Sonic Rush is a 2005 platform video game developed by Sonic Team and Dimps for the Nintendo DS as part of Sega's Sonic the Hedgehog series. It was released on November 15, 2005 in North America, November 18 in the PAL region, and November 23 in Japan. It is a 2D platform game, similar to earlier games in the series as well as later ones like Sonic Advance. Levels in the game are side-scrolling and displayed using both of the DS's screens. However, boss battles, the main characters, and a special stage are rendered in 3D, creating a 2.5D effect. The game's storyline follows the intertwining adventures of a new character, Blaze the Cat, and the series' main character, Sonic the Hedgehog. They respectively battle Doctor Eggman and his doppelgänger Eggman Nega at certain points.
Sonic Rush Adventure and Sonic Colors (DS) would later be made on the same engine.
- .narc/.bb (Archive)
- .nsbmd (Models)
- .bin/.bac (Textures/Sprites)
- .sdat (Sounds)
Try this tutorial by Chor64.
SONIC RUSH AND
SONIC RUSH ADVENTURE
The tilesets contained within were originally created by SEGA
and Dimps. The rip was created via an automated process by
Techokami, with information and help from JoseTB & Retriever II.
If you use the contents of this package, you must give credit
to SEGA, Dimps, and Techokami.
If you did not download this tileset from the following domains:
then you should immediately start yelling at the webmaster for
mirroring this file without permission.
PROTIP: If you ask first, I'll almost always say yes!
2) THE RIPPING PROCESS
Sonic Rush levels are stored in the ROM filesystem as .NARC
(Nintendo/Nitro Archive) files. Inside the archive are several
files, all LZ77 compressed, that contain the pallete, tile, and
block data. Once decompressed, the files were fed into a modified
version of my Sonic Advance level ripper, generating individual
PNG files. The script is available under a BSD license (e.g. do
whatever you want, but give credit) from holenet.info at the
For more information, please read the thread on Sonic Retro:
3) EXPLANATION OF TILESET
Due to a limitation on the DS graphical system, you cannot have
tile priority, only layer priority. In order to have parts of the
level appear in front of Sonic, it is formed by combining layers
BG2 (bottom) and BG3 (top) with the Object layer in between.
The levels are built from 64x64 pixel blocks. Do NOT alter their
dimensions or they will NOT work correctly!
The background itself is completely separate from the block and
tile data, so they have not been ripped. They will not be ripped.
DO NOT ASK FOR BACKGROUND RIPS.
DO NOT ASK FOR BACKGROUND RIPS.
DO NOT ASK FOR LEVEL EDITING INSTRUCTIONS.
DO NOT ASK FOR THINGS TO BE RIPPED.
DO NOT ASK HOW I RIPPED THIS.
DO NOT ASK HOW TO HACK ROMS.
DO NOT ASK HOW TO WRITE PHP CODE.
Email: techokami [AT] gdarcade [D0T] taloncrossing [D0T] com
JoseTB, Retriever II, Ainsworth, The Kins, Shadsy, the Something
Awful goons, Tweaker, Scarred Sun, drx, phugolz, Sazpaimon, Coburn64,
MatthewPZC, Naoshi, and all the staff at:
-Mario Fan Games Galaxy
-Metroid: Fan Mission
-The Spriter's Resource
6) THE END
Enjoy the tilesets.
- So I made something that renders Sonic Rush level maps