)Lugana Rysniq Wrote:
(08-11-2016, 03:52 PM)MidnightXS Wrote: I personally only care about the stages, but it would be nice if it all got perfected. Stages like Green Forest are missing almost all of the detail models it seems, like bushes and stuff. Does anyone know where files like that would be for SA2?

That is Most Likely because you are only Loading the Land Tables from SA2 in SAtools, Most Things like Trees and Bush are Objects places by the Object Layout SET Files you'd have to place them manually. they are the same format as the Character models kinda so you cant really Extract them especially if they are animated.

True, gahh this is very frustrating, but if someone is able to find out how to rip all the models (bones and all) & their animations then this would make everything better.

Btw if anyone wants to see the list that I have been making of all the SA2 Dreamcast files they can see it here (please note that it is incomplete):
https://docs.google.com/document/d/1N--x...sp=sharing

We should probably find out how many .bins there are in total, try to find out what is in each .bin in general, see the results from extracting from the .bins and mark down which ones were successful and which ones were not and the analyze the SA Tools (Code) and the .bins (Code) in a Hex Editor and see if we can't find a way to finally crack how to finally rip everything from SA2 successfully.
Reply
Thanked by:
#7
SA2 Character Models haven't worked with MainMemory's tool set at all since the beginning, and he has no idea why. He's tried a few things, but nothing ever fixes it. We do know it's due to a caching system that the Ninja Chunk Model Format uses. 

Moving on, I saw talk about files. Here's a rundown of everything I can remember and have docs on. 

MLT files are Manatee Libary Files, used with the Manatee Sound Driver the Dreamcast supported.

ADX files are the audio files for the game.

PRS files are files that have been compressed using the Sega based format. 

All of the BIN files dumped out are generic file extensions, not the actual file type.

The event files are a bit odd because there are a lot of files, but only one file contains model data. I'll use an example:


The Hero Opening scene, Sonic's Escape from the Helicopter, is E0000. E0000.PRS, when decompressed, contains all of the models for the event, similar to how level files contain all of the data for a level. The _0 extension files are unnecessary for models. Also notice how I have E0 in bold. This is because all event files start with that filename. Here is a list of all of the cutscene IDs and which ones have event files. Partial means other files exist, but not the main event file. And Placeholder is used as I assume they mark something internally and the only data in them is Sonic's model and textures. This list also includes the SA2B cutscenes because I was working with SA2B when I made this list.

Code:
00 - Hero
01 - Dark
02 - Final
03 - Intro
04 - Hero SFD(?)
05 - Dark SFD(?)
06 - SFD

ID   | e0 file?    | Cutscene

0000 | yes    | Sonic Escapes
0001 | no    | Sonic vs. Bigfoot
0002 | yes    | Sonic meets Shadow
0003 | yes    | Knuckles and Rouge
0004 | yes    | Tails finds Amy
0005 | yes    | Eggman defeated
0006 | yes    | Sonic released from Prison
0007 | no    | Sonic finds Shadow on Prison Island
0008 | no    | Sonic in Green Forest
0009 | no    |
0010 | no    | Knuckles in Pumpkin Hill
0011 | yes    | The team sees the Moon
0012 | no    | Knuckles in Aquatic Mine
0013 | no    |
0014 | yes    | Knuckles finds Tails and Amy
0015 | yes    | Sonic and Tails speak to the President
0016 | yes    | The team outside of Eggman's hideout
0017 | yes    | Figuring out how to enter
0018 | no    | Knuckles vs. King Boom Boo
0019 | yes    | Enter Egg Golem
0020 | no    |
0021 | yes    | Aboard the Space Colony
0022 | yes    | Sonic in the Control Room
0023 | no    | Knuckles vs. Rouge
0024 | yes    | Knuckles and Rouge part ways
0025 | yes    | Sonic enters the Observation Deck
0026 | yes    | Sonic warps to Knuckles
0027 | yes    | Sonic and Shadow's final encounter
0028 | yes    | Tails' final message to Sonic
0029 | partial    |
0030 | partial    |

0050 | yes    | Placeholder
0051 | yes    | Placeholder
0052 | yes    | Placeholder
0053 | yes    | Placeholder
0054 | yes    | Placeholder

0100 | yes    | Eggman enters the base
0101 | yes    | Eggman discovers Shadow
0102 | yes    | Shadow defeats Hot Shot
0103 | yes    | Rouge and Knuckles
0104 | no    | Eggman in Sand Ocean
0105 | yes    | Eggman in his Desert Base
0106 | yes    | Shadow's first flashback
0107 | yes    | Shadow meets Sonic
0108 | no    | Rouge in Egg Quarters
0109 | yes    | Rouge in the Desert Base
0110 | no    | Eggman in Lost Colony
0111 | yes    | The ARK Control Room
0112 | yes    | The Dark Teams Plans
0113 | yes    | Amy finds Shadow
0114 | no    | Rouge in Security Hall
0115 | no    | Rouge vs. Flying Dog
0116 | yes    | Rouge in distress
0117 | no    | Shadow and Sonic meet in the forest
0118 | yes    | The Island's gonna blow
0119 | yes    | Shadow and Maria
0120 | yes    | Tails has an emerald?!
0121 | no    | Shadow in Sky Rail
0122 | yes    | They're headed to the base
0123 | yes    | Enter Egg Golem
0124 | yes    | Rouge in the ARK Control Room
0125 | no    | Rouge vs. Knuckles
0126 | yes    | Rouge and Knuckles part ways
0127 | yes    | Eggman finds Sonic and crew
0128 | yes    | Eggman takes Amy hostage
0129 | yes    | Shadow watche Sonic's demise
0130 | yes    | Shadow vs. Sonic on the ARK
0131 | yes    | Eggman places the final emerald
0132 | partial    |

0150 | yes    | Placeholder
0151 | yes    | Placeholder
0152 | yes    | Placeholder
0153 | yes    | Placeholder
0154 | yes    | Placeholder

0200 | yes    | ARK control room goes haywire
0201 | yes    | Everyone learns Gerald's plan
0202 | no    |
0203 | yes    | Gerald's Diary;Plans made
0204 | yes    | Shadow has a change of heart
0205 | yes    | The Biolizard Emerges
0206 | yes    | Stop the Chaos Emeralds!
0207 | yes    | It's Super Sonic time!
0208 | yes    | The ultimate Chaos Control
0209 | no    |
0210 | yes    | The melancholy truth
0211 | yes    |

0350 | yes    | Unknown
0360 | yes    | SA2B Intro (Japanese)
0361 | yes    | SA2B Intro (English)
0399 | yes    | Placeholder?

0401 | SFD    | SA2 Intro
0409 | SFD    | Prison Island Blows up
0411 | SFD    | Eggman blows up the moon
0420 | SFD    | Shuttle Lift Off
0428 | SFD    | Sonic blows up the ARK
0429 | SFD    | Dark Story Trailer
0430 | SFD    | Last Story Trailer
0524 | SFD    | Shuttle Lift off (Short)
0532 | SFD    | Hero Story Trailer
0602 | SFD    | Professor Gerald's Plan;Crashing ARK
0609 | SFD    | The ARK returned


Some cutscenes are stored in boss battle or stage data if it's a cutscene running in the "game" mode instead of "cutscene" mode. An example is when Sonic confronts Big Foot at the end of City Escape. That's why you see "no" in the e0 column. Also, the EH files are the subtitles to the cutscenes.

Sound Effect files are stored in the files with SE in beginning of the filename. 

The files with EH are for the Emerald Hunt hints that come from the monitors. The MH files, if memory serves, are for Omochao and monitor hints in levels.

All of the SET files are files that place objects in a level. If you're familiar with SADX modding, they're the same thing. SA2 just happens to use them for a lot more stuff than just objects. 

All stage data is stored in STG file names with just the stage ID attached. The _FOG, etc, files are for handling other aspects of the stage. 

All character data is stored inside any files with a character name in it and MDL also in the filename. Here's a list of all of the character files.
Code:
SA2 Character Models

==Main Models==
sonicmdl    Sonic
teriosmdl    Shadow

knuckmdl    Knuckles
rougemdl    Rouge

twalkmdl    Tails Mech
ewalkmdl    Eggman Mech

eggmdl        Eggman
milesmdl    Tails

ssonicmdl    Super Sonic
sshadowmdl    Super Shadow


==Alt Costumes==
psosonicmdl    PSO Sonic Costume
psoshadowmdl    PSO Shadow Costume

bknuckmdl    Black Knuckles Costume
brougemdl    Black Rouge Costume

twalk1mdl    Tornado 1 Costume
ewalk1mdl    Camo Costume


==Alt Characters==
amymdl        Amy
metalsonicmdl    Metal Sonic

ticalmdl    Tikal
chaos0mdl    Chaos 0

cwalkmdl    Chao Walker
bwalkmdl    Big the Cat Walker


==Halloween Costumes==
hsonicmdl    Sonic with Pumpkin
hshadowmdl    Shadow with Bones

hknuckmdl    Knuckles with Bones
hrougemdl    Rouge the Witch

htwalkmdl    Tails Pumpkin Colors
hewalkmdl    Eggman Pumpkin Colors


==Christmas Costumes==
xsonicmdl    Sonic as Santa
xshadowmdl    Shadow as Santa

xknuckmdl    Knuckles with Ornaments
xrougemdl    Rouge Christmas Colors

xtwalkmdl    Tails Christmas Colors
xewalkmdl    Eggman Christmas Colors


Hopefully this information is useful and keep anyone from redoing stuff that's been done already.
I post stuff randomly. I hope you people like what gets posted.
Reply
Thanked by: Yarcaz
#8
(09-05-2016, 01:57 PM)ItsEasyActually Wrote: SA2 Character Models haven't worked with MainMemory's tool set at all since the beginning, and he has no idea why. He's tried a few things, but nothing ever fixes it. We do know it's due to a caching system that the Ninja Chunk Model Format uses. 

Moving on, I saw talk about files. Here's a rundown of everything I can remember and have docs on. 

MLT files are Manatee Libary Files, used with the Manatee Sound Driver the Dreamcast supported.

ADX files are the audio files for the game.

PRS files are files that have been compressed using the Sega based format. 

All of the BIN files dumped out are generic file extensions, not the actual file type.

The event files are a bit odd because there are a lot of files, but only one file contains model data. I'll use an example:


The Hero Opening scene, Sonic's Escape from the Helicopter, is E0000. E0000.PRS, when decompressed, contains all of the models for the event, similar to how level files contain all of the data for a level. The _0 extension files are unnecessary for models. Also notice how I have E0 in bold. This is because all event files start with that filename. Here is a list of all of the cutscene IDs and which ones have event files. Partial means other files exist, but not the main event file. And Placeholder is used as I assume they mark something internally and the only data in them is Sonic's model and textures. This list also includes the SA2B cutscenes because I was working with SA2B when I made this list.

Code:
00 - Hero
01 - Dark
02 - Final
03 - Intro
04 - Hero SFD(?)
05 - Dark SFD(?)
06 - SFD

ID   | e0 file?    | Cutscene

0000 | yes    | Sonic Escapes
0001 | no    | Sonic vs. Bigfoot
0002 | yes    | Sonic meets Shadow
0003 | yes    | Knuckles and Rouge
0004 | yes    | Tails finds Amy
0005 | yes    | Eggman defeated
0006 | yes    | Sonic released from Prison
0007 | no    | Sonic finds Shadow on Prison Island
0008 | no    | Sonic in Green Forest
0009 | no    |
0010 | no    | Knuckles in Pumpkin Hill
0011 | yes    | The team sees the Moon
0012 | no    | Knuckles in Aquatic Mine
0013 | no    |
0014 | yes    | Knuckles finds Tails and Amy
0015 | yes    | Sonic and Tails speak to the President
0016 | yes    | The team outside of Eggman's hideout
0017 | yes    | Figuring out how to enter
0018 | no    | Knuckles vs. King Boom Boo
0019 | yes    | Enter Egg Golem
0020 | no    |
0021 | yes    | Aboard the Space Colony
0022 | yes    | Sonic in the Control Room
0023 | no    | Knuckles vs. Rouge
0024 | yes    | Knuckles and Rouge part ways
0025 | yes    | Sonic enters the Observation Deck
0026 | yes    | Sonic warps to Knuckles
0027 | yes    | Sonic and Shadow's final encounter
0028 | yes    | Tails' final message to Sonic
0029 | partial    |
0030 | partial    |

0050 | yes    | Placeholder
0051 | yes    | Placeholder
0052 | yes    | Placeholder
0053 | yes    | Placeholder
0054 | yes    | Placeholder

0100 | yes    | Eggman enters the base
0101 | yes    | Eggman discovers Shadow
0102 | yes    | Shadow defeats Hot Shot
0103 | yes    | Rouge and Knuckles
0104 | no    | Eggman in Sand Ocean
0105 | yes    | Eggman in his Desert Base
0106 | yes    | Shadow's first flashback
0107 | yes    | Shadow meets Sonic
0108 | no    | Rouge in Egg Quarters
0109 | yes    | Rouge in the Desert Base
0110 | no    | Eggman in Lost Colony
0111 | yes    | The ARK Control Room
0112 | yes    | The Dark Teams Plans
0113 | yes    | Amy finds Shadow
0114 | no    | Rouge in Security Hall
0115 | no    | Rouge vs. Flying Dog
0116 | yes    | Rouge in distress
0117 | no    | Shadow and Sonic meet in the forest
0118 | yes    | The Island's gonna blow
0119 | yes    | Shadow and Maria
0120 | yes    | Tails has an emerald?!
0121 | no    | Shadow in Sky Rail
0122 | yes    | They're headed to the base
0123 | yes    | Enter Egg Golem
0124 | yes    | Rouge in the ARK Control Room
0125 | no    | Rouge vs. Knuckles
0126 | yes    | Rouge and Knuckles part ways
0127 | yes    | Eggman finds Sonic and crew
0128 | yes    | Eggman takes Amy hostage
0129 | yes    | Shadow watche Sonic's demise
0130 | yes    | Shadow vs. Sonic on the ARK
0131 | yes    | Eggman places the final emerald
0132 | partial    |

0150 | yes    | Placeholder
0151 | yes    | Placeholder
0152 | yes    | Placeholder
0153 | yes    | Placeholder
0154 | yes    | Placeholder

0200 | yes    | ARK control room goes haywire
0201 | yes    | Everyone learns Gerald's plan
0202 | no    |
0203 | yes    | Gerald's Diary;Plans made
0204 | yes    | Shadow has a change of heart
0205 | yes    | The Biolizard Emerges
0206 | yes    | Stop the Chaos Emeralds!
0207 | yes    | It's Super Sonic time!
0208 | yes    | The ultimate Chaos Control
0209 | no    |
0210 | yes    | The melancholy truth
0211 | yes    |

0350 | yes    | Unknown
0360 | yes    | SA2B Intro (Japanese)
0361 | yes    | SA2B Intro (English)
0399 | yes    | Placeholder?

0401 | SFD    | SA2 Intro
0409 | SFD    | Prison Island Blows up
0411 | SFD    | Eggman blows up the moon
0420 | SFD    | Shuttle Lift Off
0428 | SFD    | Sonic blows up the ARK
0429 | SFD    | Dark Story Trailer
0430 | SFD    | Last Story Trailer
0524 | SFD    | Shuttle Lift off (Short)
0532 | SFD    | Hero Story Trailer
0602 | SFD    | Professor Gerald's Plan;Crashing ARK
0609 | SFD    | The ARK returned


Some cutscenes are stored in boss battle or stage data if it's a cutscene running in the "game" mode instead of "cutscene" mode. An example is when Sonic confronts Big Foot at the end of City Escape. That's why you see "no" in the e0 column. Also, the EH files are the subtitles to the cutscenes.

Sound Effect files are stored in the files with SE in beginning of the filename. 

The files with EH are for the Emerald Hunt hints that come from the monitors. The MH files, if memory serves, are for Omochao and monitor hints in levels.

All of the SET files are files that place objects in a level. If you're familiar with SADX modding, they're the same thing. SA2 just happens to use them for a lot more stuff than just objects. 

All stage data is stored in STG file names with just the stage ID attached. The _FOG, etc, files are for handling other aspects of the stage. 

All character data is stored inside any files with a character name in it and MDL also in the filename. Here's a list of all of the character files.
Code:
SA2 Character Models

==Main Models==
sonicmdl    Sonic
teriosmdl    Shadow

knuckmdl    Knuckles
rougemdl    Rouge

twalkmdl    Tails Mech
ewalkmdl    Eggman Mech

eggmdl        Eggman
milesmdl    Tails

ssonicmdl    Super Sonic
sshadowmdl    Super Shadow


==Alt Costumes==
psosonicmdl    PSO Sonic Costume
psoshadowmdl    PSO Shadow Costume

bknuckmdl    Black Knuckles Costume
brougemdl    Black Rouge Costume

twalk1mdl    Tornado 1 Costume
ewalk1mdl    Camo Costume


==Alt Characters==
amymdl        Amy
metalsonicmdl    Metal Sonic

ticalmdl    Tikal
chaos0mdl    Chaos 0

cwalkmdl    Chao Walker
bwalkmdl    Big the Cat Walker


==Halloween Costumes==
hsonicmdl    Sonic with Pumpkin
hshadowmdl    Shadow with Bones

hknuckmdl    Knuckles with Bones
hrougemdl    Rouge the Witch

htwalkmdl    Tails Pumpkin Colors
hewalkmdl    Eggman Pumpkin Colors


==Christmas Costumes==
xsonicmdl    Sonic as Santa
xshadowmdl    Shadow as Santa

xknuckmdl    Knuckles with Ornaments
xrougemdl    Rouge Christmas Colors

xtwalkmdl    Tails Christmas Colors
xewalkmdl    Eggman Christmas Colors


Hopefully this information is useful and keep anyone from redoing stuff that's been done already.
Thanks this is very helpful!

Now all I need is to figure out one of the biggest mysteries and try and see if I can rip the sa2 enemy models. (Along with other things of course, but one step at a time.)
Let us set a goal and see if anyone can rip the artificial chaos model for now.
Reply
Thanked by:
#9
Smile 
(09-06-2016, 04:10 PM)Yarcaz Wrote: Thanks this is very helpful!

Now all I need is to figure out one of the biggest mysteries and try and see if I can rip the sa2 enemy models. (Along with other things of course, but one step at a time.)
Let us set a goal and see if anyone can rip the artificial chaos model for now.
No problem, always glad to help  Tongue 

Also, those will be stored in the stage files as they're objects. So you'll find them in all of these stage files:
Code:
STG22 (Crazy Gadget)
STG24 (Eternal Engine)
STG27 (Lost Colony)
STG30 (Final Rush)
STG32 (Meteor Herd)
STG34-STG38 (Canon's Core)
STG40 (Final Chase)
STG43 (Cosmic Wall)
STG44 (Mad Space)

The only thing is since they have a dynamic like mesh structure, they won't rip using the existing tools MainMemory provided either since they will almost certainly use the NJCM Caching function.
I post stuff randomly. I hope you people like what gets posted.
Reply
Thanked by: Yarcaz
#10
Hahaha. I forgot about all the alts the characters had in this game. It would be really nice to have them all ripped. This makes me wonder how the Chao are handled with all their variations...
Reply
Thanked by: Yarcaz
#11
(09-09-2016, 10:28 AM)Carpaccio Wrote: Hahaha. I forgot about all the alts the characters had in this game. It would be really nice to have them all ripped. This makes me wonder how the Chao are handled with all their variations...

The Chao all have individual body parts that change depending on when certain values are set IIRC.

In other news, figured I'd post this real quick on the Artificial Chaos models. and...
[Image: ecee3e6ba8057a80692286710a7c71bc.png]
It's exactly as I assumed, they use the caching functions and can't be ripped with any existing tools.
I post stuff randomly. I hope you people like what gets posted.
Reply
Thanked by: Yarcaz
#12
So would the chao and their parts be able to be ripped? And what's the word on textures?
Reply
Thanked by: Yarcaz
#13
(09-10-2016, 11:19 AM)Carpaccio Wrote: And what's the word on textures?

Dolphin has a built-in texture ripper if you're looking for SA2B textures. As for the Dreamcast release, I honestly don't know.
3DS FC: 2105-8909-0435
NNID: MandL27
Reply
Thanked by: Yarcaz
#14
(09-10-2016, 11:19 AM)Carpaccio Wrote: So would the chao and their parts be able to be ripped?

They can, but I have no idea where they are in the files.  I wouldn't expect them to use the weird caching functions that animated models do.

(09-10-2016, 12:08 PM)MandL27 Wrote:
(09-10-2016, 11:19 AM)Carpaccio Wrote: And what's the word on textures?

Dolphin has a built-in texture ripper if you're looking for SA2B textures. As for the Dreamcast release, I honestly don't know.

PuyoTools (also used in MainMemory's SA Tools Suite) can rip textures from PVM and GVM files (SA2 and SA2B texture archives respectively). If Chao textures are what you're after, they should all be in the Chao Texture PVM archive.

Also just as proof of concept, went through the Display Code for the E CHAOS (Artificial Chaos) object. Here's the model as it appears in SAMDL.
[Image: c4bfc1579f6b50ec61ce97346641922b.png]
There's three other models associated with it. These are the other variants of the enemy. None except for this one load fully, and that's due to the mesh cache.
I post stuff randomly. I hope you people like what gets posted.
Reply
Thanked by: Yarcaz
#15
Looks pretty good, actually, despite the face clashing. Hey, could you help me out, I'm trying to get the various chao fruit for a project of mine. Could you either rip them for me or show me how to do it myself? Either is fine, haha.
Reply
Thanked by: Yarcaz


Forum Jump: