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05-08-24 07:59 AM
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Acmlm's Board - I3 Archive - ROM Hacking - The Sonic 3D Blast Data Thread ( we could use more threads like this )
  
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Tweaker
Posts: 97/131
SMD files, compared to BIN files, are byteswapped - this is why the text was garbled. I always advise against trying to hack SMD ROMs, since they're not an accurate representation of the original game data, compared to straight binary dumps that most ROMs are distributed as.

With that said, I guess one could find the addresses in the BIN from addresses in the SMD by going forward a byte at even addresses, and back a byte at odd ones... It may be the other way around, however; I'm not entirely sure at the moment.
S.N.N.
Posts: 1830/2028
It's nice to see you're still at it fabio I recently found more level geometry of Green Grove and Spring Stadium myself - I will upload new notes soon. So it looks like you found the text ... that's a good one indeed.

I need to check out hacking the .bin file - if it's different offsets than the .smd for data though, it may get ... uh ... difficult to convert?

God, now I want toast
fabio
Posts: 2112/2415
I've been messing with a BIN file of Sonic 3D Blast this entire week. I found text from the intro movie of the game. The best part is that the words aren't scrambled up like in the SMD version. I'll just copy and paste my notes.

$215FA-$2165A: Text containing the score bonus and emerald bonus whenever you clear a bonus stage.
$21DA4-$22069: Text from the Sonic has passed the level screen. It's divided into 3 sections. The first section contains everything from time taken to Knuckle and Tail Bonus points. This appears in the first 5 worlds and only in acts 1 and 2. The second section only has time taken, ring bonus, and time bonus. This appears in Boss fights and in Panic Puppet Zone Act 2. The last section is the same as the first one except the Knuckle's and Tail's Bonus points don't appear in that. This appears in Gene Gadget Act 1 and 2 as well as Panic Puppet Act 1.
$234E7-$2353D: Ending Game Text: Thank you Sonic! You saved us from Robotnik. We are greatful for your efforts.
$2392B-$239B3: Intro Movie Text: Go Sonic! You can warp through the big rings with the help of the flickies! Chase after Robotnik and defeat his plans!
$23C33-$23C89: Intro Movie Text: Robotnik made my friends like this! I must save them! Robotnik must be stopped!
$23CD3-$23D38: Intro Movie Text: Sonic starts to defeat the enemies in order to rescue the Flickes who are trapped inside.
$23F1C-$23F7A: Intro Movie Text: Sonic visits Flicky Island to see his friends but the only thing he finds are robots.
$24347-$243FD: Intro Movie Text: Robotnik learns about the Flickies. I will change the Flickies into robots and have them search for the chaos emeralds for me. Using the infinite power of the emeralds, I can conquer the world!
$246D4-$24746: Intro Movie Text: Flickies are mysterious birds. They live in another dimension and can travel anywhere through larger rings.
$24C61-$24C33: More text. This appears when you beat Panic Puppet Zone Act 3: As long as I have this final weapon I can conquer the world anytime. See you again sometime Sonic.
$24D02-$24D22: Text. You hear it right when you are going to fight the Death Egg: Prepare to fight the final weapon!

Now for some pictures. I was editing the text the entire day.

The first picture deals with offsets $24347-$243FD:



The next 2 pictures deal with offsets $21DA4-$22069. The picture below is when you clear a level in any of the first 5 zones that isn't a boss fight:



This one is when you defeat Robotnik in any of the 8 levels that you fight him in:



That's all I have for now. I plan on looking for more text during the rest of the week. I'll be using the BIN file for now on since it easier to hack than the SMD like Imajin said.
Imajin
Posts: 244/273
The fact you're using an SMD format ROM probably would make it much harder to figure out the data format...
Dirtbag
Posts: 35/105
I must admit I almost kept quite, I didn't want to distract you from the YI hack, I'm looking forward to that
S.N.N.
Posts: 1807/2028
I was looking at this...I received it. I certainly plan to check it out and see whats up with it, looks strange

Oh, and in case anyone is asking WHERE THE FUCK IS MORE DATA....no I have not stopped gathering it. I have been very busy trying to complete my YI hack lately that my time for this has been very limited. I do however, plan to throw in a huge update of it before Christmas, so keep your eyes peeled!
Dirtbag
Posts: 34/105
http://www.s2beta.com/forums/index.php?s=f11395ca97c2e60cd98d1d4158cbf3de&showtopic=8261&pid=147185&st=0&

Now that might be of intrest to someone ?


S.N.N.
Posts: 1639/2028
I haven't been able to find any data recently, since I have been busy with other things. However, now that we have a good start, anyone can feel free to help. Of course I'll still do it, but I may be a bit slower than usual, so meh

If you are interested in supporting this thread - post the Sonic 3D Blast button from my siggy into your also (courtesy of fabio )

If you are interested in HELPING find data...send me a PM and we'll talk. (NOTE: NO RETARDED RETAROS PLEASE)
Imajin
Posts: 216/273
The Saturn Version has a far superior soundtrack, for one, as well as updated graphics and completely different special stages. They're defiantely not the same game by any means.
S.N.N.
Posts: 1602/2028
I never had a Saturn, played a Saturn emulator, hell, I've never even SEEN a Saturn...so I really can't have my say in on this

BTW, added a bit more level mappings in case anyone cares.
JossiRossi
Posts: 22/26
Originally posted by Bane King
So the saturn version and the genesis version are the same game down to the sprites? I somewhat doubt that but I could be wrong since I've never played the saturn.

Besides the game's size are 1kb different in size and wasn't the Saturn version 500+MB?


I thought the only difference between the Sega Staturn and Genesis versios was that the video (maybe any video in the game) was WAY better quality. On the genesis the opening video is really grainy, but the Saturn version looks nice and clean if I remmeber right.

That could account the 500 MB size.
S.N.N.
Posts: 1469/2028
I don't know anything at all about the Saturn unfortunately. Never owned one, never had an emulator of one, never will. Only Genesis.

Oh, if anyone is interested in helping me with tile data...I was fooling around in the ROM, and found Spring Stadium tile data, located between $372350-$374200. I would do it, but I'm doing Green Grove right now, and good God it has a lot of tiles.

And Spring Stadium is the worst level in the game.

Have fun
Bane King
Posts: 75/116
So the saturn version and the genesis version are the same game down to the sprites? I somewhat doubt that but I could be wrong since I've never played the saturn.

Besides the game's size are 1kb different in size and wasn't the Saturn version 500+MB?
Schweiz oder etwas
Posts: 1455/2046
While this probably won't mean THAT much, didn't the Sega Saturn use .bin files for emulation of its CDs? I know Sonic 3D Blast didn't just have a Genesis version. It could be that you found the Saturn version of the ROM and whoever was hosting it had the two confused.

Of course, if the .bin works in a Genesis emulator, it could be a sega CD file, as well... The point would be that it's not the Genesis ROM. Sonic 3D Blast had more ports than a Madden game.
S.N.N.
Posts: 1434/2028
Originally posted by Imajin
All of this data is for the SMD file? Strange, usually the BIN file is used for hacking because it is decoded, while the SMD file is interlaced.


Yeah, I started on the .smd file, since I didn't have a .bin file back then (it was a while back when I first started) I've been pretty comfortable with hacking the SMD, so I'm gonna stick with it...but maybe when I'm done, I'll take a look at the BIN file (of course, it probably won't matter then, but meh)
Imajin
Posts: 199/273
All of this data is for the SMD file? Strange, usually the BIN file is used for hacking because it is decoded, while the SMD file is interlaced.
S.N.N.
Posts: 1417/2028
Yeah, as I said in the PM, I don't know whats up with that. I would like to say it's headered, but that definitely wouldn't affect level entrances. But then, you are opening a .bin file, and while it is still a ROM, it might not contain the same data as the .smd file.

I might actually have to edit my original post to point that out

@fabio: Odd. Unless they always did the glitch thing and I just never saw it

EDIT: More Green Grove tile data. How many friggin tiles does this level have?

$3236E0-$3236EF: Green Grove: Changes GFX on bottom right portion of cannon in cannon room.
$3236F0-$3236FF: Nothing.
$323700-$32370F: Green Grove: Changes GFX on the brick walls where they meet dark brown checkered tiles. Go left of entrance to see.
$323710-$32371F: Green Grove: Changes GFX on the brick walls where the meet, perpendicular to two tiles. Go left of entrance to see.
$323720-$32372F: Green Grove: Changes GFX on where more bricks meet tiles, but this time, deeper in the level.
$323730-$32373F: Green Grove: Changes GFX on some bricks around first dimension ring.
$323740-$32374F: Green Grove: Changes GFX on certain parts of mountains. Go near first green arrow thing to see.
$323750-$32375F: Green Grove: Changes GFX on bottom right corner of flower bushes where it touches checkered tiles. You can see one after taking the first dimension ring, and heading left.
$323760-$32376F: Green Grove: Changes GFX on above, but bottom left corner.
$323770-$32377F: Green Grove: Changes GFX on above, but top left corner
$323780-$32378F: Green Grove: Changes GFX on above, but top right corner
$323790-$32379F: Green Grove: Changes GFX on above, but middle left part
$3237A0-$3237AF: Green Grove: Changes GFX on above, but middle right part
$3237B0-$3237BF: Green Grove: Changes GFX on middle left portion of cannon in cannon room
$3237C0-$3237CF: Green Grove: Changes GFX on above, but middle right portion
$3237D0-$3237DF: Green Grove: Changes GFX on above, but bottom left portion (why is bottom right at $3236E0?)
$3237E0-$3237EF: Green Grove: Changes GFX on above, but top left portion
$3237F0-$3237FF: Green Grove: Changes GFX on above, but…you guessed it, top right portion!

DOUBLE EDIT: More tile data. Almost done with Green Grove,

$323800-$32380F: Green Grove: Changes GFX on bottom right corner of a planted tree in the middle of checkered tiles, near the drop to entance.
$323810-$32381F: Green Grove: Changes GFX on above, but bottom middle
$323820-$32382F: Green Grove: Changes GFX on above, but bottom left
$323830-$32383F: Green Grove: Changes GFX on above, but far bottom left flower patch (you’ll get when you get there)
$323840-$32384F: Green Grove: Changes GFX on top left corner of some of the water puddles in the level. (not first two, but anything past that)
$323850-$32385F: Green Grove: Changes GFX on above, but second tile from the left on top.
$323860-$32386F: Green Grove: Changes GFX on above, but second tile from the right on top
$323870-$32387F: Green Grove: Changes GFX on above, but top right corner.
$323880-$32388F: Green Grove: Changes GFX on above, but middle far left side
$323890-$32389F: Green Grove: Changes GFX on above, but second from the left in middle
$3238A0-$3238AF: Green Grove: Changes GFX on above, but third from the left in the middle
$3238B0-$3238BF: Green Grove: Changes GFX on above, but fourth from the left in the middle
$3238C0-$3238CF: Green Grove: Changes GFX on above, but middle far right side.
$3238D0-$3238DF: Green Grove: Changes GFX on above, but bottom left AND bottom right corners.
$3238E0-$3238EF: Green Grove: Changes GFX on above, but second from left on bottom
$3238F0-$3238FF: Green Grove: Changes GFX on above, but third from left on bottom
$323900-$32390F: Green Grove: Changes GFX on above, but fourth from left on bottom
$323910-$32391F: Green Grove: Changes GFX on above, but fifth from left on bottom
$323920-$32392F: Green Grove: Changes GFX on the top of some vines in level (most noticeable is next to end in GG1)
$323930-$32393F: Green Grove: Changes GFX on the top of some other vines in level (different style, perhaps? Most noticeable is one right after the loop-de-loop)
$323940-$32394F: Green Grove: Changes GFX on the middle of some vines in level.


Oh, and I'm going to start adding pictures of the tiles themselves next to the offset. As you all can see, I already did a few (cannon/flower). In the end, I will need to do all of them to form a complete tile sheet, which will be VERY useful. If you would like to help with hunting for tiles, or tile matching, send me a PM or tell me here
Bane King
Posts: 67/116
Woo Hoo

I think I may finally be of some use here in this forum ;

I discovered that there is more than one version of the game floating around

While finally geting the grasp of hacking with hex, I was unable to change the levels so I asked SNN about it and he was just as confused as I was.

This is just kind of a warning to those who are tring to hack it but can't.
...but you hacking vets may have already known this in.

Here are some some figures of the new rom...


fabio
Posts: 1451/2415
I just corrupted offsets 8C000 to 8D000 and played the Bonus levels and the mines didn't glitched at all. All the bytes from $8C000 to $8D000 were changed to bytes 00 and 01 as usual.
S.N.N.
Posts: 1395/2028
Well, I finally got around to trying the Tails/Knuckles data. 87500-8A000 has no control over them, so that narrows it down to 8C000-90000 ... which is still a big range, but shouldn't be too hard to figure it out. I'll edit this as I do more

EDIT: Here's something new...when I changed the bytes from $8C000-$8D000, something strange happened. Play any of the Bonus Stages, and watch the mines carefully as they go off the screen behind you. They do weird animations and glitch up.
This is a long thread. Click here to view it.
Acmlm's Board - I3 Archive - ROM Hacking - The Sonic 3D Blast Data Thread ( we could use more threads like this )


ABII

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